Cardinal Lucius d'Borja's page

877 posts. Organized Play character for Nikolaus de'Shade.

Full Name

Lucius Alfonso d'Borja


| HP: 47/99 | AC: 24/23 | F: +15, R: +16, W: +21 | Dec/Itm/Perf +16, Lore/Soc +15, Dip/Rel/Per +19, Med +21| Speed 25ft |


Hero Points 3/3, Focus 1/1, D Font 3/5, Heal 0/1 SL 1/1| Active Conditions:


Male Medium Human Cleric 10










Common, Draconic, Dwarven, Elven, Gnomish, Infernal


Cardinal of the Abadarian Church

Strength 8
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 20
Charisma 19

About Cardinal Lucius d'Borja

Cardinal-Banker Lucius d’Borja
Male Human Cleric 10
LG Medium Humanoid (Human)

Senses: Perception +19 (4 expert, +10 level, +5 Wis).

AC 24 (+2 Dex, +2 prof, +level)
HP 99/99 (11*8+1)

Fort +15 (4 expert, 10 level, +1 Con)
Ref +16 (4 expert, 10 level, +2 Dex)
Will +21 (6 master, 10 level, +5 Wis)

Crossbow +14, d10. 120ft.
Divine Spell +19. Spell DC 27.

Spd 25 ft
Space 5 ft.; Reach 5 ft.

Divine Spells (and Illusionary Object as a level 1 spell).
Lvl 0: Detect Magic, Divine Lance, Light, Prestidigitation, Stabilize.
Lvl 1: Bless, Bless, Ray of Enfeeblement.
Level 2: Sound Burst, Dispel Magic, Dispel Magic
Lvl 3: Heroism, Searing Light, Searing Light
Lvl 4: Divine Wrath, Freedom of Movement, Heightened Searing Light.
Lvl 5: Breath of Life, Death Ward, Flame Strike
Divine Font: Heal (5) [5d10(+40)]

Domain Power: Agile Feet (S): The blessings of your god make your feet faster and your movements more fluid. You gain a +5-foot status bonus to your Speed and ignore difficult terrain. As part of casting agile feet, you can Stride or Step; you can instead Burrow, Climb, Fly, or Swim if you have the appropriate Speed. (1 Focus Point)

Str 8 (-1)
Dex 12 (+1)
Con 10 (0) [Boost: 4]
Int 16 (+3) [Boost: 4]
Wis 19 (+4) [Boost: 4]
Cha 18 (+4) [Boost: 4]

Multilingual [Background]: You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
Natural Ambition [Racial 1]: Gain a Level 1 class feat.
Healing Hands [Cleric 1 via Natural Ambition]: When you cast heal you use d10's not d8's.
Canny Acumen [Heritage 1]: Choose Fortitude, Reflex, Will saves or Perception. You become an expert in your choice. At 17th level you become a master in your choice.
Domain Initiate [Cleric 1]: Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity’s list. (Travel) You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics.
Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.
Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.
Canny Acumen [Heritage 2]: Choose Fortitude, Reflex, Will saves or Perception. You become an expert in your choice. At 17th level you become a master in your choice.
Battle Medicine [Skill 2]: Attempt a medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing. 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.
Direct Channel [Cleric 2]: When you cast a version of harm or heal that has an area, you can make its area a 60ft cone instead of a 30-foot emanation.
Clever Improvisation [Ancestry 5]: You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.
Untrained Improvisation: You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.
Selective Energy [Cleric 6]: As you call down divine power, you can prevent some enemies from benefiting or some allies from being hurt. When you cast a version of harm or heal that has an area, you can designate a number of creatures equal to your Charisma modifier (minimum 1) that are not targeted by the spell.
Ward Medic [Skill 6]: You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.
Bardic Dedication [General 7]: You cast spells like a bard and gain the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the occult spell list, or any other cantrips you learn or discover. You can add to your repertoire common cantrips of your spellcasting tradition, whether from this book or other cantrips of that tradition you learn or discover. You’re trained in spell attack rolls and spell DCs for occult spells. Your key spellcasting ability for bard archetype spells is Charisma, and they are occult bard spells. You become trained in Occultism and Performance; for each of these skills in which you were already trained, you instead become trained in a skill of your choice.
Choose a muse as you would if you were a bard. You have that muse for all purposes, allowing you to take that muse’s feats, but you don’t gain any of the other abilities it grants. Polymath.
Channeled Succor [Cleric 8]: You can remove conditions with divine grace. You can sacrifice one heal spell you’ve prepared in your extra slots from healing font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed.
Inspirational Performance [Skill 8]: You gain the inspire courage composition cantrip.
Incredible Improvisation [Ancestry 9]: A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.
Heroic Recovery [Cleric 10]: {A} The restorative power of your healing invigorates the recipient. If the next action you use is to cast heal targeting a single living creature and the target regains Hit Points from the spell, it also gains three bonuses until the end of its next turn: a +5-foot status bonus to its Speed, a +1 status bonus to attack rolls, and a +1 status bonus to damage rolls.

