Ramona Avandth

Captain Kortos's page

40 posts. Organized Play character for Hmm.


Race

[LEVEL BUMP] HP 30 / 30 | AC 19 | F + 5 R +6 W +7 | Perc +7 |

Classes/Levels

30 Speed, 10 swim | Hero Points 2/3; CC 1/1 | Active Conditions: ---

Gender

“Gather to me!" | 820-2019 | Female Undine Centaur Commander 1 | ◇ ◈ ↺ |

About Captain Kortos

Coral ‘Waterhorse’ Kortos has always felt the call to the sea, something that most of her centaur village could not understand. Although she loved to run, she loved to swim even more. Her grandmother nicknamed her ‘waterhorse’ and suggested that she travel where her heart took her. If her heart is not in the mountains, she should find the place where she belongs.

At an early age, she did a stint with the Absalom navy, where she got officer training. The navy gave her a good start, even though she felt a bit odd amongst all the smaller humanoids. Still, the navy had rules, camaraderie, and gave her a wide-ranging education.

When her term was up, she joined the Pathfinder Society, where she has had a little more leeway to use the tactics she’s learned, and where she has the opportunity to travel the world and meet all sorts of new people. And of course, visit coastal areas and oceans all over the world.

★ ---- ★ ---- ★ ---- ★

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BOT ME!
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Favorite Exploration Activities
[dice=Search (Perception)]1d20+6[/dice]

Saves
[dice=Fortitude T]1d20+4[/dice]
[dice=Reflex E]1d20+5[/dice]
[dice=Will E]1d20+6[/dice]

Skills

[dice=Perception E]1d20+6[/dice]

[dice=Acrobatics T]1d20 +3[/dice]
[dice=Athletics T]1d20+6[/dice]
[dice=Arcana T]1d20+7[/dice]
[dice=Crafting T]1d20+7[/dice]
[dice=Deception T]1d20 +XX[/dice]
[dice=Diplomacy T]1d20 +3[/dice]
[dice=Intimidate T] 1d20+XX[/dice]
[dice=Lore (Centaur) T]1d20 +7[/dice]
[dice=Lore (Pathfinder) T] 1d20+7[/dice]
[dice=Lore (Sailing) T]1d20+7[/dice]
[dice=Lore (Warfare) T]1d20+7[/dice]
[dice=Medicine T]1d20 +7[/dice]
[dice=Nature T]1d20 +4[/dice]
[dice=Occultism T]1d20 +7[/dice]
[dice=Performance T] 1d20+XX[/dice]
[dice=Religion T]1d20+4[/dice]
[dice=Society T]1d20+7[/dice]
[dice=Stealth T]1d20+XX[/dice]
[dice=Survival T]1d20 +4[/dice]
[dice=Thievery T]1d20+XX[/dice]

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Favorite Weapon Attacks and Macros

◈ [dice=Bastard Sword (Two Hands)]1d20 +7 [/dice]
[dice=Slashing damage] 1d12 + 3[/dice]

◈ [dice=Bastard Sword (One Hand)]1d20 +7 [/dice]
[dice=Slashing damage] 1d8 + 3[/dice]

◈ [dice=Athletics to do Ranged Trip with Bola (non-lethal, ranged trip 20 ft., thrown)]1d20+7[/dice]

◈ [dice=Morningstar]1d20 +7 [/dice]
[dice=Bludgeoning / Piercing / damage] 1d6 + 3[/dice]

◈ [dice=Dagger (agile, finesse)]1d20 +7 [/dice]
[dice=Piercing / Slashing damage] 1d4 + 3[/dice]

◈ [dice=Longbow (deadly d10, range 100ft, propulsive, volley 20ft)]1d20 +3[/dice]
[dice=Piercing damage] 1d8[/dice]
[dice=Deadly?] 1d10[/dice]

★ ---- ★ ---- ★ ---- ★

Favorite Attack Spells - Future

◈◈ [dice=Future Spell that CK does not have currently]1d20+9[/dice]
[dice=Bludgeoning, Piercing or Slashing]2d6[/dice]

★ ---- ★ ---- ★ ---- ★

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CHARACTER DETAILS
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Organized Play Number: 820-2019

Experience, Reputation, Adventure List, Equipment: See ITS
Chronicles: Character Chronicle Folder

Nationality: Absalom
Birthplace: The Isle of Kortos
Age: 17
Gender & Pronouns: She, Her
Height: 10 feet
Weight: 12 bulk
Physical Appearance: Brown centaur with a mane that flows like water.

