[dice=Burning Hands: FIRE damage 15ft. Cone (Basic Reflex DC19)]2d6[/dice]
[dice=Ash Cloud: FIRE damage 20ft. Burst (Basic Reflex DC19)]2d4[/dice]
[spoiler=Ash Cloud]Cast Three Actions material, somatic, verbal; Range 120 feet; Area 20-foot burst Saving Throw Fortitude; Duration 1 minute; You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Creatures that start their turn within the cloud take 2d4 fire damage as their lungs fill with the hot, acrid smoke, with a Fortitude save: Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and is dazzled for 1 round. Critical Failure The target takes double damage and is blinded for 1 round.[//spoiler]
[dice=Ignite Fireworks: FIRE&Sonic damage 10ft. Burst (Basic Reflex DC19)]1d8+1d8[/dice]
[spoiler=Ignite Fireworks]Cast (Two-Actions)somatic, verbal; Range 60 feet; Area 10-foot burst; Saving Throw Reflex; A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save: Critical Success The creature is unaffected; Success The creature takes half damage and is dazzled for 1 round; Failure The creature takes full damage and is dazzled for 3 rounds; Critical Failure The creature takes double damage, takes 1d4 persistent fire damage, and is dazzled for 1 minute.[//spoiler]
[dice=Horizon Thunder Sphere (Spell Attack)]1d20 + 7[/dice]
[dice=Horizon Thunder Sphere: Electricity damage]3d6[/dice]
[spoiler=Horizon Thunder Sphere]Cast Two Actions to 2 rounds; Range varies; Targets 1 creature; You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters: Two Actions (somatic, verbal) This spell has a range of 30 feet. Three Actions (material, somatic, verbal) This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target. Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing 2d6 electricity damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.[//spoiler]
[dice=Acid Arrow (Spell Attack)]1d20 + 7[/dice]
[dice=Acid Arrow(Damage)]3d8[/dice]
[spoiler=Acid Arrow Spell(2)]Acid Attack Evocation; Traditions arcane, primal; Cast [two-actions] somatic, verbal; Range 120 feet; Targets 1 creature or object; You conjure an arrow of acid that continues corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.[//spoiler]
Perception(E/Wis)+5+3+3(+11)
(AC20)Armor Class = (10+1+6+3)
10 + Dexterity modifier (up to your armor’s Dex Cap) + proficiency bonus + armor’s item bonus to AC + other bonuses + penalties
*Hide Armor (Leather: The thick second skin of the armor disperses blunt force to reduce bludgeoning damage. You gain resistance to bludgeoning damage equal to 1 + the value of the armor’s Potency Rune for medium armor, or 2 + the value of the armor’s Potency Rune for heavy armor.)
Feats
*Orc Sight- Darkvision (Ancestry)
*Intimidating Glare Skill Feat (Background)
'-You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
**Group Coercion Skill Feat(@2nd level)
'-When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.
*Wild Shape (Order)
'-You are one with the wild, always changing and adapting to meet any challenge. You gain the wild shape order spell, which lets you transform into a variety of forms that you can expand with druid feats. You also gain the wild morph order spell.
~Wild Shape order spell: Cast Two Actions somatic, verbal; Duration 1 minute (or longer)You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in Pest Form, which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape's level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. Heightened (2nd) You can also wild shape into the forms listed in animal form.
~~Pest Form: You transform into the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. You gain the following statistics and abilities:
^AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. Speed 10 feet. Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.)Low-light vision and imprecise scent 30 feet. Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier –4.
^Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.
~~Animal Form: You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: ^AC = 16 + your level. Ignore your armor's check penalty and Speed reduction. 5 temporary Hit Points. Low-light vision and imprecise scent 30 feet. One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can use. You're trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead. Athletics modifier of +9, unless your own modifier is higher. ~~~~~~~~~~~~
You also gain specific abilities based on the type of animal you choose:
^Ape Speed 25 feet, climb Speed 20 feet; Melee Single Action fist, Damage 2d6 bludgeoning.
^Bear Speed 30 feet; Melee Single Action jaws, Damage 2d8 piercing; Melee Single Action claw (agile), Damage 1d8 slashing.
^Bull Speed 30 feet; Melee Single Action horn, Damage 2d8 piercing. ^Canine Speed 40 feet; Melee Single Action jaws, Damage 2d8 piercing. ^Cat Speed 40 feet; Melee Single Action jaws, Damage 2d6 piercing; Melee Single Action claw (agile), Damage 1d10 slashing.
^Deer Speed 50 feet; Melee Single Action antler, Damage 2d6 piercing. ^Frog Speed 25 feet, swim Speed 25 feet; Melee Single Action jaws, Damage 2d6 bludgeoning; Melee Single Action tongue (reach 15 feet), Damage 2d4 bludgeoning.
^Shark swim Speed 35 feet; Melee Single Action jaws, Damage 2d8 piercing; breathe underwater but not in air.
^Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; Melee Single Action fangs, Damage 2d4 piercing plus 1d6 poison.
^^Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14. ^^Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16.
^^Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20.
~Wild Morph order spell: Cast Single Action to Two Actions somatic, verbal; Duration 1 minute;You morph your body based on your training, choosing one of the following effects based on your wild order feats. ^If you have Wild Shape, you can morph your hands into wild claws. Your hands transform into incredibly sharp claws. These claws are an unarmed attack you're trained in and deal 1d6 slashing damage each (agile, finesse). You can still hold and use items with your hands while they're transformed by this spell, but you cannot hold an item while attacking. ^If you have Insect Shape, you can instead transform your mouth into wild jaws, an unarmed attack you're trained in that deals 1d8 piercing damage.
