Race
AC 38 (40) | F +25 (S>CS) R +20 W +23 (S>CS) | resist piercing 3, fire* | Perc +20 | Stealth +15 | 35 ft |
Classes/Levels
Hero 1/3 | 1st: 2 2nd: 2 3rd: 2 4th: 1 5th: 1 | Halcyon 1 | FP 2/2 | Astrology 3/3 | ◆ | ◇ | ↺ | sHP: 120/120 | Active Conditions: diehard, champion’s aura (15 ft), *Walkena's blessing (1 yr)
Gender
NG male Human (Lirgeni) Champion 14 | HP 204/204 |
Languages
Mwangi, Lirgeni, Draconic, Sylvan, Iruxi, Xanmba
Strength
19
Dexterity
12
Constitution
18
Intelligence
19
Wisdom
14
Charisma
10
About Chimwemwe
Primary Branch: Cascade Bearers - 14/14
Secondary Branch: Uzunjati - 7/7
Human (versatile)
Sponsored by Village
Champion (grandeur); Level: 14
Medium humanoid, human
Neutral Good
Associations: Magaambya, Dajermube, Old Sun Gods
Languages: Mwangi, Lirgeni, Draconic, Sylvan, Iruxi, Xanmba, Mzunu
____________________
ABILITY SCORES
STR 19 (+4), DEX 12 (+1), CON 18 (+4)
INT 19 (+4), WIS 14 (+2), CHA 10 (+0)
____________________
SENSES
[dice=Perception (E)]1d20+20[/dice]
Special Senses: - -
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DEFENSES
HIT POINTS: 204
ARMOR CLASS
AC: 38 (10 + (1 dex) + (20 M) + (7 item))
Shield (blessing): +2 circumstance, Hardness 15, HP 120 (BT 60)
Unarmored: (M), Light: (M), Medium: (M), Heavy: (M)
SAVING THROWS
[dice=Fortitude (M)]1d20+25[/dice]
[dice=Reflex (E)]1d20+20[/dice]
[dice=Will (M)]1d20+23[/dice]
Notes: resist fire (level/2), resist cold (level/2), piercing 3, +1 resilience rune
____________________
OFFENSE
Class DC (Champion): 32 (10 + (4 STR) + (18 prof) + (item)) (E)
Class DC (Inventor): 32 (10 + (4 INT) + (18 prof) + (item)) (E)
Class DC (Guardain): 30 (10 + (4 STR) + (16 prof) + (item)) (T)
Speed: 35 ft (fleet) Movement Types: --
+10 ft to Vertical Leap and Long Jump, 11 ft Horizontal Leap and +8 ft to High Jump
Melee Strikes
{+2 Striking Fist} (agile, finesse, nonlethal, unarmed)
[dice=◆ Strike vs. @@@: +2 Striking Fist (M)]1d20+26[/dice]
[dice=Magical, Piercing, Weapons Specialization]2d4+4+3[/dice]
{+2 Greater Striking, Greater Flaming, Ghost Touch Shield Boss} (attached to shield)
[dice=◆ Strike vs @@@: +2 Striking, Greater Flaming, Ghost Touch Shield Boss (M)]1d20+26[/dice]
[dice=Magic, Bludgeoning, Greater Flaming, Ghost Touch, Weapon Specialization]3d6+4+3[/dice] + [dice=Fire (ignores resistance)]1d6[/dice]
(Critical Hit: 2d10 persistent fire (ignores resistance))
{Whip} (disarm, finesse, nonlethal, reach, trip)
[dice=◆ Strike vs. @@@: Whip (M)]1d20+24[/dice]
[dice=Non-lethal, Slashing, Weapon Specializaton]1d4+4+3[/dice]
{Flame Spike: +2 Greater Striking Flaming Spear} (thrown 20 ft)
[dice=◆ Strike vs. @@@: +2 Striking Spear (M)]1d20+26[/dice]
[dice=Magical, Piercing, Weapons Specialization]3d6+4+3[/dice] + [dice=Fire]1d6[/dice]
(Critical Hit: 1d10 persistent fire)
{+1 Striking Merciful Dagger} (agile, finesse, thrown 10 ft, versatile S)
[dice=◆ Strike vs. @@@: Dagger (M)]1d20+25[/dice]
[dice=Piercing/Slashing, Weapons Specialization]2d4+4+3[/dice]
Ranged Strikes
{Sling} (propulsive)
[dice=◆ Strike vs. @@@: Sling (M)]1d20+21[/dice]
[dice=Bludgeoning, Weapons Specialization]1d6+2+3[/dice]
{+1 Merciful Striking Dagger} (agile, finesse, thrown 10 ft, versatile S)
[dice=◆ Strike vs. @@@: Dagger (M)]1d20+22[/dice]
[dice=Piercing/Slashing, Weapons Specialization]2d4+4+3[/dice]
Weapon Proficiencies
Simple: (M), Martial: (M), Other (unarmed): (M)
Weapon Specialization: +3 damage
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ACTIONS
◆ Raise a Shield: AC 40
◆ Cast (concentrate) Shield of the Spirits : 1 round
◆◆ Cast (concentrate) Shield of the Spirits : 1 minute
Raise a Shield: AC 40
@@@ gains a +1 status bonus to AC, and any time an enemy attacks them, the enemy takes 4d4 spirit (holy) damage.
