Catfolk

Ceilidh Razkar's page

41 posts. Alias of GM Harpwizard.


Full Name

Ceilidh Razkar

Race

Pahtra Mystic 5

Classes/Levels

HP 56/56| AC 22| Spells 1: 4/4 2: 4/4 3: 3/3 Focus: 1/1| Hero Points: 1 | F+11 R+13 W+14 | Perc+11, Diplomacy +12, Stealth +10, Nature +11, Religion +11, Medicine +13

About Ceilidh Razkar

Ceilidh Razkar
Female pahtra mystic 5 (Secrets of Magic)

Medium, Humanoid, Pahtra
Heritage meyel's chosen pahtra
Background disciple
Perception +11; darkvision
Languages Common, Pahtra, Vesk, Ysoki

Str +0, Dex +3, Con +1, Int +1, Wis +4, Cha +3

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Skills
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Skills

+10 Acrobatics (2 Trained + 5 Level + 3 Dex)
+1 Arcana (Untrained + 1 Int)
0 Athletics (Untrained + 0 Str)
+1 Computers (Untrained + 1 Int)
+1 Crafting (Untrained +1 Int)
+3 Deception (Untrained + 3 Cha)
+12 Diplomacy (4 Expert + 5 Level + 3 Cha)
+13 Medicine (4 Expert + 5 Level + 4 Wis)
+11 Nature (2 Trained + 5 Level + 4 Wis)
+1 Occultism (Untrained + 1 Int)
+10 Performance (2 Trained + 5 Level + 3 Cha)
+11 Religion (2 Trained + 5 Level + 4 Wis)
+1 Society (Untrained + 1 Int)
+10 Stealth (2 Trained + 5 Level + 3 Dex)
+11 Survival (2 Trained + 5 Level + 4 Wis)
+3 Thievery (Untrained + 3 Dex)

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Defense
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AC 22; Fort +11; Ref +13; Will +14
HP 58

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Offense
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Speed 25 feet, climb 25 feet
Melee [1] knife +10 (versatile S, thrown 10 ft., agile, finesse, analog), Damage 1d4 P
Ranged [1] knife +10 (versatile S, thrown 10 ft., agile, finesse, analog), Damage 1d4 P
Ranged [1] tactical pulsecaster pistol +11 (tracking +1, nonlethal, tech, range increment 30 feet, reload 1), Damage 1d6 E

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Spellcasting
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Divine Mystic Spellcasting DC 21, attack +11;

Cantrips (3rd)

◈◈ Adhere (one unoccupied 5-foot square, that surface becomes charged with adhering magic. That space becomes greater difficult terrain.)
◈◈ Electric Arc (An arc of lightning leaps from one target to another. Each target takes 4d4 electricity damage with a basic Reflex save)
◈◈ Frostbite (An orb of biting cold coalesces around your target, freezing its body. The target takes 4d4 cold damage with a basic Fortitude save)
◈◈ Gouging Claw (You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of 4d6 slashing damage or 4d6 piercing damage, plus 4 persistent bleed damage)
◈ Guidance (You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends)

1st (4 slots)

◈◈ Cellular Stimulant (You vitalize and stimulate the target at a cellular level, giving it a temporary burst of energy that unfortunately takes an exhausting toll. The target attempts a Fortitude save (it may choose to fail). If the target fails, it gains the quickened condition and can use the extra action to Stride or Strike. After that round ends, the target becomes fatigued until it can rest for 10 minutes)

◈, ◈◈, or ◈◈◈ Heal* (You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters)

◈◈ Mind Skewer* (You overload a creature’s mind with a glut of psychic information or divine judgments. The mental onslaught deals 2d6 mental damage. On a critical hit, the target takes 4d6 mental damage and is stupefied 2 for 1 round. Heightened (+1): The damage increases by 2d6.)
◈◈ Motivating Ringtone (You cause the target comm unit to play a cosmically composed personal theme song specific to its owner. The creature who owns the target regains 1d8+4 Hit Points when you Cast the Spell, a +5-foot status bonus to all Speeds, and a +1 status bonus to saves against fear effects for the duration, as long as the comm unit continues to play the ringtone. Creatures beginning their turn adjacent to an ally with an active ringtone gain the status bonus to Speeds and bonus to saves until the start of their next turn)

◈◈ Sonic Scream (You unleash a painfully rapid cone (15 foot cone) of vibrations by letting out a cathartic scream, dealing 1d8 sonic damage to creatures in the area. A creature that fails its saving throw also becomes sickened 1.

2nd (4 slots)

◈◈ Dispel Magic (You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, it becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s non-magical properties. If the target is an artifact or similar item, you automatically fail.)

◈◈ False Vitality (You augment your flesh with the energies typically used to manipulate the undead. You gain 10 temporary Hit Points.)

◈◈ Noise Blast* (A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is deafened for 1 round.
Critical Failure The creature takes double damage, is deafened for 1 minute, and is stunned 1.)
sure footing

3rd (3 slots)

◈◈ Entropy Strike (Critical Success The target takes 10d8 void damage. If the target is technological, it instead takes 4d6 persistent acid damage and is glitching 2 and stunned 1.
Success The target takes 5d8 void damage. If the target is technological, it instead takes 2d6 persistent acid damage and is glitching 1.)

◈◈ Heroism (You unlock the target’s inner heroism, granting it a +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks.)

◈◈ Skyfire Wings (Wings of plasma grow from your body that propel you to soar high above your enemies, or scorch them for getting too close. You gain a fly Speed equal to your Speed or 20 feet, whichever is greater. Your arms (or primary set of arms) turn into wings that can’t hold items or wield weapons. You drop any held equipment in those arms. You gain a wing unarmed attack that deals 1d8 fire damage and has the backswing, reach, and unarmed traits. On a critical hit, a target of your wing attack takes 2 persistent electricity damage.)

*Spells marked with an asterisk are signature spells; these spells may be heightened freely
Focus Spells 1 Focus Point, DC 21; 3rd

◈, ◈◈, or ◈◈◈ Infusion (You infuse the target’s essence with healing energy. If the target is a willing creature, you restore 3d6 Hit Points. The target is then temporarily immune for 10 minutes. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

◈ The spell has a range of touch.
◈◈ The spell has a range of 30 feet. If you’re healing a creature, increase the Hit Points restored by 18.
◈◈◈ You heal all bonded creatures in a 30-foot emanation.)

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Feats
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Ancestry Feats Climbing Claws, Competitive Spirit
Class Feats Deity's Domain, Network Spell
General Feats Toughness
Skill Feats Cat Fall, Holy Talisman, Skill Training
Other Abilities force connection, group chat, harmony (healing), mystic bond, transfer vitality, vitality network

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Equipment
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Items tactical tempweave (tactical), knife, tactical pulsecaster pistol (tactical), datapad, purse (423 )

Meyel:
. MEYEL THE DANCING FURY Meyel is an ancestral deity worshipped by the pahtras of Pulonis. She empowers her followers to fight against oppression, create art, and live free. She prefers creation to destruction, but never backs down from a righteous battle. Areas of Concern battle, dance, freedom, music, pahtras Edicts delight in movement, fight for freedom, express yourself Anathema devalue the arts, bow to oppressors, stifle personal expression Divine Attribute Dexterity or Wisdom

DEVOTEE BENEFITS Cleric Spells 1st: sonic scream, 4th: lightning bolt*, 7th: chain lightning* Divine Font heal Divine Sanctification can choose holy Divine Skill Performance Domains creation, freedom, lightning (Divine Mysteries), travel Favored Weapon battle ribbon