| Race |
AC 31 (32) | HP 140/140 | P+20, F+19, R+17, W+21 | Explore: Search | DV, 40' | |
| Classes/Levels |
Spells: 1st [ ][ ] B[ ][ ], 2nd [ ][ ] SS[ ] LN[X], 3rd [ ][ ] HL[ ] BW[ ] H[ ], 4th [ ][ ] DW[ ] PP[ ], 5th [ ] DI[ ] SU[X], 6th [ ] VB[X] H[ ] | FF [ ] RF [ ] | Hero: 1/3 | Active conditions: vital beacon (6d10), see the unseen |
| Gender |
Shadows at Sundown | male (he/him) fleetwind centaur animist (liturgist) 11 | ◆◇↺ | |
About Earl Stevens
Character Summary
Earl is a patient, long-suffering animist plagued by two sarcastic spirits, who often criticize him even as they enjoy riding around on his back.
Personality: Casting: TBD
Theme Song: TBD
Character Inspiration:
Background Narrative: "Earl had a pretty
stable life as ranch hand," Statler began. "You get it?"
"Unfortunately, the ranch was haunted!" Waldorf chimed in. "Earl decided he was going to take the spirits to the fortune teller in Korvosa."
"What happened in Korvosa?" Statler asked.
"Well, I wouldn't have believed it if I hadn't witnessed it ..." began Waldorf.
"Believe what?" asked Statler.
"I don't know - I didn't witness it!" screamed Waldorf.
"Do you guys ever shut up?" asked Earl, his voice cracking with frustration.
"You'll have to excuse him," Statler roared, to an imaginary audience. "He's a little hoarse!"
EARL STEVENS (ERL STEE-vens)
Male (he/him) centaur (fleetwind) animist 11
Home Region: Nidal, Atteran Ranches
Background: Rancher
Senses: darkvision, normal hearing
Speed: 40'
DEFENSE
AC 10+4+[5+1]+11 = 31
Max HP 8+(8+3+1)*11 = 140
Perception +4+5+11 = +20
Fortitude +4+3+11+1 = +19 [+2 vs death, possession]
Reflex +4+1+11+1 = +17 [+2 vs death, possession]
Will +4+5+11+1 = +21 [+2 vs death, possession]
OFFENSE
Melee: +2 striking astral longspear (+21, 2d8+4 P plus 1d6 spirit, reach 10')
STATISTICS
STR +4 DEX +2 CON +3 INT +1 WIS +5 CHA +1
Ancestry Feats: Centaur Lore, Accommodating Mount, Mentor of Legends [heroism 1/day, temp HP level/2]
Class Features: Liturgist, Circle of Spirits, Apparition Attunement (Custodian of Groves and Gardens, Stalker in Darkened Boughs, Witness to Ancient Battles), Dancing Invocation [Sustain while Leap, Step, Tumble Through]
Class Feats: Spirit Familiar, Enhanced Familiar, Fighter Dedication, Lunge, Reactive Strike
Free Archetype Feats: Soul Warden Dedication [spiral glows when within 100' of undead, bright 10' dim 10'], Cycle Spell [heal], Spiral Sworn [3 rounds, +damage dice damage], Safeguard Soul [+2 vs death, possession], Expand Spiral [Spiral Sworn for all allies]
General Feats: Toughness, Fleet, Untrained Improvisation
Skill Feats: Train Animal, Additional Lore, Battle Medicine, Assurance (Medicine), Continual Recovery, Ward Medic, Consult the Spirits
Skills +training+ability+level+item =:
• Acrobatics +2+2+11 = +13
• Arcana +0+1+11 = +12
• Athletics +2+4+11+1 = +18
• Crafting +0+1+11 = +12
• Deception +0+1+11 = +12
• Diplomacy +2+1+11 = +14
• Intimidation +0+1+11 = +12
• Lore, Animal [background] +2+1+11 = +14
• Lore, Battlegrounds [Witness] +4+1+11 = +16
• Lore, Centaur [ancestry] +6+1+11 = +18
• Lore, Farming [Custodian] +4+0+10 = +14
• Lore, Forest [Stalker] +4+1+11 = +16
• Lore, Heraldry [Witness] +4+1+11 = +16
• Lore, Herbalism [Custodian] +4+1+11 = +16
• Lore, Hunting [Stalker] +4+1+11 = +16
• Medicine +4+5+11 = +20 (Assurance 10+4+11 = 25)
• Nature +6+5+11+1 = +23
• Occultism +2+1+11 = +14
• Performance +0+2+11 = +13
• Religion +6+5+11+2 = +24
• Society +2+1+11 = +14
• Stealth +0+1+11 = +12
• Survival +2+5+11+1 = +19
• Thievery +0+1+11 = +12
Languages: Common, Fey, Necril
Gear: adventurer's pack (backpack, bedroll, belt pouches (x2), chalk (x10), flint and steel, rope (50'), rations (x14), torches (x4), waterskin), +1 resilient breastplate, +2 striking astral longspear, coyote cloak, greater shining symbol, primeval mistletoe, lifting belt, scroll of shrink, 11.5 gp.
Divine Focus Spells (DC 30):
6th: Garden of Healing [10' emanation, 6d4/round, 1 minute]
Divine Innate Spells (DC 30):
Cantrip: Vitality Lash [7d6 vitality]
6th (1/day): Heal (6th)
Apparition Spontaneous Spells (DC 30):
Cantrips: Tangle Vine [spell attack vs -10' speed], Gouging Claw [7d6], Shield [15]
1st (2/day): Protector Tree [10 hp per rank], Runic Body, Sure Strike
2nd (2/day): Enlarge [2nd: Large, clumsy 1, reach +5', +2 damage], 4th: Huge, clumsy 1, reach +10', +4 damage], 6th: 10 willing creatures], Gentle Breeze [40' burst, +2 Med], Vomit Swarm [30' cone, 1d8 per rank]
3rd (2/day): Ghostly Weapon [ghost touch], Safe Passage [10'x10'x60'], Wall of Thorns [5'x10'x60']
4th (2/day): Bestial Curse, Peaceful Bubble [safe place], Weapon Storm [30' cone or 10' emanation]
5th (1/day): Invoke Spirits [2d4 mental + 2d4 void, sustainable], Moon Frenzy, Truespeech [1 h]
6th (1/day): Field of Life [20' burst, 1d8 vitality, sustainable], Phantasmal Calamity [30' burst, 11d6 mental], Tangling Creepers [40' burst, -10' speed]
Divine Prepared Spells (DC 30):
Cantrips: Detect Magic, Haunting Hymn [3d8]
1st (2/day): Bless, Heal
2nd (2/day): Spirit Sense, Lucky Number
3rd (2/day): Holy Light, Behold the Weave [set future action]
4th (2/day): Divine Wrath [4d10 spirit], Pernicious Poltergeist [4d10 void or frightened 2 or 4d8 force]
5th (2/day): Divine Immolation [6d6 spirit], See the Unseen (H+3) [8 h]
6th (1/day): Vital Beacon (6th)
Spirit Familiar: Statler and Waldorf
AC 10+4+[5+1]+11 = 31
max HP = (4+1)*11 = 55
Skills: Acrobatics, Stealth +16, all others +11
Familiar Ability: Speech
Familiar Ability: Touch Telepathy
Master Ability: Familiar Focus [1/day Focus Point]
Master Ability: Restorative Familiar [1/day 5d8 healing]