Each time an enemy attacks a warded ally, they take 4d4 spirit (holy) damage.
↺ Shield Block 15
[dice=◆◆ Cast (c/m) Moonbeam @ <enemy>]1d20+18[/dice]
[dice=Silver Fire]8d6[/dice] Critical: double damage + dazzled for 1 minute
◆ Cast (manipulate) Touch of the Moon @ <ally>
Cycle: New - no benefit, Waxing - +1 status attack/+4 damage, Full - +1 status attack, AC, saves/+4 damage, Waning - +1 status AC and saves
[dice=◆◆ Stable Megavolt (electricity, manipulate), Basic Reflex DC 32]7d4[/dice]
[dice=◆◆ Unstable Megavolt (electricity, manipulate, unstable), Basic Reflex DC 32]7d12[/dice]
[dice=Unstable DC 17]1d20[/dice]
[dice=◆ Soac Astrology, Heir of the Soac (concentrate)]1d4[/dice]
[dice=◆ Battle Medicine (manipulate) vs. DC 20, Assurance]28[/dice]
[dice=Healing]2d8+10[/dice]
[dice=◆ Battle Medicine (manipulate) vs. DC 20]1d20+20[/dice]
[dice=Healing]2d8+10[/dice]
[dice=Critical Healing]4d8+10[/dice]
[dice=◆◆ Electric Arc (Basic Reflex DC 32), electricity, evocation, arcane]7d4+4[/dice]
[dice=◆◆ Gale Blast (Special Fortitude DC 32), bludgeoning, air]7d6[/dice]
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MAGIC:
Magic Traditions
Arcane: 14
Divine: 14
Occult: 0
Primal: 14
Spell Attack Roll: +22 (flame spike ignition modifier +26)
Spell DC: 32
Arcane Spellbook
Cantrips: Electric Arc, Gale Blast, Prestidigitation, Ray of Frost, Read Aura, Shield, Warp Step
1st: Fleet Step, Pocket Library, True Strike
2nd: Impeccable Flow, Loose Time’s Arrow, Mirror Image
3rd: Day’s Weight, Time Jump
4th: Blink, Chromatic Ray
5th:
Arcane | Divine Spell Slots per Day
Cantrips (4):
1st (2):
2nd (2):
3rd (2):
4th (1):
5th (1):
Halcyon Spell Repertoire
Cantrips: Divine Lance, Vital Lash
1st: Heal
Halcyon Spell Slots per Day
Cantrips: 1
1st: 1
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SKILLS
[dice=Acrobatics (T)]1d20+16[/dice]
[dice=Arcana (M), Hat of the Magi]1d20+23+1[/dice]
[dice=Athletics (M), Armbands of Athleticism]1d20+23+2[/dice]
[dice=Crafting (M), Greater Crafter’s Eyepiece]1d20+23+2[/dice]
[dice=Deception (U**)]1d20+13[/dice]
[dice=Diplomacy (T)]1d20+15[/dice]
[dice=Intimidation (U**)]1d20+13[/dice]
[dice=Lore (academia) (M)]1d20+23[/dice] (additional lore) (unmistakable lore)
[dice=Lore (astrology) (M)]1d20+23[/dice] (additional lore) (unmistakable lore)
[dice=Lore (astronomy) (M)]1d20+23[/dice] (additional lore) (unmistakable lore)
[dice=Lore (engineering) (T)]1d20+19[/dice] (unmistakable lore)
[dice=Lore (insect) (E)]1d20+21[/dice] (unmistakable lore)
[dice=Lore (jungle) (T)]1d20+19[/dice] (unmistakable lore)
[dice=Lore (untrained) (U**)]1d20+17[/dice] (unmistakable lore)
[dice=Medicine (E)]1d20+19[/dice] (assurance: 27)
[dice=Nature (E)]1d20+19[/dice]
[dice=Occultism (M)]1d20+23[/dice]
[dice=Performance (T)]1d20+15[/dice]
[dice=Religion (M)]1d20+21[/dice]
[dice=Society (T)]1d20+19[/dice]
[dice=Stealth (U**)]1d20+14[/dice]
[dice=Survival (U**)]1d20+15[/dice]
[dice=Thievery (U**)]1d20+14[/dice]
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FEATS:
Ancestry Feats and Abilities
Heritage 1st: Versatile (bonus general feat)
1st: Soac Astrology
