Djalamora Vestrilavia Champion 6
Perception +8 (+2 initiative); Low-Light Vision
Languages Common, Draconic, Elven
Skills Acrobatics +1, Athletics +14E, Crafting +11E, Diplomacy +11T, Lore: Kobold +11E, Lore: Warfare +9T, Medicine +8T (Assurance), Occultism +9T, Performance +11T, Religion +8T, Survival +8T
Str +4*, Dex +1, Con +3, Int +1, Wis +0, Cha +3
Items Chain Mail, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Healer's Tools, +1 Glaive, Bola, Sling, 10 Bullets, Minor Healing Potions (2), 5 gp, 1 sp
----
AC 23 (+1 shield); Fort +13, Ref +9, Will +10
HP 84
Retributive Strike ↺ Trigger 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 (8). If the enemy is within reach, make a melee Strike against it.
Shield Block ↺ Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack; Effect 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.
---
Speed 40 feet
Melee +1 striking Glaive +14 (Deadly d8, Forceful, Reach, Magical (+1)), Damage 2d8+4 S
Ranged Bola +10 (Nonlethal, Ranged Trip, Thrown), Damage 1d6+4 B
Ranged Sling +10 (Propulsive), Damage 1d6+2 B
Smite ◆ (Concentrate) You single out one enemy to destroy in your deity's name. Designate one enemy you can see. Until the start of your next turn, your Strikes against that enemy gain a +3 status bonus to damage, increasing to +4 if you have master proficiency with the weapon or unarmed attack you're using for the Strike. If you're holy or unholy and the target has the opposite trait, the bonus is +4 (or +6 if you're a master). If the target takes a hostile action against you or one of your allies before the start of your next turn, the duration extends to the end of that enemy's next turn. If the enemy continues to take these hostile actions each turn, the duration continues to extend. Your current Smite ends if you use the Smite action again.
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 21, attack +11;
Cantrips
Shield ◆
Warp Step ◆◆
Focus Spells (2 points)
Creative Splash ◆◆
Lay on Hands ◆ (18 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.
Assurance (Medicine) Feat 1
Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).
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.
Aura of Courage Feat 4
Source Player Core 2 pg. 94 1.1
Prerequisites champion’s aura, holy
You stand strong in the face of danger and inspire your allies to do the same. Whenever you become frightened, reduce the condition value by 1 (to a minimum of 0). At the end of your turn, each ally in your champion's aura reduces its frightened value by 1.
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.
Nimble Reprisal Feat 1
Source Player Core 2 pg. 94
Prerequisites justice cause
You can use Retributive Strike at greater distance. You can use a ranged weapon to make a ranged Strike instead of a melee Strike for Retributive Strike. The enemy needs to be in range, but not in reach, and it must still be in your champion's aura. You can also make melee Strikes against enemies a bit farther away. If the enemy that triggered your reaction is outside your reach but is within 5 feet of your reach, as part of your reaction you can Step to put the enemy in your reach before making a melee Retributive Strike.
Robust Health Feat 3
General
Source Player Core 2 pg. 233 1.1
Your physiology responds well to first aid. You gain a circumstance bonus to the number of Hit Points you regain equal to your level from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day
Shield Block ↺ Trigger 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.
Slippery Prey You're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.
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
Blessing of the Devoted Level 3
Your deity blesses your service with a boon. This might come in the form of a spirit that visits you and inhabits your items or body, a mysterious divine tattoo upon your body, or the like.
Blessed Swiftness: You gain a +5-foot status bonus to Speed. If you're mounted, your mount gains the bonus instead. In addition, when the movement of one of your allies triggers an enemy's reaction while the ally is in your champion's aura, the ally gains a +2 status bonus to all defenses against that reaction.
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+14[/dice] for [dice=slashing, holy]2d8+4[/dice] plus [dice=deadly, if relevant]d8[/dice]
[dice=Battle Medicine, Assurance]2d8[/dice] healing
[dice=Treat Wounds, Assurance]2d8[/dice] healing