Spell Sovereign

Eyrawan Ebonvine's page

No posts. Organized Play character for Nomadical.


Race

HP 27 / 27 | AC 18 / 19| F +6 R +9 W +10 | Perc +10 (E) (Low-light vision)

Classes/Levels

| Default Exploration Mode = Search or Investigate w/ Pursue a Lead and Trap Finder

Gender

Male Elf (ancient) Investigator 3 {cleric}

Size

M

Age

159

Deity

Zohls

Languages

Common, Tien, Elven, Fey, Necril, Ekujae, Minkai

Strength 0
Dexterity 2
Constitution -1
Intelligence 4
Wisdom 3
Charisma 1

About Eyrawan Ebonvine

Male Elf (ancient) Investigator 3 {cleric}
Perception +10 (E)
Initiative: Perception +10
Default Exploration Mode = Search or Investigate w/ Pursue a Lead and Trap Finder

Str 0, Dex +2, Con -1, Int +4, Wis +3, Cha +1
Languages: Common, Tien, Elven, Fey, Necril, Ekujae, Minkai

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Defense

AC 18 (19 with shield)

HP 27

Fort +6 (E)
Ref +9 (E)
Will +10 (E)

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Offense
Speed: 30

Melee ◆ Wakizashi +7 (Agile, Deadly d8, Finesse, Uncommon, Versatile P) 1d4 S
◆ Nunchaku +7 (Backswing, Disarm, Finesse, Monk, Uncommon) 1d6 B

Ranged ◆ +1 shortbow +8 (Range 60, Deadly d10) 1d6 P

+1d6 precision when attack uses Stratagem roll, and Use INT to attack (adds +2 to attack rolls)

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Class Features and Class Feats

Methdology (Empiricism): You are trained in one Intelligence-based skill of your choice (Occultism). You gain the That’s Odd investigator feat, and you gain the Expeditious Inspection free action.

Expeditious Inspection:
Frequency: once per 10 minutes
You observe and assess your surroundings with great speed. You Recall Knowledge, Seek, or Sense Motive.

That’s Odd: When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. If you wish, you can Pursue a Lead concerning this detail even if you have Pursed a Lead less than 10 minutes ago.

That's Odd doesn't reveal whether creatures are suspicious. You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.

Devise a Stratagem: ◇ OR ◆
Frequency: once per round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack. Choose a creature you can see. You can Devise a Stratagem as a free action if you're aware that creature could help answer the question at the heart of one of your active investigations. Roll a d20, then decide on an attack stratagem or skill stratagem.

Attack Stratagem: If you Strike the chosen creature before the start of your next turn, you must use the result of the d20 roll for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent ones. When you make this substitution, you can add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided you Strike with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.

Skill Stratagem: You can't attempt to Strike the target until the start of your next turn. You gain a +1 circumstance bonus to your next Intelligence-, Wisdom-, or Charisma-based skill check or Perception check involving the target before the start of your next turn. If you would gain your Pursue a Lead investigation bonus to such a check, that bonus increases by 1 instead of you gaining the +1 bonus listed.

Clue In: ↺Frequency: once per 10 minutes
Trigger: Another creature attempts a check that could help get you closer to answering the question at the heart of one of your active investigations.
You share information with the triggering creature. They gain a circumstance bonus to their check equal to your investigation bonus from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.

Pursue a Lead::
You name one detail you've identified that you think is part of a larger mystery, then spend 1 minute examining it. The detail is typically either obvious or something you've already discovered using Recall Knowledge, Sense Motive, Gather Information, or a similar action. After the minute passes, the GM either confirms there's a larger mystery or tells you there's nothing more to learn (the detail is inconsequential or you know all the information already). If there is in fact a larger mystery at play, you can't Pursue a Lead again for 10 minutes, but you can choose to open an investigation. To do so, define the question at the heart of the mystery, such as “Where has the priceless work of art that was supposed to hang here been taken?” or “Who or what killed this priest?” Work with your GM to refine the question if need be. You can also give your investigation a name to better keep track of it (such as “The Case of the Cheated Goblin” or “The Skinsaw Murders”).

Investigation Bonus: Whenever you attempt a Perception check or skill check to attempt to get closer to answering the question at the heart of an active investigation, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.

Active Investigations: You can maintain two active investigations at a time. If you Pursue another Lead after that, the case must be different from any of your current investigations (as far as you are aware), and you give up on a current investigation of your choice. Once you've given up pursuit of an investigation, you can't Pursue a Lead into it again until after the next time you make your daily preparations. Solving an Investigation If you answer the question at the heart of your investigation, the GM tells you that you've done so. You don't lose the bonus or other benefits until you choose to close the investigation by Pursuing a Lead again or voluntarily Dismissing it. If what you discover points to an even larger mystery, you can work with the GM to adapt the question and name of the investigation to the new information.
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Strategic Strike: When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier to your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage. As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.

