Vendria

Black Molly's page

585 posts. Organized Play character for Mitch.


Race

Level 5 summoner | AC 22/23 | HP: 68 |

Classes/Levels

Fort 11, Ref 11, Will 10 | Spell DC 21 | Per 10 | Speed 25’

About Black Molly

Female Aiuvarin
Summoner 5
Horizon Hunters

Str 10
Dex 10+2+2+2=16:18
Con 10+2=12:14
Int 10+2=12
Wis 10:12
Cha 10+2+2+2+2=18:19

HP (SHARED POOL): 8+10+1=68 / 68
REACTIVE DISMISSAL
AC: 10+3+3=22/23
Telekinetic Projectile: +11, 4d6B/P/S, 30’
Dagger: +11, 1d4P, agile, finesse, versatile S, thrown 10’
Hand crossbow: +11, 1d6, 60’
Void Warp: Fort save, 4d4Void, enfeebled 1 for 1 round on a critical failure, 30’
Spiritual Armament: +11, 2d8P/Spi, 120’

Speed: 25’
Languages: Common, Elven, Goblin
Low-light vision

Athletics T 7
Deception T 11
Intimidation E 13 (Intimidating Glare)
Lore (Sailing) T 8
Medicine E 10 (Battle Medicine)
Occult T 8
Perception E 10 (Elven Instincts +2 Init, win ties)
Religion T 9
Stealth T 11 (+1 Shadow rune)

Fort E 11
Ref T 11
Will E 10

Unarmed T
Simple weapons T

Unarmored T

Occult spell attacks T 11
Occult spell DC T 21

Ancestry Feat: NATURAL AMBITION - GLIDER FORM [one-action]
Your eidolon evolves wings, a buoyant body, or some other means to control descent. It glides slowly toward the ground, 5 feet down and up to 25 feet forward through the air. As long as it spends at least 1 action gliding each round and has not yet reached the ground, it remains in the air at the end of your turn.

Background: Sailor

Background Feat: UNDERWATER MARAUDER
You’ve learned to fight underwater. You are not flat-footed while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Eidolon: Devotion Phantom, “Cap’n Silverbeard”
Size: Medium
Stalwart Guardian

Str 18:19
Dex 14:16
Con 16
Int 10
Wis 10:12
Cha 10:12

+2 AC (+3 Dex cap), Negative Resistance 3
AC: 22
Cutlass: +13, +8, 1d8+4S, Shove (Boost)
Hook hand: +13, +9, 1d6+4N, Agile, Finesse

Shove
You push a creature away from you. Attempt an Athletics check against your target’s Fortitude DC.
Critical Success: You push your target up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
Success: You push your target back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
Critical Failure: You lose your balance, fall, and land prone.

Primary Attack: Choose from the following statistics for the more flexible primary attack.
• 1d8 damage (shove) (Slashing [cutlass])
Secondary Attack: The secondary attack always deals 1d6 damage and has the agile and finesse traits. (Negative [hook hand])

Skills: same as Molly

Athletics T 11
Deception T 8
Intimidation E 10 (Intimidating Glare)
Lore (Sailing) T 7
Medicine T 8
Occult T 7
Perception E 10
Religion T 8
Stealth T 10

Senses: darkvision
Language: Common
Speed: 25’ (Amphibious)
Swim: 25’
GLIDER FORM

Fort E 12
Ref T 10
Will E 10

Unarmed T
Unarmored T

DUTIFUL RETALIATION [reaction]
Trigger: An enemy within 15 feet of you hits you with a Strike and deals damage to you.
Requirements: Your eidolon is within 15 feet of you.
Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn’t within your eidolon’s reach.

MANIFEST EIDOLON [three-actions]
Your eidolon appears in an open space adjacent to you, and can then take a single action.
*** If your eidolon was already manifested, you unmanifest it instead. ***
The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can’t willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon’s physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again.
Special: This activity has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal).

ACT TOGETHER [one-action] TO [three-actions]
Frequency: once per round
You and your eidolon act as one. Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action.
For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action).
This lets you each use separate exploration activities like Avoid Notice as you travel (Core Rulebook 496).

Your connection with your eidolon allows you to communicate with it telepathically at all times, even when it isn’t manifested.

SHARE SENSES [one-action]
Requirements: Your eidolon is manifested.
You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon’s body for up to 1 minute. You can Dismiss this effect.
Special: This action has the trait matching your eidolon’s tradition (arcane, divine, occult, or primal). Your eidolon can also use this ability. When it does, it projects its senses into your body.

Evolution Feat: Energy Heart (Negative)
Choose an energy damage type other than force. One of its unarmed attacks changes its damage type to the chosen type, and it gains resistance to that type equal to half your level (minimum 1).

Skill Feat: INTIMIDATING GLARE
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.

Class Feat: Amphibious Form
Your eidolon adapts to life on land and underwater. It gains the amphibious trait, allowing it to breathe in water and air and to avoid the normal –2 penalty for making bludgeoning and slashing unarmed Strikes underwater. It gains a swim Speed equal to its land Speed or 25 feet, whichever is less; or if it is normally aquatic, it gains a land Speed equal to its swim Speed or 25 feet, whichever is less.

