Jask Derindi

Ebir's page

62 posts. Organized Play character for NotEspi.


Full Name

Ebir Azarola

Race

| Init/Perc +3 | HP 16 / 19 | AC 18 | Fort +6; Ref +5; Will +5 |

Classes/Levels

Speed: 30 ft| Focus 1/1 | Exploration : Hustle | Active Conditions: Wounded 1 | Hero Points 1/3 | ◆ ◇ ↺

Gender

Male LG Redeemed Brute 1.0

Occupation

Former Thug / Ragathiel's Devoted / Adventurer

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 10
Charisma 14

About Ebir

Male LG Human Champion 1
Perception +3
Languages Common
AC 18; Fort +6; Ref +5; Will +5
HP 19
Speed 30 ft
Str 18 (+4), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 14 (+4)

PB App Sheet

Melee: Bastard Sword +7 / 1d8 + 4 (S) ( Two-Hand d12 )
Ranged: Sling +5 / 1d6 + 2 (B) (Propulsive)

Skills Acrobatics +5, Arcana +0, Athletics +7, Crafting +0, Deception +2, Diplomacy +5, Intimidation +5, Lore: Warfare +3, Religion +3, Society +0, Stealth +2, Survival +0, Thievery +2

Money: 3 GP, 3 SP, 0 CP

Ancestry / Background / Heritage / Class:

Ancestry - Human

Hit Points 8
Size Medium
Speed 25 feet
Ability Boosts Two free Ability Boosts
Languages Common. Additional languages equal to 1+ your Intelligence modifier (if it's positive). Choose from the list of common languages and any other languages to which you have access (such as the languages prevalent in your region).
Pathfinder Core Rulebook, 2nd Edition. Copyright Paizo LLC 2019

Background - Martial Disciple (Athletics)

You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization.

Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost.

You're trained in your choice of either the Acrobatics or Athletics skill, as well as the Warfare Lore skill. You gain a skill feat: Cat Fall if you chose Acrobatics or Quick Jump if you chose Athletics.

CRB

Heritage - Versatile Heritage

Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
CRB

Class - Champion

You are an emissary of a deity, a devoted servant who has taken up a weighty mantle, and you adhere to a code that holds you apart from those around you. While champions exist for every alignment, as a champion of good, you provide certainty and hope to the innocent. You have powerful defenses that you share freely with your allies and innocent bystanders, as well as holy power you use to end the threat of evil. Your devotion even attracts the attention of holy spirits who aid you on your journey.

Key Ability Strength or Dexterity

Hit Points 10 plus your Constitution modifier

Trained Perception

Trained Reflex

Expert Fortitude, Will

Trained Trained in Religion, one skill determined by your choice of deity, a number of additional skills equal to 2 plus your Intelligence modifier.

Trained all simple and martial weapons, unarmed attacks

Trained all armor and unarmored defense

Trained in divine spell attacks and divine spell DCs

CRB

Feats:

Level 1

Background Feat - Quick Jump

Prerequisites trained in Athletics
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).

Ancestry Feat - General Feat - Fleet

You move more quickly on foot. Your Speed increases by 5 feet.
CRB

Ancestry Feat - Gloomeseer

Prerequisites ethnicity requirement
Gloom holds few terrors for you. You gain low-light vision.
LO: CG

Class Feat - Deity's Domain

You embody an aspect of your deity. Choose one of your deity’s domains from those listed on page 441. You gain the domain’s initial domain spell as a devotion spell.
CRB

Domain - Zeal

Initial Domain Power: Weapon Surge
Range touch; Targets 1 weapon you're wielding
Holding your weapon aloft, you fill it with divine energy. On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage. If the weapon has a striking rune, this instead increases the number of dice from the striking rune by 1 (to a maximum of 3 extra weapon dice).

If the target weapon leaves your possession, weapon surge immediately ends.
CRB

Class Features:

Level 1

Champion's Cause - Paladin Cause

Lawful Good. Your cause drives you to be honorable, forthright, and committed to pushing back the forces of lawlessness and cruelty. You gain the Retributive Strike champion's reaction and the lay on hands champion power.

Your paladin’s code consists of the tenets of good, followed by these tenets.

You must act with honor, never cheating, lying, or taking advantage of others.
You must respect the lawful authority of the legitimate ruler or leadership in whichever land you may be, following their laws unless they violate a higher tenet.
CRB

Retributive Strike

Trigger An enemy damages your ally, and both are within 15 feet of you.
You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.

Deific Weapon
You zealously bear your deity’s favored weapon. If it’s uncommon, you gain access to it. If it’s an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12).

Devotion Spells

Your deity’s power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.

Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules are on page 300. You gain a devotion spell depending on your cause, and you are trained in divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma.

Shield Block

Trigger While you have your shield raised, you would take damage from a physical 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.

Gear:

Backpack, Bedroll, Flint and Steel, Chalk (10x), Flint and Steel, Rope 50 ft, Daily rations (2x), Soap, Torch (5x), Waterskin, Sling Bullets (30x)

Scale Mail
Medium Armor (Composite)
Price 4gp; Bulk 2; AC Bonus 3; Dex Cap 2; Check Penalty 2; Speed Penalty 5; Strength 14; Bulk 2

Scale mail consists of many metal scales sewn onto a reinforced leather backing, often in the form of a long shirt that protects the torso, arms, and legs.
CRB

Bastard Sword
Two-Hand d12
Price 4gp; Bulk 1; Hands 1; Group Sword
Proficiency: Martial Weapons

This broad-bladed sword, sometimes called the hand‑and‑a‑half sword, has a longer grip so it can be held in one hand or used with two hands to provide extra piercing or slashing power.
CRB

Sling
Propulsive
Price 0gp; Bulk L; Hands 1; Group Sling; Range 50 ft.; Reload 1
Proficiency: Simple Weapons

Botting instructions:

WIP