Alchemist

Eddred Maristan's page

159 posts. Alias of Tarondor.


Classes/Levels

Human Cleric/Archer 2 - HP 24/24, AC 17 - Perception +7 - F: +6/ R: +7 / W: +9 - Speed: 25 - Hero Points: 3, Active Conditions: None; Default Exploration Activity: Search

About Eddred Maristan

COMMON DIE ROLLS

[dice=Longbow, 1st Shot]1d20+7;1d8[/dice]
[dice=Longbow, 2nd Shot]1d20+2;1d8[/dice]

[dice=Longbow, less than 30', 1st Shot]1d20+7-2;1d8[/dice]
[dice=Longbow, less than 30', 2nd Shot]1d20+2-2;1d8[/dice]

[dice=Longbow w/ Magic Weapon, 1st Shot]1d20+7+1;2d8[/dice]
[dice=Longbow w/ Magic Weapon, 2nd Shot]1d20+2+1;2d8[/dice]

[dice=Longbow w/ Magic Weapon, less than 30', 1st Shot]1d20+7-2+1;2d8[/dice]
[dice=Longbow w/ Magic Weapon, less than 30', 2nd Shot]1d20+2-2+1;2d8[/dice]

[dice=Acrobatics]1d20+7[/dice]
[dice=Diplomacy]1d20+6[/dice]
[dice=Intimidation]1d20+6[/dice]
[dice=Occultism]1d20+5[/dice]
[dice=Religion]1d20+7[/dice]
[dice=Roseguard Lore]1d20+5[/dice]
[dice=Spirit Lore]1d20+5[/dice]

Statblock:
Eddred Maristan, Archer Priest of Kerkamoth
Human cleric 2 (archer)
LN, Medium, Human, Humanoid
Heritage versatile heritage
Background eldritch anatomist
Perception +7
Languages Common, Elven, Undercommon
Skills Acrobatics +7, Diplomacy +6, Intimidation +6, Medicine +7 Occultism +5, Religion +7, Roseguard Lore +5, Spirit Lore +5
Str 10 (+0), Dex 16 (+3), Con 10 (+0), Int 12 (+1), Wis 16 (+3), Cha 14 (+2)
Other Items explorer’s clothing, light mace, longbow, arrows (20), backpack, bandolier, bedroll, belt pouch, belt pouch, caltrops (2), chalks (10), flint and steel, rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, wooden religious symbol, purse (21 gp; 8 sp)
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AC 17; Fort +6; Ref +7; Will +9
HP 24
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Speed 25 feet
Melee [1] light mace +7 (agile, finesse, shove), Damage 1d4 B
Ranged [1] longbow +7 (deadly d10, volley 30, range increment 100 feet, reload 0), Damage 1d8 P
Divine Cleric Spells DC 17, attack +7; 1st bless, magic weapon, ray of enfeeblement Cantrips (1st) detect magic, guidance, prestidigitation, shield, stabilize
Ancestry Feats Natural Ambition
Class Feats Reach Spell
General Feats Shield Block
Skill Feats Additional Lore (Spirit Lore), Battle Medicine, Cat Fall
Other Abilities anathema, decay, deity, divine font, divine spellcasting, doctrine, first doctrine, warpriest

Spells:

DC 17, attack +7

First Level bless, magic weapon, ray of enfeeblement

Cantrips detect magic, guidance, light, prestidigitation, shield, stabilize

Divine Font
heal (x3)

Feats and Abilities:
Battle Medicine - 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 temporarily immune to your Battle Medicine for 1 day.

Assurance (Medicine) - 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).

Reach Spell - If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Deity: Kerkamoth, the Waiting Void:

Also known as the Waiting Void, the unseen Kerkamoth is the primordial inevitable of emptiness, entropy, and stillness. Though many people view decay and entropy as manifestations of chaos, followers of Kerkamoth understand that in an orderly universe, the end of one cycle makes way for the beginning of a new cycle. These worshippers track such transitions and work to properly dispose of those things that have outlived their usefulness, whether it’s cleaning a cluttered closet or demolishing an old building. Yet, Kerkamoth opposes those who destroy with abandon and no greater purpose, which often brings them in conflict with daemons, demons, and proteans. Though they favor areas of emptiness and silence to commune with their patron, worshippers of Kerkamoth recognize that these too cannot last forever, inevitably to be filled with new creations.