Shared Vigilance
You and your eidolon work together to remain alert to threats around you, allowing you to perceive far more together than you could individually. Your proficiency rank in Perception and your eidolon’s proficiency rank in Perception increase to expert.

UNLIMITED SIGNATURE SPELLS
All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher-level spell slot, up to the maximum level of spell you can cast. You can similarly cast any of its lower-level versions without learning them separately.

general feat: Ancestral Paragon - Otherworldly Magic: Arcane
Deep Breath

Skill Feat: Battle Medicine [one-action]
Requirements: You’re holding or wearing a healer’s toolkit (page 288).
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

Class Feat: REACTIVE DISMISSAL [reaction]
Trigger: Your eidolon would take damage.
You abruptly dismiss your eidolon to reduce the damage it takes, though this makes summoning it again more difficult. Reduce the triggering damage to your eidolon by double your level, and your eidolon unmanifests. You can’t Manifest your Eidolon again until after the end of your next turn.

Boon: Storied Talent

Find jobs of up to your level when Earning Income. Must be Liked by Horizon Hunters to purchase.

Ancestry Feat: Elven Instincts (Char Guide)
Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.

EIDOLON UNARMED EXPERTISE
Your eidolon becomes more capable of using its unarmed attacks. Its proficiency rank for unarmed
attacks increases to expert.

Spells Known
0:5 +Link Cantrip

Bullhorn
Cast [two-actions] somatic, verbal
Duration: 10 minutes
You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn’t make your voice jarring or distracting. This doesn’t increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle your voice as normal.
Your loud voice makes it easier to Coerce others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to Coerce and auditory Performance checks to Perform at a large venue.
You can Dismiss the spell.
Heightened (5th) Your voice can be heard clearly up to 1,200 feet away.
Heightened (7th) Your voice can be heard clearly up to 1 mile away.

Chill Touch
Cast [two-actions] somatic, verbal
Range: touch; Targets: 1 living or undead creature
Saving Throw: Fortitude
Siphoning negative energy into yourself, your hand radiates a pale darkness. Your touch weakens the living and disorients undead, possibly even causing them to flee. The effect depends on whether the target is living or undead.
• Living Creature: The spell deals negative damage equal to 1d4 plus your spellcasting modifier. The target attempts a basic Fortitude save, but is also enfeebled 1 for 1 round on a critical failure.
• Undead Creature: The target is flat-footed for 1 round on a failed Fortitude save. On a critical failure, the target is also fleeing for 1 round unless it succeeds at a Will save.
Heightened (+1) The negative damage to living creatures increases by 1d4.

DEEP BREATH [one-action]
Traditions: arcane, primal
Duration: 10 minutes
You take an incredibly deep breath and can hold it for the spell’s duration. You don’t lose breath when hit, but you do lose all the air you inhaled if you speak (including to Cast a Spell). This spell doesn’t create air; if you don’t have air to breathe when you cast it, you get no benefit.
*Heightened (2nd): The duration increases to 1 hour, and you lose only 10 minutes of breath if you speak.
Heightened (4th) The duration increases to 8 hours, and you lose only 10 minutes of breath if you speak.

Forbidding Ward
Cast [two-actions] somatic, verbal
Range 30 feet; Targets: 1 ally and 1 enemy
Duration: sustained up to 1 minute
You ward an ally against the attacks and hostile spells from the target enemy. The target ally gains a +1 status bonus to Armor Class and saving throws against the target enemy’s attacks, spells, and other effects.
Heightened (6th): The status bonus increases to +2.

Shield
Cast [one-action] verbal
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.
Heightening the spell increases the shield’s Hardness.
*Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.

SHIELD BLOCK [reaction]
Trigger: While you have your shield raised, you take damage from a physical attack.
You place your shield to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Telekinetic Projectile
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets: 1 creature
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success: You deal double damage.
Success: You deal full damage.
Heightened (+1) The damage increases by 1d6.

BOOST EIDOLON
Cast [one-action] verbal
Range: 100 feet; Targets: your eidolon
Duration: 1 round
You focus deeply on the link between you and your eidolon and boost the power of your eidolon’s attacks. Your eidolon gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon’s Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.

2:1

Spiritual Weapon (rapier) [WAND]
Cast [two-actions] somatic, verbal
Range: 120 feet
Duration: sustained up to 1 minute
A weapon made of pure magical force materializes and attacks foes you designate within range. This weapon has a ghostly appearance and manifests as a club, a dagger, or your deity’s favored weapon.
When you cast the spell, the weapon appears next to a foe you choose within range and makes a Strike against it. Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it. The spiritual weapon uses and contributes to your multiple attack penalty.
The weapon’s Strikes are melee spell attacks. Regardless of its appearance, the weapon deals force damage equal to 1d8 plus your spellcasting ability modifier. You can deal damage of the type normally dealt by the weapon instead of force damage (or any of the available damage types for a versatile weapon). No other statistics or traits of the weapon apply, and even a ranged weapon attacks adjacent creatures only. Despite making a spell attack, the spiritual weapon is a weapon for purposes of triggers, resistances, and so forth.
The weapon doesn’t take up space, grant flanking, or have any other attributes a creature would. The weapon can’t make any attack other than its Strike, and feats or spells that affect weapons do not apply to it.
Heightened (+2) The weapon’s damage increases by 1d8.

