Alashra

Beezhul Honeysuckle's page

48 posts. Organized Play character for rainzax.


Race

| AC 18 | ♥️22 w/ Guardian's Armor [1] | Saves @ 6**/5*/5** | Perception @ 3* w/ Lowlight | Speed 25

Classes/Levels

| ☘️ ☑☑ | ✋✋ nothing | ⚕ none

Gender

Sweetbreath Kholo Waste Walker Guardian / Rivuthen Invoker 1

Special Abilities

◆◇↺

Location

Impossible Lands, Mana Wastes

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 10
Charisma 14

About Beezhul Honeysuckle

Senses
Perception (*) +3 w/ Lowlight
Ever Ready (~) You always gain a reaction when rolling initiative for Guardian abilities

Defense
AC 18 hide; HP 22
Fortitude (**) +6, Reflex (*) +5, Will (**) +5
Guardian's Armor (~) Resist Physical Damage equal to one plus half level [2]
Intercept Attack (↺) When ally w/in 10 feet takes damage, you Step adjacent to them and take the damage instead. If you taunted that enemy, range is 15 feet, and you may Stride.

Offense
Martial Weapons (*); Bulk 0.0/9.0; Speed 25
Taunt (◆, 30-ft) Enemy -1 to attacks and DCs and off-guard 1 round unless their hostility includes you

Mambele (S, 1h; deadly d8, disarm, thrown 20) +7 or +5 thrown @ 1d6+4
Spirit Thresher (B, 2h; sweep, versatile S) +7 @ 1d12+4
Bite (P, 0h) +7 @ 1d6+4

Path of Ash (ability text):

Ever Ready
Guardian's Armor
Intercept Attack
Taunt w/ Long-Distance Taunt

Ever Ready
You always gain a reaction whenever you roll initiative for combat, but you can use it only for reactions from guardian feats or class features. The GM might still rule that you can use other reactions before your first turn based on the situation, as normal.

Guardian's Armor (◆)
Even when you are struck, your armor protects you from some harm. While wearing medium or heavy armor, you gain resistance to physical damage equal to 1 + half your level. In addition, you can rest normally while wearing medium and heavy armor.

Intercept Attack (↺)
Trigger: An ally within 10 feet of you takes physical damage.
You fling yourself in the way of oncoming harm to protect an ally. You can Step, but you must end your movement adjacent to the triggering ally. You take the damage instead of the triggering ally. Apply your own immunities, weaknesses, and resistances to the damage, not the ally’s.
Special: You can extend this ability to an ally within 15 feet of you if the damage comes from your taunted enemy. If this ally is farther than you can Step to reach, you can Stride instead of Stepping; you still must end the movement adjacent to your ally.

Taunt w/ Long-Distance Taunt
[concentrate]
With an attention-grabbing gesture, noise, cutting remark, or threatening shout, you attempt to draw an enemy to you instead of your allies. Taunt gains the auditory trait, visual trait, or both, depending on how you draw the target’s attention. Even mindless creatures are drawn to your taunts. Choose an enemy within 30 feet to be your taunted enemy. If your taunted enemy takes a hostile action that includes at least one of your allies but doesn’t include you, they take a –1 circumstance penalty to their attack rolls and DCs for that action, and they also become off-guard until the start of their next turn.
Your enemy remains taunted until the start of your next turn, and you can have only one Taunt in effect at a time. Taunting a new enemy ends this effect on any current target.

You can draw the wrath of your foes even at a great distance. When you use Taunt, you can choose a target within 120 feet.

Skills (7)
Athletics (*) +7
Acrobatics (*) +5
Deception (*) +5
Diplomacy (*) +5 or +6 to Make Impression w/ Sweetbreath
Lore: Mana Wastes (*) +3
Religion (*) +3
Survival (*) +3 w/ Forager

Progression:

Ancestry
1: Sweetbreath Kholo, Weapon Familiarity

Background
1: Waste Walker; Survival, Mana Wastes Lore, Forager

Class
1: Ever Ready, Intercept Strike, Taunt; Long-Distance Taunt