Coral Golem

Awakened Prime of Celestia's page

113 posts. Organized Play character for rainzax.


Race

Stats:
AC 22 or 23 parry / shield (hard 10) | Fortitude (+13), Reflex (+10), Will (+11) | Perception (+11 or +12 w/ Root Reading) | Speed 25

Classes/Levels

♥️ 70 | ☀️ □ | ✋ Staff | ☘️ □□ | ⚕ none | Spellcasting DC 19, Impulse DC 21 | Spellslots (2□□/3□□)

Gender

TN Conrasu (Reinforced) Bonuwat Wavetouched Magus (Twisting Tree) / Hydrokineticist 5 | ◆◇↺ | Explore ➤ Repeat a Spell w/ Shield (AC 23)

Deity

Gozreh

Occupation

Bonuwat Wavetouched

Homepage URL

□☑

Strength 19
Dexterity 12
Constitution 18
Intelligence 14
Wisdom 14
Charisma 8

About Awakened Prime of Celestia

What is my purpose?

#2014:

Grand Archive

Senses
Perception (**) +11 or +12 w/ Root Reading
Languages ➤ Common; Aquan, Mwangi, Rasu, Utopian
Explore ➤ Repeat a Spell (Root Reading or Shield)

Defense
AC 23 (reinforcement) or 24 parry / shield (hard 10); HP 70
Fortitude (**) +13, Reflex (**) +10, Will (**) +11
Pearly Spindle Aeon Stone (~) Regain 1 HP per minute
Sunlight Healing w/ Ceremony of Sunlight (10-min, □/day) Restore 5d8 hit points
Deflecting Wave (↺) Reduce triggering blunt or slashing damage by 5, acid or fire damage by 10
Shield Block (↺, 10-min reset) Reduce incoming damage by 10

Offense
Arcane Spellcasting DC 19, Primal Impulse DC 21, Spellheart DC 17
Speed 25; Bulk 2.0/9.0

Water Elemental Blast, Fast (◆, 1h, 30-ft) +11 @ 1d8 blunt or cold, or 1d8+4 melee
Water Elemental Blast, Strong (◆◆, 1h, 30-ft) +11 @ 1d8+4 blunt or cold, or 1d8+8 melee

Staff of Striking, one-handed (B, 1h, agile) +14 @ 2d6+4 blunt w/ +1 cascade (force or triggering spell energy trait)
Staff of Striking, two-handed (B, 2h, parry, reach, trip) +14 @ 2d8+4 blunt w/ +1 cascade (force or triggering spell energy trait)

Celestial Prime:

Arcane Cascade (◆, arcane, concentrate, stance) While you’re in the stance, your melee Strikes deal 1 extra force damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is instead the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage).

Channel Elements (◆, aura, primal, water) You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, a 10-foot emanation where pieces of your kinetic element flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.

Deflecting Wave (↺, impulse, primal, water) Trigger: You would take acid, bludgeoning, fire, or slashing damage from an enemy's attack, spell, or other hostile effect, and you’re aware of the hostile effect, and you aren't off-guard against it. Effect: A cascade of water blunts or disperses the incoming attack. You gain resistance to damage from the triggering effect equal to your level if it's bludgeoning or slashing, or double your level if it's acid or fire damage. If the effect deals more than one applicable type of damage, apply the highest resistance, but apply it only once.

Elemental Blast (◆ or ◆◆, 1d8 bludgeoning or cold, 30-ft) With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier.

Perfect Droplet Spellheart (Cast a Spell, Spout, DC 17) After you cast a water spell by Activating the droplet, your body becomes mistlike. Until the end of the turn, you can move through enemies' spaces, treating each square in their spaces as difficult terrain. You can't move through creatures that have the water trait in this way.

Spellstrike (◆◆) You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don't occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical. After you use Spellstrike, you can't do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell that takes at least 1 action to cast; casting a focus spell of another type doesn't recharge your Spellstrike.

Spinning Staff (◆, focus) You spin your staff with a twirling flourish, attacking two foes and transforming the momentum into magical energy to charge for your next Spellstrike. Make a melee Strike with your staff against one foe and then a second melee Strike with your staff against a different foe. Your multiple attack penalty applies to both of these attacks as normal.

Twisting Tree (◇) While you wield a staff in one hand, the staff adjusts in shape and weight, gaining the agile trait and increasing its damage die size to 1d6. While you wield a staff in both hands, it lengthens, twists, and reshapes, gaining the parry, reach, and trip traits. While you're in Arcane Cascade stance, you can Interact or Release to change your grip on the weapon as a free action when you Strike with your staff, including Strikes made in a Spellstrike. This happens before you roll your attack roll. You can also Interact to change your grip on the staff as a free action triggered at the end of your turn.