Arcana +15 (T, +lvl, +3 Int)
Deception +16 (T, +lvl, +4 Cha)
Diplomacy +18 (E, +lvl, +4 Cha)
Intimidation +16 (T, +lvl, +4 Cha)
Lore: Kerse +15 (T, +lvl, +3 Int)
Medicine +21 (M, +lvl, +5 Wis)
Occultism +17 (T, +lvl, +5 Wis)
Performance +16 (T, +lvl, +4 Cha)
Religion +19 (E, +lvl, +5 Wis)
Society +15 (T, +lvl, +3 Int)

AC penalty is 0

Common, Draconic, Dwarven, Elven, Gnomish, Infernal.

7 gold 13 silver 10 copper
Crossbow (30sp)
20 bolts (2sp)
Every-day Robes x3 (3sp)
Fine Robes (10sp)
Silver Holy Symbol (20sp)
Wooden Holy Symbol (1sp)
Wand of Heal
Wand of Searing Light
Staff of Healing

Bulk: 1

Emissary: As a diplomat or messenger, you traveled to lands far and wide. Communicating with new people and forming alliances were your stock and trade.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Society skill and a Lore skill related to one city you've visited often. You gain the Multilingual skill feat.

Divine Font: Through your deity’s blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional heal or harm spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity on pages 437–440; if both are listed, you can choose between heal or harm. Once you choose, you can’t change your choice short of an ethical shift or divine intervention.
Healing Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only heal spells (page 343) in these slots, and the number of slots is equal to 1 plus your Charisma modifier.
Divine Spells: Your deity bestows on you the power to cast divine spells. You can cast divine spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells on page 302). Because you’re a cleric, you can usually hold a divine focus (such as a religious symbol) for spells requiring material components instead of needing to use a spell component pouch.
At 1st level, you can prepare two 1st-level spells and five cantrips each morning from the common spells on the divine spell list in this book (page 309) or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.
As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown in Table 3–9: Cleric Spells per Day on page 120.
Some of your spells require you to attempt a spell attack roll to see how effective they are, or your enemies to roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier. Details on calculating these statistics appear on page 447.

Heightening Spells:
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain levels.

A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of spell you can cast as a cleric. For example, as a 1st-level cleric, your cantrips are 1st-level spells, and as a 5th-level cleric, your cantrips are 3rd-level spells.

Doctrine – Cloistered Cleric: You are a cleric of the cloth, focusing on divine magic and your connection to your deity’s domains.
First Doctrine (1st): You gain the Domain Initiate cleric feat.
Second Doctrine (3rd): Your proficiency rank for Fortitude saves increases to expert.
Third Doctrine (7th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.
Fourth Doctrine (11th): You gain expert proficiency with your deity’s favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon’s critical specialization effect; use your divine spell DC if necessary.
Fifth Doctrine (15th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.
Final Doctrine (19th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.
Resolve: You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.