Dog

Branch Barker's page

128 posts. Organized Play character for BretI.


Race

| HP 20/20 | AC 17 (18 w/ Shield) | F: +5 R: +6 W: +6; Blunt Snout vs inhaled or olfactory effects

Classes/Levels

| Speed 25’ | Exploration: Detect Magic | Conditions: Mage Armor

Gender

Male Shoony LG Wizard 2

About Branch Barker

Male Shoony LG Wizard 2
LG small humanoid (Shoony)
Senses Perception +4 T; low-light vision

You see a cream-colored male shoony with a white nose, belly and paws. He is wearing a tunic, light leather vest, trousers and leather boots. His short ears stand up rather than droop. He is carrying a staff in his hand and has a dagger and sling as well. He also has a healers kit ready for use.

Botting:

Symbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺)

Perception and Saves

[dice=Perception]d20+4[/dice] Low-Light

[dice=Fort]d20+5[/dice]
[dice=Reflex]d20+6[/dice]
[dice=Will]d20+6[/dice]

Combat

Will use cantrips most of the time. Does no like to melee but will use staff when he needs to.

Melee
[dice=◆ Dagger]d20 +6[/dice] Agile, Finesse, thrown 10’, versatile S
[dice=Piercing damage]d4+1[/dice]
[dice=Slashing damage]d4+1[/dice]

[dice=◆ Staff]d20 +5[/dice] (d4+1 B) two-handed d8
[dice=Bludgeoning damage]d4+1[/dice]
[dice=Two handed bludgeoning damage]d8+1[/dice]

Ranged
[dice=◆ Sling]d20 +6[/dice] range 50’
[dice=Bludgeoning damage]d6[/dice]
◆ Reload Sling

Cantrips
◆ Reach metamagic, increases range of next spell

Range 30’
[dice=◆◆ Electric Arc, DC 18 basic Reflex]d4+4[/dice]

Range 30’
[dice=◆◆ Spout, DC 18 basic Reflex]d4+4[/dice] 5’ cube

Range 30’
[dice=◆◆ Telekinetic Projectile]d20+8[/dice]
[dice=Bludgeoning damage]d6+4[/dice]
[dice=Piercing damage]d6+4[/dice]
[dice=Slashing damage]d6+4[/dice]

Range 60’
[dice=◆◆ Hydraulic Push]d20+8[/dice]
[dice=Bludgeoning damage]3d6[/dice] knocked back 5’
[dice=Critical additional damage]3d6[/dice] knocked back 10’

Focus spell
Range 500’
[dice=◆ Hand of the Apprentice]d20+8[/dice]
[dice=Bludgeoning damage using staff]d4+1[/dice]
[dice=Bludgeoning damage using staff 2H]d6+1[/dice]
[dice=Slicing damage using dagger]d4+1[/dice]
[dice=Piercing damage using dagger]d4+1[/dice]

Healing using Battle Medicine

[dice=◆ Battle Medicine healing using Assurance]2d8[/dice]

[dice=Healing vs DC 15]d20+6[/dice]
[dice=Amount Healed]2d8[/dice]

[dice=Healing vs DC 20]d20+6[/dice]
[dice=Amount Healed]2d8+5[/dice]

Skills

[dice=Acrobatics] d20+6[/dice]
[dice=Arcana]d20 +8[/dice]
[dice=Athletics]d20 +5[/dice]
[dice=Crafting]d20 +8[/dice]
[dice=Medicine]d20 +6[/dice]
[dice=Medicine using Assurance]16[/dice]
[dice=Occultism]d20 +8[/dice]
[dice=Religion]d20 +4[/dice]
[dice=Society]d20 +8[/dice]

[dice=Lore Pathfinder Society]d20 +8[/dice]
[dice=Lore Undead]d20 +8[/dice]


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Defense
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HP 20 (6+ 6+1+ 6+1)
AC 17; special modifiers (10 +2 Dex cap +1 Mage Armor +2 Trained +2 Level)
Speed 25’
Fort +5 T Reflex +6 T Will +6 E; blunt snout: one degree success better vs inhaled or olfactory effects
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Offense
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Arcane Spell DC 18 T
Arcane Spell Attack +8 T

Melee
Dagger +6 (d4+1 P) Agile, Finesse, thrown 10’, versatile S
Staff +5 (d4+1 B) two-handed d8

Ranged
Sling +6 (d6 B) range 50’

Special Attacks:

Arcane Abilities:

