Harrow Bloodline

Fernardo Mattero's page

74 posts. Organized Play character for philipjcormier.


Full Name

Fernardo Mattero

Race

human

Classes/Levels

Wizard(Evoker)/8 [HP:80/80] [AC: 22(23(24))] [fort: 15; reflex: 15; will: 14] [perception/initiative: +12] [Hero Points: 1/2] [Focus Points: 1/1]

Gender

male

Size

M (5'6"; 150#)

Age

20

Alignment

ng

Deity

Nethys

Languages

Common, Draconic, Elven, Goblin, Jotun, Sylvan, Terran, Tien-Da, Varisian.

Strength 10
Dexterity 16
Constitution 16
Intelligence 19
Wisdom 14
Charisma 10

About Fernardo Mattero

HP: 80 AC: 22(23)(24) Initative: 12 Perception: 12
Fort: 15 Reflex: 15 Will: 14

Ancestry: Human Heritage: Versatile Background: Scholar

Staff of Evocation: +11; 1d4(1d8); +1 striking rune
Dagger: +13; 1D4; versitile, thrown(10'), agile, finesse

SKILLS: acrobatics (T; 13); arcana (E; 18); athletics (T; 10); crafting E; 17); diplomacy (T; 10); Lore (acadamia; T; 14); Lore (architecture; T; 14); Lore (Legal; T; 14); nature (T; 12); Occultism (T; 14); religion (T; 12); society (T; 14).

ANCESTRY FEATS AND ABILITIES: Adapted Cantrip: disrupt undead:

Spoiler:
Prerequisites spellcasting class feature; Through study of multiple magical traditions, you’ve altered a spell to suit your spellcasting style. Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition. If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.

Versatile: Canny Accumen: fortitude saves:

Spoiler:
Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.

Adaptive Adept: Protection:

Spoiler:
Prerequisites Adapted Cantrip, can cast 3rd-level spells; You’ve continued adapting your magic to blend your class’s tradition with your adapted tradition. Choose a cantrip or 1st-level spell from the same magical tradition as your cantrip from Adapted Cantrip. You gain that spell, adding it to your spell repertoire, spellbook, or prepared spells just like the cantrip from Adapted Cantrip. You can cast this spell as a spell of your class’s magical tradition. If you choose a 1st-level spell, you don’t gain access to the heightened versions of that spell, meaning you can’t prepare them if you prepare spells and you can’t learn them or select the spell as a signature spell if you have a spell repertoire.

SKILL FEATS: Assurance: occultism:

Spoiler:
Prerequisites trained in at least one skill: 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).
Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

Steady Balance:

Spoiler:
Prerequisites trained in Acrobatics
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

Multilingual:

Spoiler:
Prerequisites trained in Society
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary. Special: You can select this feat multiple times. Each time, you learn additional languages.

GENERAL FEATS: Magical Crafting

Spoiler:
Prerequisites expert in Crafting; You can Craft magic items, though some have other requirements, as listed in Chapter 11. When you select this feat, you gain formulas for four common magic items of 2nd level or lower.

Fast Recovery:

Spoiler:
Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.

Legal:

Spoiler:
Prerequisites: trained in Lore Your knowledge has expanded to encompass a new field. Choose an additional Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory. Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.

CLASS FEATS AND ABILITIES: School: Evocation:

Spoiler:
As an evoker, you revel in the raw power of magic, using it to create and destroy with ease. You can call forth elements, forces, and energy to devastate your foes or to assist you in other ways. You understand that the most direct approach is the most elegant. You add one 1st-level evocation spell (such as shocking grasp) to your spellbook. You learn the force bolt school spell.

Arcane Bond (ring of the ram):

Spoiler:
You place some of your magical power in a bonded item. Each day when you prepare your spells, you can designate a single item you own as your bonded item. This is typically an item associated with spellcasting, such as a wand, ring, or staff, but you are free to designate a weapon or other item. You gain the Drain Bonded Item free action. Frequency once per day: Requirements: You haven't acted yet on your turn; You expend the power stored in your bonded item. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.

Reach Spell:

Spoiler:
You can extend the range of your spells. 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.

Cantrip Expansion:

Spoiler:
A greater understanding of your magic broadens your range of simple spells. Prepared Caster (Cleric, Wizard, etc.): You can prepare two additional cantrips each day.

Recognize Spell:

Spoiler:
Identify a spell as a reaction as it’s being cast: **Skill**: Varying skill
**Save Failure**: You fail to recognize the spell.
**Save Success**: You correctly recognize the spell.
**Save Critical Failure**: You misidentify the spell as another spell entirely, of the GM’s choice.
**Save Critical Success**: You correctly recognize the spell and gain a +1 circumstance bonus to your Saving Throw or your AC against it.

