Harrowed Summoning

Charlies's page

360 posts. Organized Play character for Frozen Frost.


Race

HP 73/73 w Toughness, AC 23 w +1 Studded Leather Armor (25 w Steel Shield raised), Fortitude** +11, Reflex* +10, Will** +11, Perception** +11, Stealth +4 |

Classes/Levels

Speed 25 ft. | Exploration Activity Defend | Active Conditions 1 HP/min, Negative Resistance 1 | ◆◇↺

Gender

Male Versatile Human Angel Summoner 5 | Eidolon Estes | Eidolon Contact |

Strength 10
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 12
Charisma 18

About Charlies

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PFS INFORMATION:
PFS #: 2403787-2010
(Legacy Lore) Herbalism* +7 (1st)
Faction: Radiant Oath

Chronicles & Boons
Level 1
1 S02-11 The Pathfinder Trials
2 S03-01 Intro: Year of Shattered Sanctuaries
3 Boon - Wayfinder
4 S03-08 Foundation's Price (GM)

Level 2
5 S03-12 Fury's Toll
6 OS3 Head-Shot the Rot (GM)
7 Boon: Protective Mentor (Radiant Oath)
8 FRPG A Fistful of Flowers (GM)

Level 3
9 Q09 Wayfinder Origins
10 Boon: Wayfinder Connections
11 Q13 Falcon's Descent
12 B20 Burden in Bloodcove
13 S01-13 Devil at the Crossroad
14 Boon: Convention Hero
15 Q04 Port Pub Peril Crawl (GM)
16 Boon: Fane's Friend
17 S04-10 Arclord’s Abode (GM)
18 Boon: Practiced Medic []
19 Boon: Radiant Wayfinder

Level 4
20 S03-04 The Devil-Wrought Disappearance
21 S03-07 The Locked Lodge
22 S05-04 Necessary Introductions

Level 5
23 S03-99 Fate in the Future
24 S05-09 Equal Exchanges: Skymetal Hoard

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BOTTING INSTRUCTIONS:
Charlies prefers to let Estes do the attacking. He supports his angel with Protect Companion and Boost Eidolon. He uses Evolution Surge when the situation needs it.

If possible, Charlies can flank enemy with Estes, using his Fist. He also attacks enemy with his throwing knife.

OFFENSE & DEFENSE
Melee ◆ [dice=+1 Striking Fist (w Handwraps of Mighty Blows) (Agile, Finesse, Nonlethal, Unarmed, Magical) Attack]1d20+11[/dice] | [dice=Damage]2d4+1[/dice] B damage
Ranged ◆ [dice=+1 Returning Low-Grade Silver Throwing Knife (Agile, Finesse, Thrown 20 ft, Magical) Attack]1d20+11[/dice] | [dice=Damage]1d4+1[/dice] P damage
Ranged ◆ [dice=Dagger (Agile, Finesse, Thrown 10 ft, Versatile S) Attack]1d20+10[/dice] | [dice=Damage]1d4+1[/dice] P/S damage
Armor +1 Studded Leather Armor AC Bonus +2 Runes Potency Rune (+1)
Shield Steel Shield AC Bonus +2 (raised) Hardness 5 HP(BT) 20(10)
Others ↺ Shield Block

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SPELLS (* denotes Signature Spells)
Summoner DC 21
Max Focus Points 2
Divine DC 21
Focus Spells
◆◆ Evolution Surge - Choose one of the following effects: (1) Your eidolon gains low-light vision and darkvision. (2) Your eidolon gains scent as an imprecise sense up to 30 feet. (3) Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait. (4) Your eidolon gains a +20-foot status bonus to its Speed. (5) Your eidolon becomes Large, instead of its previous size. This increases your eidolon's reach to 10 feet but doesn't change any other statistics for your eidolon. Because of the special link you share, you can ride your eidolon without getting in each other's way. If another creature tries to ride your eidolon, both you and the riding creature each regain only 2 actions at the start of your turns each round, as normal. (6) Your eidolon gains a climb Speed equal to its land Speed.
◇ Extend Boost - [dice=DC 20 Religion check to Extend Boost]1d20+11[/dice] [smaller[Crit Success: 4 rounds of Boost Eidolond; Success: 3 rounds of Boost Eidolon; Failure: 1 round of Boost Eidolon and you don't spend the Focus Point for casting the spell[/smaller]
◆ Boost Eidolon - gains a +2 status bonus to damage rolls with its unarmed attacks. If your eidolon's Strikes deal more than one weapon damage die, the status bonus increases to 2 per weapon damage die, to a maximum of +8 with four weapon damage dice.