Skills (10):

Athletics (*) +11 w/ Underwater Marauder
Arcana (**) +11
Crafting (*) +9
Lore: Astronomy (**) +11
Lore: Conrasu (**) +11
Lore: Ocean (*) +9
Medicine (*) +9
Nature (**) +11
Occultism (*) +9
Religion (*) +9
Society (*) +9
Survival (*) +9

Spellcasting:

Cantrips (□□□□□): Gouging Claw, Ignition, Root Reading, Shield, Timber
Rank Two (□□): Enlarge, Resist Energy
Rank Three (□□): Force Missile, Wooden Double
Focus (□): Spinning Staff
Spellheart (□): Spout (DC 17)

Spellbook:

Cantrips (□□□□□, □□□): Deep Breath, Gouging Claw, Ignition, Light, Root Reading, Shield, Timber, Time Sense
First (□□□□□, □): Echoing Weapon, Force Missile, Gravitational Pull, Pocket Library, Shattering Gem, Shockwave
Second (□□□□): Enlarge, Loose Time's Arrow, Resist Energy, Tremorsense
Third (□□): Warding Aggression, Wooden Double

Equipment:

Worn (1.0) @ Conrasu Reinforcement w/ Potency Rune (~); Healer's Tools (B), Pearly Spindle Aeon Stone
Held (1.0) @ Staff of Striking (B) w/ affixed Perfect Droplet Spellheart

Items
0: Healer's Tools (5.0), Staff (0)
2: Weapon Potency Rune (35.00)
3: Pearly White Spindle Aeon Stone (60.00), Perfect Droplet Spellheart (55.00)
4: Striking Rune (65.00)
5: Armor Potency Rune (160.00)
6: Librarian Staff (225.00)

Earned: 445.50
Spent: 380.00
Remainder: 65.50

Progression:

Ancestry
1: Conrasu; Rite of Reinforcement, Conrasu Lore
5: Ceremony of Sunlight
9:

Background and Skills
1: Bonuwat Wavetouched ➤ Ocean Lore, Underwater Marauder
2: Skill Training
3: Arcana ➤ Expert
4: Additional Lore ➤ Astronomy Lore
5: Nature ➤ Expert
6:

Class
1: Arcane Spellcasting, Arcane Cascade, Conflux Spells, Rank One Spells, Spellstrike; Hybrid Studies ➤ Twisting Tree ➤ Spinning Strike
2: Kineticist Dedication ➤ Water ➤ Channel Elements and Elemental Blast
3: Rank Two Spells
4: Through the GateDeflecting Wave
5: Lightning Reflexes, Rank Three Spells, Weapon Expertise
6:

General
3: Canny Acumen ➤ Perception
7:

Remastered Experience:

Level One
(#2014): Genesis (0xp, 15.00gp)
(#B-01): "The Whitefang Wyrm" (1xp, 4.00gp) @ 1/31/2021
(#B-02): "Blood of the Beautiful" (1xp, 4.00gp) @ 1/31/2021
(#2-11): "Pathfinder Trials" (4xp, 14.00gp, 1.60gp) @ 2/6/2021
(#B-06): "The Road to Otari" (1xp, 4.00gp) @ 2/8/2021
(#B-03): "Shadows and Scarecrows" (1xp, 4.00gp) @ 3/30/2021
(#B-07): "Cleapup Duty" (1xp, 4.00gp) @ 1/30/2021
(#B-08): "The Tireless Path" (1xp, 4.00gp) @ 4/11/2021
(#I-01): "The Second Confirmation" (4xp, 14.00gp, 0.40gp) @ 9/2/2021
= 14 xp, 69.00gp, 14 GA

Level Two
(#I-02): "United in Purpose" (4xp, 22.00gp, 0.40gp) @ 9/16/2021
(#3-01): "Year of Shattered Sanctuaries" (4xp, 22.00gp, 0.40gp) @ 9/30/2021
(#3-02): "The East Hill Haunting" (4xp, 22.00gp, 1.60gp) @ 10/14/2021
= 12 xp, 68.40gp, 12 GA

Level Three
(#3-05): "Inheritor's Rite" (4xp, 38.00gp, 1.60gp) @ 11/22/2021
(#Q-04): "Port Peril Pub Crawl" (1xp, 9.50gp, 0.04gp) @ 12/4/2021
(#1-06): "Lost on Spirit Road" (4xp, 38.00gp, 0.16gp) @ 3/31/2022
(#1-14): "Lions of Katapesh" (4xp, 38.00gp, 0gp) @ 5/28/2022
= 13 xp, 125.30gp, 13 GA

Level Four
(#3-13) "Guardian's Covenant" (4xp, 64.00gp, 2.40gp) @ 5/29/2022
(#2-06) "Crashing Wave" (4xp, 64.00gp, 2.40gp) @ 5/29/2022
(#Q-14) “The Swordlord’s Challenge” (2xp, 50.00gp, 0gp) @ 11/7/2023
= 10xp, 182.80gp, 10 GA

Level Five
Remastered 3/12/2024

Totals
49xp, 445.50gp, 49 reputation w/ Grand Archive