Empyreal Lord, Cernunnos

Armik 2ed's page

45 posts. Organized Play character for Thereus, Silver Crusader.


Gender

CN Tiefling Oracle of Battle 4| HP 8/42| Fort +7 Ref +7 Will +9 | AC 20 with curse | Perc +7 | Major Curse (Overwhelmed) | Focus Pt 1/3| Hero Pt 1| Spells 2/3 0/3

Strength 16
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 12
Charisma 14

About Armik 2ed

Armik - Oracle 4
CN Elf Tiefling Humanoid
Perception +7; Low-Light Vision Darkvision
Languages Common, Sylvan

AC 21; Fort +7, Ref +7, Will +9
HP 42
Speed 30 feet

Str +3, Dex +1, Con +1, Int +1, Wis +1, Cha +2

Melee +1 Striking Bastard Sword +9 (Two-Hand d12, Magical), Damage 2d8+3 S

Skills Acrobatics +5, Athletics +8, Deception +8, Intimidation +8, Lore: Gladiatorial +7, Lore: Warfare +7, Medicine +7, Performance +8, Religion +7, Stealth +5, Thievery +5

Feats Domain Acumen, Impressive Performance, Intimidating Glare, Nimble Hooves, Skill Training, Tiefling, Underwater Marauder

Additional Specials Battle Weapon Group (Sword), Domain Acumen (Might), Mystery (Battle), Mystery Domain Spell (Zeal), Oracular Curse, Revelation Spells, Signature Spells, Skill Training (Medicine)

Divine Known Spells DC 18, attack +8; 2nd Sound Burst, Resist Energy, Blood Vendetta (3 slots); 1st Magic Weapon, Heal ☆, Fear (3 slots); Cantrips Guidance, Disrupt Undead, Divine Lance, Daze, Chill Touch, Shield

Focus Spells (3 points)

Call to Arms Area 20-foot emanation Duration 1 minute You cry out a call to arms, inspiring your allies to enter the fray. Each ally in the area gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to the spell's level; these temporary Hit Points last for the spell's duration. Heightened (6th) The bonus increases to +3. Heightened (9th) The bonus increases to +4.

Weapon Surge Range touch; Targets 1 weapon you're wielding Holding your weapon aloft, you fill it with divine energy. On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage. If the weapon has a striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice). If the target weapon leaves your possession, weapon surge immediately ends.

Athletic Rush Duration 1 round Your body fills with physical power and skill. You gain a +10- foot status bonus to Speed and a +2 status bonus to Athletics checks. As a part of Casting this Spell, you can use a Stride, Leap, Climb, or Swim action. The spell's bonuses apply during that action.

Items Breastplate, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Wayfinder, Healer's Tools

Curse of the Hero's Burden:

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You thrive while adrenaline flows and your life depends on your might alone, but holding the collective battle prowess of the ages within you leaves your body weakened after a fight. You smell faintly of steel and blood no matter how you try to remove or mask the scent, you appear more muscular than you actually are, and you hear the faint clash and clamor of battle in the distance at all times.

Minor Curse Your body languishes when you aren't bringing harm to your foes. You take a –2 status penalty to AC and saving throws, but each time you make a Strike, you can suspend these penalties until the start of your next turn.

Moderate Curse The strain of conflict wears upon your body, even though you gain vitality from it. Making a Strike reduces the penalty from your minor curse to –1 rather than suspending it entirely. You gain a +2 status bonus to weapon and unarmed damage rolls. You also gain fast healing equal to half your level while in a non-trivial combat encounter.

Major Curse Your body proves capable of truly heroic feats, but doing so interferes with your mental focus. Your moderate curse's fast healing is equal to your level, and its damage bonus is +6. You gain a +1 status bonus to weapon and unarmed attack rolls, but you are stupefied 2.

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Drawing on multiple disparate sources of power inevitably places an incredible stress on your body, manifesting as a supernatural curse. The more revelation spells you cast, the worse the effects of your curse, but these increasingly conflicting energies can also provide you with divine benefits.

The specific effects of your curse are tied to your mystery, but all curses follow the same progression. A curse continually gives you a mild but constant reminder that you carry otherworldly power. As you cast revelation spells, your curse intensifies, first to a minor effect and then to a moderate effect.

Your curse progresses to its minor stage the first time you finish casting a revelation spell after your daily preparations. Once your minor curse has manifested, it remains in effect until you rest for 8 hours and again make your daily preparations. If you cast a revelation spell while your minor curse is in effect, you progress to the moderate curse effect immediately after you finish Casting the Spell. The minor effect continues to affect you, though some moderate curse effects might alter the specifics of your minor curse. At higher levels, you can cast more revelation spells, progressing your curse to its major stage and then an extreme stage; these stronger curses are cumulative with the effects of the lower stages and can alter them. When you Refocus while under the effects of your moderate or stronger curse, you reduce your curse's severity to minor in addition to regaining a Focus Point.

Drawing upon your mystery's power while your curse is at its worst causes an irreconcilable conflict between you and the sources of your power. Immediately after casting a revelation spell while under the moderate effect of your curse, you are overwhelmed. While overwhelmed, you can't Cast or Sustain any revelation spells— you effectively lose access to those spells. You can still Refocus to reduce the effects of your curse and regain a Focus Point, but doing so doesn't allow you to cast further revelation spells. These effects last until you rest for 8 hours and make your daily preparations, at which point your curse returns to its basic state. At higher levels, you can grow to withstand your curse's major and even extreme effects, enabling you to cast more revelation spells without becoming overwhelmed.

Your curse has the curse, divine, and necromancy traits. You can't mitigate, reduce, or remove the effects of your oracular curse by any means other than Refocusing and resting for 8 hours. For example, if your curse makes creatures concealed from you, you can't negate that concealed condition through a magic item or spell, such as true strike (though you would still benefit from the other effects of that item or spell). Likewise, remove curse and similar spells don't affect your curse at all.