Divine DC 21
Spell Attack +11
Known Divine Spells (Rank 3) [][]
◆◆ Holy Light - [dice=Holy Light Spell Attack]1d20+11[/dice] | [dice=Spell Damage]5d6[/dice] fire damage. If the target is a fiend or undead, you deal an extra [dice]5d6[/dice] spirit damage. Critical Success: The target takes double fire damage, as well as double spirit damage if a fiend or undead. Success: The target takes full damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to counteract the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between yourself and the spell's target.
◆◆ Heroism – +1 status bonus to attack rolls, Perception checks, saving throws, and skill checks for 10 minutes[smaller]

Known Divine Spells (Rank 2) [][]
Summoner’s Precaution* - ↺ Sever Conduit - [smaller]Trigger: Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a death effect; Effect You quickly shut the buffer in your link with your eidolon, causing your bonded ally to wink out of existence before you can be laid low. Your eidolon unmanifests, and you can't Manifest your Eidolon for 1 minute. In exchange, you don't take the triggering damage, though your eidolon still suffers any other adverse effects that accompanied the damage
◆◆ Spiritual Armament – Range 120 feet; Targets 1 target. Defense AC; Duration sustained up to 1 minute. You create a ghostly, magical echo of one weapon you're wielding or wearing and fling it. Attempt a spell attack roll against the target's AC, dealing 2d8 damage on a hit (or double damage on a critical hit). The damage type is the same as the chosen weapon (or any of its types for a versatile weapon). The attack deals spirit damage instead if that would be more detrimental to the creature (as determined by the GM). This attack uses and contributes to your multiple attack penalty. After the attack, the weapon returns to your side. If you sanctify the spell, the attacks are sanctified as well. Each time you Sustain the spell, you can repeat the attack against any creature within 120 feet.

◆◆ Sound Body – Range touch; Targets 1 willing creature You send a surge of healing energy to restore the target's body. Attempt to counteract an effect of your choice imposing one of these conditions on the target: blinded, dazzled, deafened, enfeebled, or sickened. If you didn't counteract the effect, but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect's duration doesn't elapse while it's suppressed. This spell can't counteract or suppress curses, diseases, or conditions that are part of the target's normal state. Heightened (4th) Add drained and slowed to the list of conditions. Heightened (8th) Add stunned to the list of conditions.

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Known Divine Cantrips (Heightened Rank 3rd)
◆◆ Light - The object glows, casting bright light in a 20-foot radius (and dim light for the next 20 feet) like a torch. If you cast this spell again on a second object, the light spell on the first object ends.
◆ Protect Companion - The target gains a +1 circumstance bonus to AC until the start of your next turn. You gain the following reaction; after using the reaction, the spell ends and you can't cast protect companion again for 10 minutes. Life Block [reaction] Trigger The spell's target would take damage; Effect Reduce the triggering damage by 20, but you lose 10 Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike.
◆◆ Daze – DC 21 basic Will save vs [dice]2d6[/dice] mental damage (and Stunned 1 on Crti Fail)
◆◆ Disrupt Undead - DC 21 basic Fortitude save vs [dice]3d6+4[/dice] vitality damage (and Enfeebled 1 for 1 rd on a Crit Fail)
◆◆ Void Warp – [ooc]Range 30 feet; Targets 1 living creature. Defense DC 21 Fortitude. You call upon the Void to harm life force. The target takes 4d4 void damage with a basic Fortitude save. On a critical failure, the target is also enfeebled 1 until the start of your next turn.[ooc]

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CHARACTER INFORMATION
Name: Charlies
Ethnicity, Heritage & Ancestry: Versatile Human
Background: Eidolon Contact Home Region: Starstone Isle Nation: Otari in Absalom Languages: Common, Celestial
Sub-Class & Class: Angel Summoner Level: 5
Gender: Male Size & Reach: Medium (5 ft) Speed: 25 ft