5th: Clever Improviser
9th: Heir of the Soac
13th: Multitalented (guardian)
Skill Feats
Background: Crafter’s Appraisal
2nd: Assurance (medicine)
4th: Unmistakable Lore
6th: Powerful Leap
8th: Additional Lore (astrology)
10th: Consult the Spirits (religion)
12th: Wall Jump
14th: Water Sprint
General Feats
3rd: Ancestral Paragon (natural ambition)
7th: Fleet
11th: Diehard
Class Feats and Abilities
Feature 1st: Deities (Dajermube)
Feature 1st: Cause (grandeur)
Feature 1st: Devotion Spell (shield of spirits)
1st: Brilliant Flash
2nd: Inventor Multiclass Dedication (armor)
4th: Basic Breakthrough (searing restoration)
6th: Security
8th: Advanced Deity's Domain (moon)
10th: Brilliant Crafter
12th: Advanced Breakthrough (megavolt)
14th: Divine Reflexes
Bonus Feats
Shield Block (Class)
Battle Medicine (Versatile Heritage)
Wizard Multiclass Dedication (Free Archetype 2nd Level)
Additional Lore (academia) (Cascade Bearer Studies)
Magaambya Attendant Dedication (Cascade Bearer Studies)
Natural Ambition (Ancestral Paragon)
Deity's Domain (moon) (Natural Ambition)
Basic Wizard Spellcasting (Bonus Archetype 4th)
Searing Restoration (Basic Breakthrough)
Quick Identification (Cascade Bearer Studies)
Canny Acumen (Cascade Bearer Studies)
Basic Arcana (Bonus Archetype 6th): Familiar
Cascade Bearer’s Flexibility (Cascade Bearer Studies)
Quick Repair (Uzunjati Studies)
Advanced Arcana (Bonus Archetype 8th): Enhanced Familiar
Magical Shorthand (Cascade Bearer Studies)
Arcane Breadth (Bonus Archetype 10th)
Cascade Bearer’s Spellcasting (Cascade Bearer Studies)
Expert Wizard Spellcasting (Bonus Archetype 12th)
Uzunjati Storytelling (Uzunjati Studies)
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EQUIPMENT
Held Items: champion’s shield (shield boss, weapon potency +2, greater striking, greater flaming, ghost touch)
Worn Items: clothing (ordinary), handwraps of might blows (+2 striking), power armor (armor potency rune +2, resilience rune +1), thrower’s bandolier (+1 striking, merciful), spear, whip, sling, (20) sling bullets, dagger, healer’s tools, material component pouch, flint and steel, backpack, puzzle box (simple), Old Mage deck, (3) candle, chalk, clay, powder, marbles, (3 pints) oil, waterskin, earplugs, hammer, compass, shackles (poor), string of silver bells, hat of the magi, greater crafter’s eyepiece, boots of bounding
Worn Consumables: minor healing potion, (2) moderate healing potion, moderate antiplague, (2) lesser antidote, feather token (ladder)
Stowed Items: basic crafter’s book, repair kit, merchant’s scales, sack, soap, bedroll, tent (pup), writing set, lantern (hooded), shackles (poor)
Gadget Formulas: Blast Boots (moderate, greater), Clockwork Goggles (greater), Chameleon Suit (standard, greater), Ablative Armor Plating (greater), Etheric Essence Disruptor (moderate, greater), Material Essence Disruptor (moderate, greater),
Temporary Items (3/day): Blast Boots (greater) x 2, Etheric Essence Disruptor (greater)
Bag of Holding: artisan tools (bulk 2), string of silver bells
Bulk: 7 (Encumbered at: 9 = 5 + (4 STR); Maximum at: 14 = 10 + (4 STR))
Backpack: 1.7 (of 2)