★ ---- ★ ---- ★ ---- ★

Ancestry (Heritage) Centaur (Fleetwind)
Background Sailor
Class: Commander
Archetype:
Size large traits uncommon amphibious beast centaur humanoid undine
Deity
Languages (including home region): common, fey
Bonus Intelligence: arboreal, dwarven, elven, jotunn
Regional language from Absalom: tien
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SENSES
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Special Senses: darkvision

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OFFENSE
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Class DC: 17 [T]

Speed: 30

Attacks: Check out 'Bot me!' spoiler at the top!

Weapon Proficiencies
Simple: All simple [T], Martial: longsword, rapier, sap, shortbow, shortsword, and whip. Unarmed attacks[T].

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SKILLS
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For more details, see Bot Me section at the top.

Automatic: Athletics, Society, Warfare Lore, Medicine (int-based from class), Nature, Survival, Centaur Lore, Sailor Lore
Bonus: (6): Acrobatics, Arcana, Crafting, Diplomacy, Occultism, Religion

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BACKGROUND
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Sailor
You heard the call of the sea from a young age. Perhaps you signed onto a merchant’s vessel, joined the navy, or even fell in with a crew of pirates and scalawags.

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

You're trained in the Athletics skill, and the Sailing Lore skill. You gain the Underwater Marauder skill feat.
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ABILITY SCORES
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Ancestry Centaur Str, Wis, Int, -Cha
Background Sailor Str, Int
Class Commander Int
Free Str, Con, Int, Cha

Ability Score Summary:

Str ABF
Dex
Con F
Int ABCF
Wis A
Cha -A, F

STR +3, DEX +0, CON +1, INT +4, WIS +1, CHA +0

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COMMANDER SPECIALS:
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Commander's Banner
A commander needs a battle standard to help guide their allies on the field. You start play with a custom banner that you can use to signal allies when using tactics (see below) or to deploy specific abilities. Your banner can be affixed to a weapon or shield you are wielding, attached to a simple pole or handle and held in one hand, or worn affixed to a pole alongside your backpack. Your banner might be a literal flag or pennant, a decorated fan, a personalized totem, or some other highly visible item of negligible or light Bulk. Your banner requires customization and influences your allies’ morale, so you can have only one banner at a time designated as your commander’s banner; designating a new banner or standard as your commander’s banner takes 1 minute.

As long as your banner is visible and in your possession, it provides an aura that gives you and all allies in a 30-foot emanation a +1 status bonus to Will saves and DCs against fear effects. You can pause or resume this effect as part of any action you would typically use to stow or retrieve your banner. If your banner is destroyed or stolen, allies currently benefiting from its bonuses become frightened 1. This effect has the aura, emotion, mental, and visual traits.

Some abilities allow you to place your banner in a specialized manner, such as the Commander’s Companion and Plant Banner feats. As long as you have placed your banner in this way, any banner abilities originate from your banner’s space instead of your own, and you gain the same basic benefits as when it is in your possession. An unattended banner has the base Hardness and Hit Points of a standard item of its type (usually cloth, thin leather, or thin wood; the rules for materials appears here) or the Hardness and Hit Points of the object it is affixed to, whichever is greater.

Drilled Reactions
Your time spent training your allies allows them to respond quickly and instinctively to your commands. Once per round when you use a tactic, you can grant one ally of your choice benefiting from that tactic an extra reaction. This reaction has to be used for that tactic and is lost if not used.