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STATS & SKILLS (* indicates Proficiency Level)
STR +1, DEX +3, CON +2, INT +0, WIS +2, CHA +4^
HP 73/73 w Toughness, AC 23 w +1 Studded Leather Armor (25 w Steel Shield raised), Fortitude** +11, Reflex* +10, Will** +11, Perception** +11
Acrobatics* +10
Arcana +0
Athletics +1
Crafting +0
Deception +4
Diplomacy* +11
Intimidation +4
(Legacy) Lore: Herbalism* +7 - Dubious Knowledge, Earn Income for Downtime
Lore: Angel Eidolon* +7 - Dubious Knowledge, Earn Income for Downtime
Medicine** +11 - ◆ Battle Medicine, Risky Surgery, Dubious Knowledge
Nature* +9 - Dubious Knowledge
Occultism +0
Performance* +11 - Earn Income for Downtime
Religion* +11 - Dubious Knowledge
Society +0
Stealth +3
Survival +1
Thievery +3

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OFFENSE & DEFENSE
Melee+1 Striking Fist (w Handwraps of Mighty Blows) (Agile, Finesse, Nonlethal, Unarmed, Magical) +11 Damage 2d4+1 B
Ranged+1 Returning Low-Grade Silver Throwing Knife (Agile, Finesse, Thrown 20 ft, Magical) +11 Damage 1d4+1 P
Ranged ◆ Dagger (Agile, Finesse, Thrown 10 ft, Versatile S) +10 Damage 1d4+1 P/S
Armor +1 Studded Leather Armor AC Bonus +2 Runes Potency Rune (+1)
Shield Steel Shield AC Bonus +2 (raised) Hardness 5 HP(BT) 20(10)
Others ↺ Shield Block

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SPELLS (* denotes Signature Spells)
Summoner DC 21
Max Focus Points 2
Divine DC 21
Focus Spells
◆◆ Evolution Surge
◇ Extend Boost
◆ Boost Eidolon

Divine DC 21
Spell Attack +11
Known Divine Spells (Rank 3) [][]
◆◆ Holy Light
◆◆ Heroism
> Summoner’s Precaution* - ↺ Sever Conduit
> ◆◆ Spiritual Armament*
> ◆◆ Sound Body*

Known Divine Spells (Rank 2) [][]
Summoner’s Precaution* - ↺ Sever Conduit
◆◆ Spiritual Armament*
◆◆ Sound Body*

Known Divine Cantrips (Heightened Rank 3)
◆◆ Light
◆ Protect Companion
◆◆ Daze
◆◆ Disrupt Undead
◆◆ Void Warp

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GEARS & ITEMS
Invested Items (5/10): Wayfinder (w Light and 10-ft Faerie Fire), Weapon Potency Rune (+1) and Striking Rune in Handwraps of Mighty Blows, Pearly White Spindle Aeon Stone (1 HP/min, Negative Resistance 1), Potency rune (+1) in Padded Armor
Worn Items: Dagger, +1 Returning Low-Grade Silver Throwing Knife, +1 Striking Handwraps of Mighty Blows, +1 Studded Leather Armor, Steel Shield, Wayfinder, Healer's Tools, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 3.0 (Encumbered 6.0, Maximum 11.0)

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FEATS
Level 1
Skill Feat (from background) Dubious Knowledge
General Feat (from Heritage) Toughness
Class Feat
Ancestry Feat General Training - Armor Proficiency
Eidolon Angel Eidolon
Evolution Feat ◆ Glider Form
Class Feature ◆ to ◆◆◆ Act Together
Class Feature Link Spells
Class Feature ◆◆◆ Manifest Eidolon
Class Feature ◆ Share Senses
Class Feature Hallowed Strikes

Level 2
Class Feat Extend Boost
Skill Feat ◆ Battle Medicine

Level 3
General Feat Ancestral Paragon - Natural Ambition - ◆◆◆ Meld into Eidolon
Class Feature Shared Vigilance
Class Feature Unlimited Signature Spells

Level 4
Class Feat ◆ Tandem Movement
Skill Feat Risky Surgery

Level 5
Ancestry Feat General Training - ↺ Shield Block
Class Feature Eidolon Unarmed Expertise

Level 6
Class Feat ◆◆ Tandem Strike
Skill Feat Ward Medic

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