^If you have Elemental Shape, you can morph your body to be partially composed of elemental matter, granting you resistance 5 to critical hits and precision damage.
^If you have Plant Shape, you can morph your arms into long vines, increasing your reach to 10 feet (or 15 feet with a reach weapon).
^If you have Soaring Shape, you can cast the spell as a two-action activity (Two Actions somatic, verbal) to grow wings from your back. These wings allow you to fly with a fly Speed of 30 feet.
*Shield Block (Class Bonus)
**Reach Spell (Metamagic/Druid Feat)
-You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
**Mauler Dedication Class Feat (Mauler Archetype)=GM BONUS
-You become trained in all simple and martial melee weapons that require two hands to wield or have the two-hand trait. Whenever you gain a class feature that grants you expert or greater proficiency in weapons, you also gain that proficiency rank in these weapons. If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon.
***Fleet: +5 Movement
****Forager Skill Feat :While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success. Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living. Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.
****Form Control Class Feat: With additional care and effort, you can take on an alternate form for a longer period of time. If your next action is to cast wild shape, wild shape’s spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss the form at any time, as permitted by the spell.
****Power Attack (Mauler Archtype): You unleash a particularly powerful attack that clobbers your foe but leaves you a bit unsteady. Make a melee Strike. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, you deal an extra die of weapon damage. If you’re at least 10th level, increase this to two extra dice, and if you’re at least 18th level, increase it to three extra dice.
Skills: If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character’s level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.
*Survival(T/Wis)+6+3(+9)
*Dragon Lore(T/Int)+6+1 (+7)
*Nature(T/Wis)+6+3 (+9)
*Intimidation(T/Cha)+6+0 (+6)
*Stealth(T/Dex)+6+1 (+7)
*Athletics(E/Str)+6+2(+10)
*Medicine(T/Wis)+6+3 (+9)
Spells
(Spell DC = 10 + your spellcasting ability modifier + proficiency bonus + other bonuses + penalties)
~Cantrips: Dancing Lights, Detect Magic, Electric Arc, Tanglefoot, Stabilize
~1st Level: Heal, Burning Hands, Horizon Thunder Sphere
~2nd-level: Summon Elemental, Ash Cloud, Ignite Fireworks
Order Spells:
Wild Morph
Wild Shape
'Other' Proficiencies
*Trained in simple weapons
*Trained in unarmed attacks
*Trained in light armor and medium armor and unarmored defense
*Trained in druid class DC
*Trained in primal spell attacks
*Trained in primal spell DCs
**Trained in Martial melee weapons that require two hands to wield or have the two-hand trait.
***Increased Training w/Perception (Alertness)
***Increased Training w/Fortitude (Great Fortitude)
***Increased Training w/Athletics (Skill Increase)
Starting Money:15 gold pieces(150 silver pieces)
~Remaining Money: 2gp, 8sp
*Hide Armor 2 gp
*Healer’s tools 5 gp
*Lesser elixir of life 3 gp
*Dagger 2 sp
*Spear 1 sp
*Sling 0 sp
*Religious symbol(Wooden)1 sp
*Explorer’s Clothing 1 sp
*Adventurer’s pack 7 sp
~backpack (containing the other goods), bedroll, two belt pouches,
10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’
rations, soap, 5 torches, and a waterskin.
Loot!
Lesser Antidote
4gps
Potion of Lesser Healing
Bastard Sword
Low Grade Silver Morningstar
Wolf Fang (Talisman):Consumable (Evocation); Source Core Rulebook pg. *570 1.1; Usage affixed to armor. Activate Free Action envision; Trigger *You successfully Trip a foe; Requirements You are trained in Athletics. *This wolf canine is bound in a strip of leather and tied to a buckle or *strap of a suit of armor. When you activate the fang, you deal *bludgeoning damage equal to your Strength modifier to the target of *your Trip. If your Trip would already deal physical damage that doesn’t *include an ability modifier, add your Strength modifier to that damage.
'+1 Magical Halberd
*grappling hook
Backstory
Bertrum never met his parents, at least not his real parents. He grew up with a strange couple, in a jungle some distance from Isger. The people who raised him, appeared elven-like but were not elves themselves. His name was Scylarren and hers was Genyrrus, and they claimed to be brother and sister. When angered, they occasionally grew odd-colored scales, and odd smells emanated from their forms. They spoke the language of dragons and claimed they had found him, left on a rock cliff in the jungle to die of exposure or as some passing animal's snack.
He was never sure if they were lying to him, but they never had any malice towards him and taught him to survive and understand the jungle around him. They suggested he watch the animals and to imitate them. Eventually, he was able to find he could shift his form and imitate many animals. The day before they left him, alone in the middle of the jungle in a wicker and straw hut he'd always lived in, they spoke of the future for the first time: His future.
"You know yourself unlike most others. You know WHAT you are, even though you are bereft of knowing where you come from or where you are going. This is both a blessing and a curse. We think you will eventually find what you are looking for in life, but you will not enjoy the answer as much as you think. We wish you the best. Always."
The next day they were gone and he was completely alone for the first time in his life. Life was harder alone, but bearable over the next few years. Eventually his curiosity of his benefactors started to gnaw at him. Who had they been? Why had they helped him? He suspected they had been dragons. They had always spoken of dragons easily, teaching him respect of their elemental natures and ancient wisdom.
Two years later, he could no longer take the isolation and burned his hut. Following an ancient river, he headed for 'civilization' and went looking to learn more of dragons...their natures and motivations. Why would they have helped him? What was in it for them? Were not dragons greedy monsters as most believe? Or was there more to them? Bertrum was more than determined to find out. If 'civilization' didn't kill him first!