Trap Finder: You have an intuitive sense that alerts you to the presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery.

Shared Stratagem: The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is off-guard to that ally on the next attack that ally makes against that creature before the start of your next turn.

Keen Recollection: You can recall pertinent facts on topics that aren’t your specialty. Your proficiency bonus to untrained skill checks to Recall Knowledge is equal to your level instead of +0.

Skillful Lessons: At 3rd level and every odd-numbered level thereafter, you gain a skill feat. This feat must be for an Intelligence-, Wisdom-, or Charisma-based skill, or for the skill you gained from your methodology.

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Skills
Acrobatics +7 T
Arcana +9 T
Athletics +5 T
Crafting +9 T
Deception +1 U
Diplomacy +6 T
Intimidation +6 T
Medicine +8 T
Nature +8 T
Occultism +9 T
Performance +1 U
Religion +10 E
Society +9 T
Stealth +7 T
Survival +3 U
Thievery +7 T (+1 item bonus to Pick Locks and Disable Devices)

Pathfinder Lore +9 T
Undead Lore +11 E (Background)
Any Untrained Lore +7 (Keen Recollection)

Skill Feats:

Eyes of the City: You can use Diplomacy or Society, whichever you’re trained in, to Track creatures in settlements. You chat with locals to help follow the trail of creatures you Track. At the GM’s discretion, there might not be enough people to speak with to keep following the trail.

Pilgrim’s Token: When you tie an adversary’s initiative roll, you go first.

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General Feats, Ancestry Feats, and Misc Abilities

Ancient Elf (Heritage): In your long life, you've dabbled in many paths and many styles. A typical ancient elf is at least 100 years old, though you might be younger at the GM's discretion. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don't meet its level prerequisite. You must still meet its other prerequisites to gain the feat.

Cleric Dedication: You cast spells like a cleric. You gain the Cast a Spell activity. You can prepare two common cantrips each day from the divine spell list or any other divine cantrips you have access to. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for cleric archetype spells is Wisdom, and they are divine cleric spells.

Choose a deity as you would if you were a cleric. (Zohls) You become bound by that deity’s anathema and can receive that deity’s divine sanctification. You become trained in Religion and your deity’s associated skill (Society); for each of these skills in which you were already trained, you instead become trained in a skill of your choice. You don’t gain any other abilities from your choice of deity.

Edicts: Solve logic puzzles, investigate crimes, devise new solutions from research
Anathema: Make judgments without evidence, contaminate evidence, obstruct truths

Low light vision: You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Ancestral Linguistics: Over your extensive lifespan, you've studied many languages. During your daily preparations, you can recede into old memories to become fluent in one common language or one other language you have access to. You know this language until you prepare again. Since this knowledge is temporary, you can't use it as a prerequisite for a permanent character option.

Scion of Slayers background: You were born into a lineage of undead slayers. No mere occupation, in your family slaying is a mantle of almost mystic responsibility passed from parent to child. Over the generations, this single-minded focus has begun to manifest in uncanny ways during combat.

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

You're trained in the Athletics skill and the Undead Lore skill. You can cast disrupt undead vitality lash as an innate divine cantrip. You can use Intelligence as your spellcasting ability for this innate spell.

Canny Acumen: Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice.

Languages:
Ancestry: Common, Elven + Fey, Necril, Ekujae, Minkai
Granted Regional: Tien

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Spells:

Vitality Lash ◆◆
Range 30 feet; Targets 1 creature that is undead or otherwise has void healing
3d6 vitality damage, Basic Fortitude vs DC 19
If the creature critically fails the save, it is also enfeebled 1 until the start of your next turn.
Note: DC is based on INT per Scion of Slayers background.

Needle Darts ◆◆
Range 60 feet; Targets 1 creature
Defense AC; Damage = 4d4
Note: He possesses a cold iron and a silver chunk.

Shield

Scrolls:
Helpful Steps, Cleanse Affliction, Dispel Magic

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Items:

Adventurer’s pack, +1 short bow & 20 arrows, wakizashi, nunchaku, Marvelous Miniature (ladder), Wayfinder from Rain in Cloudy Day, leaf weave armor, cold iron and silver chunks, infiltrator tools and spare picks, detective’s kit, snapleaf

Pathfinder Provisions: Rank 2 scroll of heal

Boons:

Rugged Mentor: For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to saving throws to 2.
Normal: A Level Bump increases a PC’s saving throw modifiers by 1.

Deathtouched Explorer: All of your characters gain access to the following Rare backgrounds from Pathfinder Book of the Dead: Scion of Slayers, Tomb Born, and Willing Host.