Female Elf

Djalamora Vestrilavia's page

41 posts. Organized Play character for Meranthi.


Full Name

Djalamora Vestrilavia

Race

HP 18/18 | AC 17 (+1 shield) | Fort +7; Ref +3; Will +5 | Perc +3 (low-light) |

Classes/Levels

Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Gender

F Ancient Elf Field Medic Champion 1 (she/her) |

About Djalamora Vestrilavia

Djalamora Vestrilavia Champion 1
Perception +3; Low-Light Vision
Languages Common, Draconic, Elven
Skills Acrobatics +0, Athletics +7, Crafting +4, Diplomacy +5, Lore: Warfare +4, Medicine +3, Occultism +4, Performance +5, Religion +3, Survival +3
Str +4, Dex +0, Con +2, Int +1, Wis +0, Cha +2
Items Chain Mail, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Healer's Tools
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AC 17; Fort +7, Ref +3, Will +5
HP 18
Retributive StrikeTrigger An enemy damages your ally, and both are in your champion’s aura; Effect You protect your ally and strike your enemy. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the enemy is within reach, make a melee Strike against it.
Shield BlockTrigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
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Speed 35 feet
Melee Glaive +7 (Deadly d8, Forceful, Reach), Damage 1d8+4 S
Ranged Bola +3 (Nonlethal, Ranged Trip, Thrown), Damage 1d6+4 B
Ranged Sling +3 (Propulsive), Damage 1d6+2 B

Battle Medicine ◆ (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

Occult Known Spells DC 15, attack +5; Cantrips Warp Step, Shield
Focus Spells (2 points)
Creative Splash ◆◆
Lay on Hands ◆ (6 HP)

Spell Descriptions:

Focus Spells
Creative Splash Focus 1
Uncommon Cleric Concentrate Focus Illusion Manipulate Visual
Source Player Core pg. 373 2.0
Domain creation
Cast ◆◆
Range 30 feet; Area 5-foot burst
Defense Will; Duration varies
A deluge of paint or colorful illusions descend on the area, reflecting your personal creative specialty. Roll 1d4 to determine the color of the illusion. Each creature in the area must succeed at a Will save or take the effect listed on the table for the color.

Creative Splash
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 Clumsy 1 for 1 round Clumsy 2 for 1 round

Lay on Hands Focus 1
Uncommon Champion Healing Necromancy Positive
Cast ◆ 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.

Cantrips
Shield Cantrip 1
Cantrip Concentrate Force
Traditions arcane, divine, occult
Spell List elemental
Cast
Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Heightened (+2) The shield's Hardness increases by 5.

Warp Step - Cantrip Conjuration
Cast ◆◆ somatic, verbal
When you walk, the earth warps beneath your feet—your steps extend, distance contracts, and everything is just a little bit closer. You gain a +5-foot status bonus to your Speed until the end of your turn. You then Stride twice. You can use warp step to Burrow, Climb, Fly, or Swim instead of Stride if you have the corresponding movement type.

Additional Feats Bard Dedication, Deity's Domain (Creation), Nimble Elf
Additional Specials Anathema, Bard Archetype Muse (Warrior), Champion Consecration (Holy Aura), Champion's Aura, Deific
Weapon, Deity Skill, Deity and Cause (Justice Cause), Deity's Domain (Creation), Devotion Spells (Lay on Hands), Sanctification

Feat Text and Stuff:

Bard Dedication Feat 2
Archetype Dedication Multiclass
Archetype Bard
Prerequisites Charisma +2
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 occult cantrips you’ve learned or discovered. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute 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 can take that muse’s feats, but you don’t gain the starting feat, spell or any other abilities the choice of muse grants.

Muse: Warrior
The battlefield is your stage, the clang of steel, your song. Your muse has seen countless battles, whether reveling in combat or resigned to its necessity. An individual soldier or general might inspire you, but so might a battlefield or weapon with a particularly profound history. If your muse is a creature, it might be an otherworldly soldier, such as an archon or devil soldier. If it's a deity, it might be Gorum. Art inspired by a warrior muse is triumphant and strident, often detailing epic battles.
As a bard with a warrior muse, you train for battle in addition to performance, and you prepare your allies for the dangers of combat. You might even wade into the thick of things with them.

Deity's Domain Feat 1
Source Core Rulebook pg. 109 4.0
You embody an aspect of your deity. Choose one of your deity's domains. You gain the domain's initial domain spell as a devotion spell.

Nimble Elf Feat 1
Elf
Source Player Core pg. 48 2.0
Your muscles are tightly honed. Your Speed increases by 5 feet.

Champion
Edicts be peaceful, choose and perfect an art, lead by example, see the beauty in all things
Anathema destroy art or allow it to be destroyed, unless saving a life or pursuing greater art; refuse to accept surrender
Areas of Concern art, beauty, love, and music

Consecration (Holy Aura)
Champion's Aura
Deific Weapon (glaive)
Deity Skill (Crafting)
Deity and Cause (Justice Cause)
Deity's Domain (Creation)
Devotion Spells (Lay on Hands)
Sanctification

Shortcuts
[dice=RS glaive]d20+7[/dice] for [dice=slashing]d8+4[/dice] plus [dice=deadly, if relevant]d8[/dice]