If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

Widen Spell:

Spoiler:
You manipulate the energy of your spell, causing it to spread out and affect a wider area. If the next action you use is to Cast a Spell that has an area of a burst, cone, or line and does not have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 15 feet long or smaller, and add 10 feet to the length of a larger cone or line.

Bespell Weapon:

Spoiler:
Frequency once per turn: Requirements Your most recent action was to cast a non-cantrip spell. You siphon the residual energy from the last spell you cast into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.
Abjuration: force damage
Conjuration or Transmutation: the same type as the weapon
Divination, Enchantment, or Illusion: mental damage
Evocation: a type the spell dealt, or force damage if the spell didn’t deal damage
Necromancy: negative damage

Lightning Reflexes:

Spoiler:
Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert.

Spell Penetration:

Spoiler:
You’ve studied ways of overcoming the innate magical resistance that dragons, otherworldly beings, and certain other powerful creatures have. Any creature that has a status bonus to saving throws against magic reduces that bonus by 1 against your spells.

Nonlethal Spell:

Spoiler:
You can alter offensive spells to be less deadly. If your next action is to Cast a Spell that deals damage and doesn’t have the death or negative trait, that spell gains the nonlethal trait.
Metamagic: Actions with the metamagic trait tweak the properties of your spells. These actions usually come from metamagic feats. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell’s effect, not of the metamagic action itself.

EQUIPMENT:

Spoiler:
dagger; staff of evocation; backpack; bedroll; clothing (explorer's); clothing (winter); belt pouch; flint & steel; material component pouch; mirror; sleeves of storage; spellbook(x2; 1 in sleeves); signet ring; soap; pup tent; writing kit(in sleeves); repair kit(in sleeves); rations (week; 2/2); waterskins (2/2); scroll case; basic crafter's book(in sleeves); formula book (jade cat talisman; monkey pin talisman; runestone; +1 weapon potency rune)(in sleeves); scrolls (spider climb (1/1); see invisibility (1/1)); runestones (3/3); wand of mage armor(in sleeves)' wayfinder(with pearly white spindle Aeon stone inscribed; under vestments); crafter's eyepeice(in sleeves);anti-plague(x2; in sleeves); anti-toxin(x2; in sleeves); ring of the ram.

Ring of the Ram:

Spoiler:
This heavy iron ring is shaped to look like the head of a ram, with curling horns. Activate or more (Interact); Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save.
Critical Success The target is unaffected.
Success The target takes half damage and is pushed half the distance.
Failure The target takes full damage and is pushed the full distance.
Critical Failure The target takes double damage and is pushed twice the distance.

Aeon Stone: pearly white spindle:

Spoiler:
When you invest this aeon stone, it slowly starts healing your wounds, restoring 1 HP every minute. The resonant power grants you resistance 1 to negative damage.
Personal Note: as a 3L item, anyone that doesn't purchace/invest/place in wayfinder ASAP is an idiot.

PFS SCHOOL: Scrolls Free Feat: Recognize Spell:

Spoiler:
Prerequisites: trained in Arcana, Nature, Occultism, or Religion Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.

Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.

SPELLS: spell type: Arcane Spell Attack Roll: +16 Spell SC: 26

FOCUS SPELL: Force Bolt: Caster Level: 3: (1/1)

Spoiler:
Cast: Single Action; somatic Range: 30 feet; Targets: 1 creature or object You fire an unerring dart of force from your fingertips. It automatically hits and deals 1d4+1 force damage to the target. Heightened (+2) The damage increases by 1d4+1.

Spell List:
Cantrips: detect magic; disrupt undead; light; electric arc; mage hand; ray of frost; read aura.
1L: Feather Fall (0/1); Color Spray (0/2); Protection (0/1)
2L: Acid Arrow (1/1); Burning Hands (H; 0/1); Resist Energy (0/1); See Invisibility(0/1)
3L: Comprehend Languages (0/1); Levitate (0/1); Magic Missile (H; 0/1); Shocking Grasp (H; 0/1)
4L: Enervation (0/1); Phantasmal Killer (0/1); Shocking Grasp (H; 0/1)

Staff of Evocation: (0/6): Free slots: 4 Added slots: 2 (Acid Arrow)
Spells available:
Cantrip: Ray of Frost
1st: Magic Missile; Shocking Grasp
2nd: Acid Arrow; Glitterdust

Spellbook:

Spoiler:
Cantrips: acid splash; chill touch; daze; detect magic; disrupt undead; electric arc; light; mage hand; message; prestidigitation; ray of frost; read aura.
1L: air bubble; burning hands; color spray; feather fall; mage armor; magic missile; mending; protection; shocking grasp; snowball.
2L: acid arrow; comprehend languages; dispel magic; endure elements; glitterdust; resist energy; see invisibility; spider climb; water breathing..
3L: fireball; levitate; lightning bolt.
4L: enervation; phantasmal killer; wall of fire.