Ancient Void Dragon

Brave Wanderer's page

24 posts. Alias of Frozen Frost.


Race

HP 108/108, AC 27, Fort +18, Ref +17, Will +15, Perc +13 LLV,

Classes/Levels

| Speed 25 ft. | Resistance Fire 10 | Exploration Activity Search | Tracker | ◆◇↺

Gender

Male Dragonblood Leshy Sorcerer 10 | Scout |

About Brave Wanderer

Brave Wanderer is a protective soul who makes up for his short stature with impressive spellcasting and a powerful breath weapon, both of which were inherited from the mirage dragon that oversaw the orchard his father druid tended. He longed to become a erce warrior and use the powers of magic owing through him to defend the weak from those who would attempt to conquer them. When Brave Wanderer expressed his desire to travel out into the world, his father presented him with a staff of control and advised the leshy to only use it as a last resort to defend himself and others.

With his father druid’s blessing, Brave Wanderer left the warm weather of Bachuan for the cold mountains of the Lands of the Linnorm Kings. While traveling through a small village on a farmer’s cart, he met Kiana, who was handily defeating several locals at a wrestling contest. When someone cheated, Brave Wanderer jumped in to call out the man for his underhanded tactics. Using his inherent magic to freeze the man in his place, Brave Wander demanded the cheater give Kiana a sincere and meaningful apology, permanently cementing himself a place in her heart.

Kiana recruited the leshy and they became an adventuring party of two. They made their way down south into Varisia, where they took on a gang of bandits before running into Kiana’s old friend Ruvior and his assistant, Sizkmi. Brave Wanderer was fascinated by Ruvior’s village and small farmstead, constantly following him around and asking questions. In the meantime, he also set about watching Sizkmi lockpick and insisted on learning the skill from her. While she did teach him to lockpick, Sizkmi discovered that Brave Wanderer had another special ability: distraction. She could put him in front of a pickpocketing target and give the signal, immediately prompting the leshy to launch into a discussion of local ora and fauna. The group went from two pairs to a quartet and has remained so ever since.

Botting Instructions:
Combat: Brave Wanderer starts the day by casting mystic armor on himself, since he wears no armor. Battle begins by casting mountain resilience on the frontliners to protect them from damage or a tactical enlarge on Kiana. He tries to position himself strategically so Ruvior can cast spells off him with his relay spell ability, and he’s always on the lookout for chances to use his offensive spells, such as a reball enhanced by his restarter pellet. After Brave Wanderer casts a spell, he’s quick to bespell his staff, allowing him to deal extra damage that can come in clutch at the tail end of a ght.

Skill Feats: Arcane Sense, Hefty Hauler, Unmistakable Lore, Terrain Expertise (Mountains), Lengthy Diversion, Shameless Request, Quick Jump

Affixed to weapon: Brine dragon scale
Stored Items in greater retrieval belt: [] moderate elixir of life, [] firestarter pellet, [] vital earth
Worn Items: Shadow signet (invested), Greater charm of resistance to fire (invested), obsidian goggles (invested)

ITEM ACTIONS
◇ Retrieve item (from greater retrieval belt), then neither Store Item nor Retrieve Item can be activated again for 1 minute.
◆ Store item (to greater retrieval belt)
◇ Activate Shadow Signet, instead of targeting AC, choose targeting target’s Fortitude DC or Reflex DC
↺ Activate Brine Dragon Scale, Trigger: A creature in reach of the weapon takes an action with the concentrate trait. Effect: The creature takes 2d8 acid damage with a DC 24 basic Reflex save. If the creature critically fails at its save, its concentration is broken—the triggering action is disrupted.