Arcane Wizard Spells DC 18, attack +8;

Cantrips
detect magic,
electric arc, 1d4+4 Electric two creatures within 30’ Basic Reflex
shield,
spout[SoM], 1d4 + 4 Bludgeoning in 5’ cube within 30’, Basic Reflex
telekinetic projectile, spell attack d6+4 B/P/S 30’

1st
Hydraulic Push
Magic Weapon
Mage Armor

Focus Spells 1 Focus Point, DC 17;

Hand of the Apprentice

Reactions

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Statistics
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Str 12 Dex 14 Con 12 Int 18 Wis 10 Cha 12

Skills
Acrobatics +6,
Arcana +8,
Athletics +5,
Crafting +8,
Medicine +6 E, Assurance 16
Occultism +8,
Religion +4,
Society +8,

Lore Pathfinder Society +8,
Lore Undead +8

Languages: Common, Shoony, Mwangi,
Background: Once Bitten
Pathfinder Training: Spells
Patron Deity: Iomedae
Home Region: Kortos, Otari

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Gear
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Explorer's Clothing
Staff
Sling
Sling bullets, 10
Dagger
Adventurer’s Pack
Healer's tools
material component pouch
Spellbook: Throwing Sticks
Writing Set
Wayfinder

Invested items:
Wayfinder

Consumables

Minor Healing Potion (1d8)
10 sling bullets

Battle medicine used on:

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Spellbook
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Detect Magic
Electric Arc
Light
Mage Hand
Prestidigitation
Ray of Frost
Read Aura
Shield
Spout
Telekinetic Projectile

Create Water
Fleet Step
Grease
Hydraulic Push
Jump
Mage Armor
Magic Weapon

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Feat and Class Abilities
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arcane bond
DRAIN BONDED ITEM ◇
Arcane Wizard

Frequency once per day per spell level
You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.

arcane thesis: Metamagical Experimentation

You've realized that the practice known as metamagic is a holdover from a time long ago, when wizards had to work out their own spells and variations rather than rely on spells recorded by others and passed down over the years. This allows you efficient access to various metamagic effects.

You gain one 1st-level metamagic wizard feat of your choice. Starting at 4th level, during your daily preparations, you can gain a metamagic wizard feat of your choice that has a level requirement of no more than half your level, which you can use until your next daily preparations.

Reach Spell ◆ Feat 1
Concentrate Metamagic Wizard

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.

Medic Dedication Feat 2
Archetype Dedication

Prerequisites trained in Medicine, Battle Medicine
You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.
Special You can't select another dedication feat until you gain two other feats from the medic archetype.

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Skill and General Feats
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Background: Once Bitten
After an altercation with an undead creature, you feared you might be infected. Either through medical intervention, luck, or misunderstanding how undeath spreads, your fears abated. However, your brush with living death taught you the value of life. You do whatever you can to avoid the end you thought you'd been fated.

Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost.

You're trained in the Medicine skill, and the Undead Lore skill. You gain the Battle Medicine skill feat.

Battle Medicine [one-action] FEAT 1
General Healing Manipulate Skill

Prerequisites trained in Medicine
Requirements You're holding or wearing healer's tools (page 209).
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 temporarily immune to your Battle Medicine for 1 day.

Assurance Feat 1
Fortune General Skill

Prerequisites trained in at least one skill
Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

Medicine

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Ancestry
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Shoony

Low-Light Vision
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Blunt Snout
Your small, blunt snout and labyrinthine sinus system make you resistant to phenomena that assail the nose. When you roll a saving throw against inhaled threats (such as inhaled poisons) and olfactory effects (such as xulgath stench), you get the outcome one degree of success better than the result of your roll.

Heritage: Paddler Shoony
You hail from shoonies who have lived long and successfully among the reeds and cattails of swamps and marshes, and have adapted to the challenges of living near waterlogged areas. You ignore difficult terrain and greater difficult terrain from bogs. When you roll a success to Swim, you get a critical success instead.

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Character Creation:

Str 12 F
Dex 14 AB
Con 12 F
Int 18 ABCF
Wis 10
Cha 10 F

Ancestry: Shoony
Background: Once Bitten
Medicine, Battle Medicine, Undead Lore
Class: Wizard
Metamagic Experimentation
Reach Spell
Hand of the Apprentice
Medic Dedication

General:

Skill:
Assurance (Medicine)
Pathfinder Training
Spells
Pathfinder Society Lore