Edicts Clean cluttered spaces, embrace moments of silence
Anathema Attempt to preserve something indefinitely, perform an act of wanton and significant destruction
Areas of Concern emptiness, entropy, and stillness
Follower Alignments LN, N
Devotee Benefits
Divine Ability Constitution or Wisdom
Divine Font harm or heal
Divine Skill Occultism
Favored Weapon warhammer
Domains darkness, decay, destruction, void
Cleric Spells 1st: penumbral shroud, 5th: shadow siphon, 6th: disintegrate

Background:
Eddred is a descendant of Vol Ranjani of the Roseguard. Born in Nidal, raised in Cheliax and now a citizen of Ravounel, he is a priest of the relatively obscure monitor god Kerkamoth, the Waiting Void.

A deep and relatively recent desire to learn more about his famous ancestor has convinced Eddred that his master Kerkamoth wants him to travel to Otari. Eddred is certain that he will find something important in the Abomination Vaults. Something that defies the natural order and should have left Golarion long ago.

Botting Instructions:
At low levels, Eddred will generally shoot twice and then cast shield. Or stride and then shoot twice. If the situation seems right, he will use \ray of enfeeblement

He will prioritize healing through medicine or his divine font ability only if someone is seriously injured. Otherwise, that can wait until after battle.

Projected Build:

3rd Level:
Feat: Ancestral Paragon: Domain Initiate (Decay)
Skill Increase: Medicine to Expert
Spells: Spiritual Weapon

4th Level:
Class Feat: Point-Blank Shot (archer archetype)
Skill Feat: Continual Recovery

5th Level:
Ability Scores: DEX, CON, WIS, CHA (10 STR, 18 DEX, 12 CON, 12 INT, 18 WIS, 16 CHA)
Ancestry Feat: Gloomseer
Skill Increase: Religion to Expert
Spells: Chilling Darkness, Heroism, Searing Light

6th Level:
Class Feat: Parting Shot (archer archetype)
Skill Feat: Ward Medic
7th Level:
General Feat: Incredible Initiative
Skill Increase: Medicine to Master
Spells: Air Walk, Fly
Note: Now an Expert in bows

8th Level:
Class Feat: Eldritch Archer Dedication
Skill Feat: Advanced First Aid

9th Level:
Ancestry Feat: Darkseer
Skill Increase: Religion to Master
Spells: Spiritual Guardian

10th Level:
Ability Scores: DEX, CON, WIS, CHA (10 STR, 19 DEX, 14 CON, 12 INT, 19 WIS, 18 CHA)
Class Feat: Precious Arrow (Eldritch Archer) or Heroic Recovery (Cleric)
Skill Feat: Intimidating Glare

11th Level:
General Feat: Toughness
Skill Increase: Intimidation to Expert
Spells: Disintegrate

12th Level:
Class Feat: Domain Focus
Skill Feat: Terrifying Resistance

13th Level:
Ancestry Feat: Shadow Pact
Skill Increase: Intimidation to Master

14th Level:
Class Feat: Advanced Domain
Skill Feat: Battle Cry

15th Level:
Ability Scores: DEX, CON, WIS, CHA (10 STR, 20 DEX, 16 CON, 12 INT, 20 WIS, 19 CHA)
General Feat: Canny Acumen (Does nothing right now)
Skill Increase: Legendary in Religion

16th Level:
Class Feat: Magic Arrow or Phase Arrow
Skill Feat: Divine Guidance

17th Level:
Ancestry Feat: Heroic Presence
Skill Increase: Legendary in Medicine
Note: Uncanny Acumen (taken at 15th), raises Reflex to Master

18th Level:
Class Feat: Domain Wellspring or Arrow of Death
Skill Feat: Consult the Spirits (Religion)

19th Level:
General Feat: Legendary Medic
Skill Increase: Intimidation to Legendary

20th Level:
Ability Scores: STR, CON, INT, CHA (12 STR, 20 DEX, 18 CON, 12 INT, 20 WIS, 20 CHA)
Class Feat: Maker of Miracles
Skill Feat: Scare to Death