ATTACK
◇ Bespell Strikes, Frequency once per turn; Requirements Brave Wanderer’s most recent action was to cast a non- cantrip spell; Effect Brave Wanderer siphons spell energy into his sickle. Until the end of his turn, his staff deals an extra [dice]1d6[/dice] force damage and gains the arcane trait. If the spell dealt a different type of damage, the Strike deals this type of damage instead.
◆ Strike
[dice=Staff]1d20[/dice]
[dice=Damage]2d4+3[/dice] bludgeoning plus [dice]1d6[/dice] spirit damage

◇ Bespell Strikes, Frequency once per turn; Requirements Brave Wanderer’s most recent action was to cast a non- cantrip spell; Effect Brave Wanderer siphons spell energy into his sickle. Until the end of his turn, his staff deals an extra [dice]1d6[/dice] force damage and gains the arcane trait. If the spell dealt a different type of damage, the Strike deals this type of damage instead.
◆ Strike
[dice=Seedpod +16]
[dice=Damage]1d4+3[/dice] nonlethal bludgeoning damage
On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a –10-foot circumstance penalty on the target’s Speed until the start of Brave Wanderer’s next turn.

SPELLS
[][][][] R5 Spells
[][][][] R4 Spells
[][][][] R3 Spells
[][][][] R2 Spells
[][][][] R1 Spells
[][] HR5 Focus Spells

↺ Spell Relay (concentrate, sorcerer), Trigger: An ally Casts a Spell and Brave Wanderer is within that spell’s range; Effect: The ally can use Brave Wanderer as the point of origin for their spell, calculating range and cover from his space instead of their own.

FOCUS SPELLS
◆◆ Dragon Breath (HR5), DC 28 basic Reflex save vs [dice]9d6[/dice] force damage
Blood Magic (Scaly Hide): When Brave Wanderer casts a bloodline spell using a Focus Point or a Sorcerous Gift spell using a spell slot, draconic scales grow briefly on him or one target, granting a +1 status bonus to AC for 1 round.

◆ Reach Spell, +30 ft range to spell
◆◆ Flurry of Claws (HR5), Range: 30 ft; Targets: 2 creatures no more than 10 feet from each other
[dice=Flurry of Claws]1d20+18[/dice]
[dice=Damage]5d8[/dice] slashing plus [dice]5d4[/dice] additional force damage
Blood Magic (Scaly Hide): When Brave Wanderer casts a bloodline spell using a Focus Point or a Sorcerous Gift spell using a spell slot, draconic scales grow briefly on him or one target, granting a +1 status bonus to AC for 1 round.

SPELLS
◆ Fireball (R5) w Firestarter Pellets, DC 28 basic Reflex save vs [dice]10d6[/dice] fire damage and 1d6 (or 2d6 on Crit Fail) persistent fire damage

◆◆◆ Slither (R5), DC 28 Reflex save vs [dice]3d6[/dice] piercing damage and 1d6 persistent poison damage
Note: A creature that ends its turn in the area must also attempt this save, even if it's already grabbed or restrained by the snakes.
Success The creature is unaffected.
Failure The creature takes full damage and is grabbed by a snake. The snakes' Escape DC is equal to your spell DC. A creature can attack a snake to release the creature. A snake's AC is equal to your spell DC, and it's destroyed if it takes 12 or more damage at once. New snakes continually regrow as long as the spell lasts, so destroying snakes doesn't prevent slither from capturing more creatures.
Critical Failure As failure, but the creature takes double damage and is restrained by a snake.

◆◆◆ Toxic Cloud (R5), DC 28 basic Fortitude save vs [dice]6d8[/dice] poison damage

◆ Reach Spell, +30 ft range to spell
◆◆ Moutain Resilience, Duration: 20 min, target gains resistance 5 to physical damage, except adamantine. Each time the target is hit by a bludgeoning, piercing, or slashing attack, mountain resilience's duration decreases by 1 minute.

◆◆ Translocate (R4), from your current space to an unoccupied space within range you can see.