THUNDERING DOMINANCE
Cast [two-actions] somatic, verbal
Range 30 feet; Targets your companion or eidolon
Duration: 1 minute
You shroud the target in a powerful predatory aura and amplify its vocalizations. It gains a +1 status bonus to Intimidation checks. Once during this spell’s duration, it can take the Thundering Roar action.
Thundering Roar [one-action] (auditory, concentrate, emotion, enchantment, fear, flourish, mental, sonic)
The target unleashes a powerful vocalization. Each enemy in a 10- foot emanation takes 4d8 sonic damage with a basic Will save against your spell DC. A creature that fails its Will save is also frightened 1.
Heightened (+2) The status bonus to Intimidation checks increases by 1 (to a maximum of a +4 status bonus for an 8th-level spell), and the damage from the roar increases by 2d8.

3:2

Animate Dead
Cast [three-actions] material, somatic, verbal
Range: 30 feet
Duration: sustained up to 1 minute
Your magic dredges up a corpse or skeleton and fills it with necromantic life, and you force the dead to fight at your command. You summon a common creature that has the undead trait and whose level is –1; this creature gains the summoned trait. Heightening the spell increases the maximum level of creature you can summon.
Heightened (2nd) Level 1.
Heightened (3rd) Level 2.
Heightened (4th) Level 3.
Heightened (5th) Level 5.
Heightened (6th) Level 7.
Heightened (7th) Level 9.
Heightened (8th) Level 11.
Heightened (9th) Level 13.
Heightened (10th) Level 15.

“What we need now is a real b@stard!”

Ghast
Perception +8; darkvision
Languages Common, Necril
Skills Acrobatics +10, Athletics +7, Stealth +10, Survival +8
Str +3, Dex +4, Con +2, Int +1, Wis +2, Cha +3

AC 18; Fort +6, Ref +10, Will +8
HP 30 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious
Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Speed 30 feet, burrow 5 feet
Melee [one-action] jaws +11 [+6/+1] (finesse), Damage 1d6+5 piercing plus ghast fever and paralysis
Melee [one-action] claw +11 [+7/+3] (agile, finesse), Damage 1d4+5 slashing plus paralysis
Consume Flesh [one-action] (manipulate) Requirements The ghast is adjacent to the corpse of a creature that died within the last hour. Effect The ghast devours a chunk of the corpse and regains 3d6 Hit Points. It can regain Hit Points from any given corpse only once.
Ghast Fever (disease) Saving Throw Fortitude DC 16; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnight
Paralysis (incapacitation, occult, necromancy) Any living creature (including elves) hit by a ghast's attack must succeed at a DC 16 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Swift Leap [one-action] (move) The ghast jumps up to half its Speed. This movement doesn’t trigger reactions.

Soothe
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets 1 willing living creature
Duration: 1 minute
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Heightened (+1) The amount of healing increases by 1d10+4. 3d10+12

Spells/Day
0:5
2:2
3:2

Focus Pool: 1 / 1

EVOLUTION SURGE
Cast [two-actions] somatic, verbal
Range: 100 feet; Targets your eidolon
Duration: 1 minute
You flood your eidolon with power, creating a temporary evolution in your eidolon’s capabilities. Choose one of the following effects:
• Your eidolon gains scent as an imprecise sense up to 30 feet.
• Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait.
• Your eidolon gains a +20-foot status bonus to its Speed.

Heightened (3rd) Add the following options to the list of effects you can choose:
• Your eidolon becomes Large, instead of its previous size. This increases your eidolon’s reach to 10 feet but doesn’t change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other’s way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal.
• Your eidolon gains a climb Speed equal to its land Speed.

Heightened (5th) Add the options from the 3rd-level version and the following options to the list of effects you can choose:
• Your eidolon becomes Huge, instead of its previous size. This has the same effects as the 3rd-level option to become Large, except your eidolon’s reach increases to 15 feet.
• Your eidolon gains a fly Speed equal to its Speed.

Equipment 15gp, 5B
Explorer’s clothing 0.1gp, L
Dagger 0.2gp, L
Hand crossbow 3gp, L
10 bolts 0.1gp, L
Adventurer’s pack 1.5gp, B
a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
Grappling hook 0.1gp, L
Thieves tools 3gp, L
Mug
Fishing tackle 0.8gp, B
Compass 1gp, -
Healer’s tools 5gp, B / 14.8gp, 3.6B
Winter clothing

+1 armor rune 160gp
Armor rune: Shadow 55gp
Wand: Spiritual Weapon (2nd) 160gp
resembles a sheathed rapier

Molly Corbin was a pirate in the notorious Captain Silverbeard’s crew. She learned necromancy from their witch, known only as the Sea Hag. There was a mutiny, and Silverbeard was killed, but Molly was able to capture his spirit and escape. She left the piracy life behind for the PFS, and he was happy to tag along if it meant avoiding his infernal fate.