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TACTICS:
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Prepared:

Gather to Me! ◈ [one-action]
Mobility
Commander Tactic
Source Battlecry! pg. 25
You signal your team to move into position together. Signal all squadmates; each can immediately Stride as a reaction, though each must end their movement inside your banner’s aura, or as close to your banner’s aura as their movement Speed allows.

Squadmates can use Gather to Me! while Burrowing, Climbing, Flying, or Swimming instead of Striding if they have the corresponding movement type.

Pincer Attack ◈ [one-action]
Offensive
Commander Tactic
Source Battlecry! pg. 26
You call for an aggressive formation designed for exploiting enemies’ vulnerabilities. Signal all squadmates; each can Step as a reaction. If any of your allies ends this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.

Strike Hard! ◈◈ [two-actions]
Offensive
Brandish Commander Tactic
Source Battlecry! pg. 26
You command an ally to attack. Signal a squadmate within the aura of your commander’s banner. That ally immediately attempts a Strike as a reaction.

In Portfolio

Mountaineering Training ◈[one-action]
Mobility
Commander Tactic
Source Battlecry! pg. 25
Your instructions make it easier for you and your allies to scale dangerous surfaces. Signal all squadmates; until the end of your next turn, you and each ally gain a climb Speed of 20 feet.

Special If you have this tactic prepared, you can use Warfare Lore in place of Athletics for checks you make to Climb.

Naval Training ◈ [one-action]
Mobility
Commander Tactic
Source Battlecry! pg. 25
Your instructions make it easier for you and your allies to swim through dangerous waters. Signal all squadmates; until the end of your next turn, you and each ally gain a swim Speed of 20 feet.

Special If you have this tactic prepared, you can use Warfare Lore in place of Athletics for checks you make to Swim.

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FEATS:
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Ancestry Feats and Abilities

Special 1st: Ancestry (Large, hooves, darkvision)

Mount
Your equine body is well suited for carrying trusted allies. A PC can ride you if they are one size category smaller than you (Medium size, for most centaurs), rather than needing to be two size categories smaller.

Robust
You increase your maximum and encumbered Bulk limits by 2.

Heritage 1st: Undine

A water elemental ancestor influences your bloodline. You gain the undine trait, in addition to the traits from your ancestry. You gain a swim Speed of 10 feet and the amphibious trait. Like all creatures with the amphibious trait, you can breathe both water and air. You can choose from undine feats and feats from your ancestry whenever you gain an ancestry feat.

1st: Centaur Lore Feat 1
Centaur

You've learned how to nurture your environment and to care for your people. You gain the trained proficiency rank in Medicine and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.

You also gain the Additional Lore general feat for Centaur Lore.

5th: Feat Name

Skill Feats

Background: Underwater Marauder Feat 1
General Skill

Prerequisites trained in Athletics
You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Bonus from Class: Battle Medicine

Level 2: Feat name
Details

General Feats
3rd: Feat Name

Class Feats and Abilities

1st: Officer's Medical Training Feat 1
Commander

Requirements You can prepare at least three tactics.
You received formal training in battlefield triage and wound treatment. You are trained in Medicine and can use your Intelligence modifier in place of your Wisdom modifier for Medicine checks. If you are already trained in Medicine, you instead become trained in another skill of your choosing. You gain the Battle Medicine feat.

2nd: Witch Dedication (future)

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FUTURE PLANNING
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1 Ancestry and background, attribute boosts, initial proficiencies, commander’s banner, tactics, drilled reactions, Shield Block, commander feat (officer’s medical training)
2 Witch Dedication, skill feat
3 General feat, skill increase, warfare expertise
4 Commander feat, skill feat
5 Ancestry feat (Fluid Compression), attribute boosts, military expertise, skill increase
6 Commander feat, skill feat
7 Expert tactician, general feat, skill increase, weapon specialization
8 Commander feat, skill feat