Ranged Strikes
Hand crossbow +5 [?] 1d6+? range 60 [P] (traits)
GLIMPSE OF REDEMPTION [reaction]
CHAMPION
Trigger An enemy damages your ally, and both are within 15 feet of you. Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
• The ally is unharmed by the triggering damage.
• The ally gains resistance to all damage against the triggering damage equal to 2 + your level.
After the damaging effect is applied, the enemy
becomes enfeebled 2 until the end of its next turn.
DIVINE ALLY
Blade Ally: A spirit of battle dwells within your armaments. Select one weapon (Glaive) or handwraps of mighty blows when you make your daily preparations. In your hands, the item gains the effect of a property rune. For a champion following the tenets of good, choose disrupting,
ghost touch, returning, or shifting. You also gain the weapon’s critical specialization effect.
Ancestry Feats and Abilities
Special 1st: ???
1st: ???
NATURAL SKILL
Your ingenuity allows you to learn a wide variety of skills. You
gain the trained proficiency rank in two skills of your choice.
Skill Feats
Hefty Hauler (Trained in Athletics)
You can carry more than your frame suppose. Increase your maximum and encumbered Bulk by 2.
Courtly Graces L2 skill feat
You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of inuence and politics. You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.
Fast Recovery L3 General feat
Your body quickly bounces back from a ictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison.
Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.
Background: ???
ACOLYTE
You spent your early days in a religious monastery or
cloister. You may have traveled out into the world to spread the message of your religion or because you cast away the teachings of your faith, but deep down you’ll always carry within you the lessons you learned.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost. You’re trained in the Religion skill and the Scribing Lore skill. You gain the Student of the Canon skill feat.
Class Feats and Abilities
Feature 1st: ???
1st: DEITY’S DOMAIN FEAT 1
You embody an aspect of your deity. Choose one of your deity’s domains from those listed on page 441 (Creation/Family). You gain the domain’s initial domain spell as a devotion spell.
2d: FIENDSBANE OATH FEAT 2
Prerequisites tenets of good
You’ve sworn an oath to banish the corruption of ends to the dark planes they call home.
Add the following tenet to your champion’s code after the other tenets: “You must banish or slay ends you come across as long as you have a reasonable chance of success; in the incredibly unlikely event you nd a good end, you don’t have to banish or kill it.”
Your Retributive Strike gains a +4 circumstance bonus to damage against a end, or a +6 circumstance bonus if you have master pro ciency with the weapon you used. Your Glimpse of Redemption’s resistance against damage from a end is 7 + your level. If you use Liberating Step triggered by a end, your ally gains a +4 circumstance bonus to checks granted by your Liberating Step, and the ally can Step twice afterward.
You don’t consider ends to be legitimate authorities, even in nations ruled by fiends.
Shield Block
You gain the Shield Block general feat (page 266), a reaction that lets you reduce damage with your shield.
General Feats
Magic:
MAGIC
Spell Attack Roll (tradition): ?? [?]
Spell DC (tradition): ?? [?]
Focus Points: 1
Focus:
SPLASH OF ART FOCUS 1
UNCOMMON CLERIC ILLUSION VISUAL
Domain creation
Cast [two-actions] somatic, verbal
Range 30 feet; Area 5-foot burst
Saving Throw Will; Duration varies
A deluge of colorful illusory paint, tools, or other symbols of art and artisanship drift down in the area. Roll 1d4 to determine the color of the illusion. Each creature in the area must attempt a Will save. A creature is unaffected on a success. On a failure or critical failure, the creature takes the results listed on the table relevant to the color.
1d4 Color Failure Critical Failure
1 White Dazzled 1 round Dazzled 1 minute
2 Red Enfeebled 1 for 1 round Enfeebled 2 for 1 round
3 Yellow Frightened 1 Frightened 2
4 Blue Sluggish 1 for 1 round Sluggish 2 for 1 round
LAY ON HANDS FOCUS 1
UNCOMMON CHAMPION HEALING NECROMANCY POSITIVE
Cast [one-action] somatic
Range touch; Targets 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.
Heightened (+1) The amount of healing increases by 6, and the
damage to an undead target increases by 1d6.
Bulk: 7 B 4 L (Encumbered: 9, Maximum: )
Combat Gear:
Glaive B2
Hand crossbow 1L
10 bolts 1L
dagger 1L
Hide Armor B2
Magic Items:
Minor healing potion (+1d8 HP)
Potency Cristal (on Glaive) (When you activate the crystal, the weapon becomes a +1 striking weapon for the rest of the turn, gaining a +1 item bonus to the attack roll and increasing the damage on a hit to two weapon damage dice.)
Other Gear:
Adventurer pack B2
Religious symbol, wood 1L
Healer tools B1
Pup tent 1l
Money
PP
GP 27+82=109
SP 34
Boons:
BOONS
Background:
From an early age, Cassimon lived in the streets. He would have died in the streets, too, had a compassionate woman not picked him up. From the age of 5 to his late teenage years, Cassimon found tenderness and warm, motherly love in the arms of Milady Harfoss, as he called her respectuously. As she was a bard and priestess of Shelyn, the temple became his home. At first, having no real skill in the arts, he was afraid to be rejected, of disappointing his savior. But still, even after many tries at singing, crying in her loving embrace, she still delivered him the words who calmed his fears and tears since the first days, while stroking his hair:
"You're a doll..."
That was his inspiration.
Using tools from the Temple workshop, Cassimon build, over many moons, his first doll, a doll at Milady Harfoss image, surpassing even his own wildest expectations.
Years passed.
Milady Harfoss grew older, got sick, and slowly, but as peacefully as possible, died. Even her death was graceful, as a last gift from Sheylin. One of her last wishes was to be buried with Cassimon's doll.
Now a grown man, Cassimon was willing to explore the world outside the temple, his heart full of love and art. He swore to protect children and families, to give back some of the love he recieved. His passion for dolls is always burning, and he seems to always work on a new project, offering dolls to children, teaching them the words of Shelyn, giving them something beautiful to look at.