◆◆ Earthbind (R3), DC 28 Fortitude save
Critical Success The target is unaffected.
Success The target falls safely up to 120 feet.
Failure The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 round.
Critical Failure The target falls safely up to 120 feet. If it hits the ground, it can't Fly, levitate, or otherwise leave the ground for 1 minute.

◆ Reach Spell, +30 ft range to spell
◆◆ Slow (R3), DC 28 Fortitude save
Critical Success The target is unaffected.
Success The target is slowed 1 for 1 round.
Failure The target is slowed 1 for 1 minute.
Critical Failure The target is slowed 2 for 1 minute.

◆◆◆ Wall of Wind (R3)

◆ Reach Spell, +30 ft range to spell
◆◆ Blur (R2), target becomes concealed for 1 min; target can't use this concealment to Hide or Sneak.

◆◆ Dispel Magic (R2)

◆ Reach Spell, +30 ft range to spell
◆◆ Enlarge (R2), target grows to size Large. Its equipment grows with it but returns to natural size if removed. The creature is clumsy 1. Its reach increases by 5 feet (or by 10 feet if it started out Tiny), and it gains a +2 status bonus to damage rolls on melee Strikes.
◆◆ Enlarge (HR4), target grows to size Huge. The status bonus to melee damage is +4 and the creature's reach increases by 10 feet (or 15 feet if the creature started out Tiny).

◆ to ◆◆◆ Force Barrage (R1)
[dice=Force Barrage (R1) Damage]1d4+1[/dice] force damage per action
[dice=Force Barrage (R2) Damage]2d4+2[/dice] force damage per action
[dice=Force Barrage (R3) Damage]3d4+3[/dice] force damage per action
[dice=Force Barrage (R4) Damage]4d4+4[/dice] force damage per action
[dice=Force Barrage (R5) Damage]5d4+5[/dice] force damage per action

◆ Reach Spell, +30 ft range to spell
◆◆ Runic Body (R1), target’s unarmed attacks become +1 striking unarmed attacks, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two for 1 min.

SORCEROUS SPELLS
◆ Reach Spell, +30 ft range to spell
◆◆ Subconscious Suggestion (R5), DC 28 Will save
Blood Magic (Scaly Hide): When Brave Wanderer casts a bloodline spell using a Focus Point or a Sorcerous Gift spell using a spell slot, draconic scales grow briefly on him or one target, granting a +1 status bonus to AC for 1 round.

◆◆ Fly (R4)
Blood Magic (Scaly Hide): When Brave Wanderer casts a bloodline spell using a Focus Point or a Sorcerous Gift spell using a spell slot, draconic scales grow briefly on him or one target, granting a +1 status bonus to AC for 1 round.

◆ Reach Spell, +30 ft range to spell
◆◆ Haste (R3), target becomes Quickened for 1 min
Blood Magic (Scaly Hide): When Brave Wanderer casts a bloodline spell using a Focus Point or a Sorcerous Gift spell using a spell slot, draconic scales grow briefly on him or one target, granting a +1 status bonus to AC for 1 round.

Blazing Bolt (R2)
[dice=Blazing Bolt]1d20+18[/dice]
[dice=Damage]2d6[/dice] fire damage (double damage on Crit Hit) for one action per target
[dice=Damage]4d6[/dice] fire damage (double damage on Crit Hit) for two or three action per target
Blood Magic (Scaly Hide): When Brave Wanderer casts a bloodline spell using a Focus Point or a Sorcerous Gift spell using a spell slot, draconic scales grow briefly on him or one target, granting a +1 status bonus to AC for 1 round.

◆ Reach Spell, +30 ft range to spell
◆◆ Fear (R1), DC 28 Will save
Blood Magic (Scaly Hide): When Brave Wanderer casts a bloodline spell using a Focus Point or a Sorcerous Gift spell using a spell slot, draconic scales grow briefly on him or one target, granting a +1 status bonus to AC for 1 round.

◆ Shield, +1c to AC
↺ Shield Block, Hardness 15

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CHARACTER INFORMATION
Name: Brave Wanderer
Ethnicity, Heritage & Ancestry: Dragonblood Leshy
Background: Scout
Languages Common, Draconic, Elven, Fey

Str +3, Dex +3, Con +4, Int +2, Wis +1, Cha +4

Skills
Arcana +18***
Athletics +15*
Crafting +14*
Deception +16*
Diplomacy +16*
Intimidation +16*
Mountain Lore +14**
Nature +15*
Survival +15**
Thievery +15*

Melee Staff +18 (agile, nesse, magical, spirit, trip), Damage 2d4+3 bludgeoning plus 1d6 spirit Ranged Seedpod +16 (leshy, nonlethal, ranged 30 ft., unarmed), Damage 1d4+3 bludgeoning

Items brine dragon scale (Pathfinder Rage of Elements 176), greater charm of resistance (fire), moderate elixir of life, restarter pellet (Pathfinder Secrets of Magic 168), obsidian goggles, greater retrieval belt, shadow signet, +2 striking astral staff of control, vital earth (Pathfinder Rage of Elements 100)

Arcane Spontaneous Spells
DC 28, attack +18
5th (4/day) fireball, slither, toxic cloud
4th (4/day) mountain resilience, mystic armor; translocate
3rd (4/day) earthbind, slow, wall of wind
2nd (4/day) blur, dispel magic, enlarge
1st (4/day) force barrage, runic body, sure strike
Cantrips (5th) detect magic, electric arc, tangle vine, telekinetic projectile
Sorcerer Bloodline Spells
2 Focus Points, DC 28
3rd dragon breath
1st flurry of claws

Sorcerous Gift Spells
DC 28, attack +18
5th subconscious suggestion
4th fly
3rd haste
2nd blazing bolt
1st fear; cantrip shield

Bespell Strikes [free action] Frequency once per turn; Requirements Brave Wanderer’s most recent action was to cast a non- cantrip spell; Effect Brave Wanderer siphons spell energy into his sickle. Until the end of his turn, his sickle deals an extra 1d6 force damage and gains the arcane trait. If the spell dealt a different type of damage, the Strike deals this type of damage instead.
Blood Magic (Scaly Hide) When Brave Wanderer casts a bloodline spell using a Focus Point or a Sorcerous Gift spell using a spell slot, draconic scales grow briefly on him or one target, granting a +1 status bonus to AC for 1 round.
Incredible Initiative Brave Wanderer has a +2 circumstance bonus to initiative rolls.
Reach Spell [one action] Brave Wanderer can extend the range of his spells. If the next action he uses is to Cast a Spell that has a range, increase that spell’s range by 30 feet. If the spell normally has a range of touch, he extends its range to 30 feet.
Seedpod (leshy) On a critical hit, a seedpod bursts, issuing forth a tangle of vegetation that imposes a –10-foot circumstance penalty on the target’s Speed until the start of Brave Wanderer’s next turn.
Signature Spells: You can cast the heightened versions of your force barrage, enlarge, haste, and mountain resilience spells without needing to learn it separately at a higher rank, but still expending a 2nd-, 3rd-, 4th-, or 5th-rank spell slot when heightened.
Spell Relay [reaction] (concentrate, sorcerer) Trigger An ally Casts a Spell and Brave Wanderer is within that spell’s range; Eect The ally can use Brave Wanderer as the point of origin for their spell, calculating range and cover from his space instead of their own.

Ancestry Abilities Plant Nourishment
Class Abilities Blood Magic, Signature Spells (force barrage, enlarge, haste, mountain resilience), Ancestry Feat Scaly Hide, Harmlessly Cute
Class Feats Advanced Bloodline
General Feat Forager, Incredible Initiative, Ancestral Paragon
Skill Feats Arcane Sense, Hefty Hauler, Unmistakable Lore, Terrain Expertise (Mountains), Lengthy Diversion, Shameless Request, Quick Jump