Holy Vindicator

Gedrim Cueva's page

99 posts. Organized Play character for RePete.


Race

HP: 36 (-0) | AC 18 | F: +7, R: +8, W: +11| Perc: +9; Low & Darkvision | Stealth: +7 |

Classes/Levels

25ft | Focus: 0/1; Hero Pts: 1/1 | Spells 1st: 3/4; 2nd: 3/4 |Reaction: Spell Identification (Trained in all)

Familiar:
HP: 10 (-0) | AC 16 | F: +5; R: +6; Will: +9 | Perc/Stealth +5; Low-Light Vision

Gender

CN Half-Elf Conjurer 4 | Active Conditions: None

About Gedrim Cueva

Chronicle Info:

PLAYER: RePete
CHARACTER: Gedrim Cueva
PFS ID#: 126566-2003
STARTING XP: 45 (level 4)

BOONS:
Faction - Grand Archive Champion
General - Big Game Hunter
General - Naren’s Web
General - Doom Averted

DOWNTIME:
[dice=Lore (Academia)(Trained)]1d20+9[/dice]

SCHOOL ITEMS:
*Lesser Healing potion
*Scroll of Magic Missile

Familiar:

HP: 10 Speed: 25ft; fly 40ft Low-Light
AC: 16 Fort: +5 Reflex: +6 Will: +9

Perception: +5; Low-Light

Acrobatics: +5
Arcana: +2
Athletics: +2
Crafting: +2
Deception: +2
Diplomacy: +2
Intimidation: +2
Lore: +2
Medicine: +2
Nature: +2
Occultism: +2
Performance: +2
Religion: +2
Society: +2
Stealth: +5
Survival: +2
Thievery: +2

[dice=Unarmed Attack]1d20+2[/dice]

Familiar Abilities: Fly, Fast Movement - Fly
Master Abilities: Familiar Focus - Once per day, your familiar can use 2 actions with the concentrate trait to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this.


__________________________________________________
Race: Half-Elf (Humanoid, Elf)
Gender: Male
Age:
Alignment: Chaotic Neutral
Class: Wizard
Senses Perception +9 (Low-Light & Darkvision)

__________________________________________________
Class DC 20, Spell Attack +10

==Wizard Spells==
-->Focus Spell(s)<--
Augment Summoning;

-Level 2 Spells Prepared-
Acid Arrow, Invisibility, Summon Animal; Summon Elemental*

-Level 1 Spells Prepared-
Grease, Magic Missile, Illusory Object; Unseen Servant*

-Level 0 Spells Prepared-
Detect Magic, Electric Arc, Mage Hand, Ray of Frost, Shield; Tanglefoot*

Halcyon DC 19, Spell Attack +9

==Halcyon Spell(s)==
-Level 0 Innate-
Stabilize

Wands:
None


__________________________________________________
OFFENSE
__________________________________________________
Speed 25

Melee
[dice=Staff]1d20+5[/dice] for [dice=Bludgeoning]1d4-1[/dice] (2 hand is d8)

Ranged

__________________________________________________
Special Abilities
Arcane Bond: Improved Familiar
Drain Bonded Item: Free Action → 1/day → 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.
Recognize Spell: As a reaction - 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.
__________________________________________________
STATISTICS
__________________________________________________
Str 8, Dex 14, Con 12, Int 18, Wis 16, Cha 8
AC Calc: 2 Dex; 6 Trained = 18
HP Calc 8 Race + 6 Class + 6 Class + 6 Class + 6 Class + 4 Con = 36
Ancestry Feats: 1) Elf Atavism -> Cavern Elf
Class Feats: 1b) Improved Familiar Attunement; 2) Magaambya Attendant Dedication; 4) Enhanced Familiar
Skill Feats: 1b) Recognize Spell; 2) Dubious Knowledge (Whenever you Recall Knowledge, you also gain a bit of erroneous information and have no way to determine which is correct); 4) Natural Medicine (Use Nature to Treat Wounds out of combat);
General Feat: 3) Ancestral Paragon (Natural Skill - Survival, Thievery)
Heritage: Half-Elf (Cavern Elf)
Background: Magaamby Academic -You studied magic at the prestigious Magaambya academy in Nantambu, learning magical traditions dating back to Old-Mage Jatembe and earning a pedigree respected by magical scholars almost everywhere.

__________________________________________________

Skills:

[dice=Acrobatics(Trained)]1d20+7[/dice]
[dice=Arcana(Expert)]1d20+11[/dice]
[dice=Athletics(Trained)]1d20+4[/dice]
[dice=Crafting(Trained)]1d20+9[/dice]
[dice=Deception(Untrained)]1d20-1[/dice]
[dice=Diplomacy(Untrained)]1d20-1[/dice]
[dice=Intimidation(Untrained)]1d20-1[/dice]
[dice=Lore (Academia)(Trained)]1d20+9[/dice]
[dice=Lore (other)(Untrained)]1d20+4[/dice]
[dice=Medicine(Untrained)]1d20+3[/dice]
[dice=Nature(Expert)]1d20+10[/dice]
[dice=Occultism(Trained)]1d20+9[/dice]
[dice=Performance(Untrained)]1d20-1[/dice]
[dice=Religion(Trained)]1d20+8[/dice]
[dice=Society(Trained)]1d20+9[/dice]
[dice=Stealth(Trained)]1d20+7[/dice]
[dice=Survival(Trained)]1d20+8[/dice]
[dice=Thievery(Trained)]1d20+7[/dice]

Languages: Common, +5
__________________________________________________
EQUIPMENT AND GOLD
__________________________________________________
On person: Adventurer’s Pack, Material Component Pouch, Wizard’s Spellbook, Writing Set, Staff, Wondrous Figurine Onyx Dog

Left at Lodge: None
Starting GP: 21g 8s
Purchased: None Yet
Gained In Session: Scroll of Burning Hands
Weight Carried: 2 Bulk 4 L
Capacity:
Encumbered: 4 Bulk; Maximum: 9 Bulk
__________________________________________________
APPEARANCE
__________________________________________________
Height
Weight
Eye Color
Hair Color
Skin Tone
Region of Origin
Deity
Favorite meal

PFS Boons:

--Faction--
Grand Archive Champion

--Advanced--

--General--
☐☐☐ Big Game Hunter (General): Your struggles against the fearson wildlife of Katapesh and the being manipulating the creatures has made you particularly good at dealing with dangerous animals. Whenever you roll a critical failure on a check to Track and animal, lyou can check a box next to this boon to get a failure instead.

☐ Doom Averted (General): In defeating a growing cult of Groetus in Cassomir, your spirit is filled with a renewed resistance against the same prophecies of doom that his priets shout from the rooftops. When yourdying value is increased to exactly the amount that would kill you, this boon automatically activates. Check the box that precedes this boon to decrease your dying value by one.

Light in the Dark (Envoy’s Alliance, General): You sought out people with the potential to become assets and agents for the Pathfinder Society, despite the risks involved. While adventuring in Razmiran, you gain a +1 circumstance bonus to Diplomacy checks to Request Assistance or Make an Impression. Inform your GM of the function of this boon at the beginning of the adventure.

Narsen’s Web (General): For good or ill, you have been swept up in the scheme of the masked priest Narsen. Whether the cunning cultist’s aims are for good or ill remains to be seen. You gain a +1 circumstance bonus to Perceptiong checks to Sense Motive when dealing with anyone hiding their features behind a mask or disguise (including magical disguises and polymorph effects that change the person’s appearance to something unrecognizable).

--Slotless--

--Other--
Finadar Leshy: After the Abyssal Influence was driven from Finadar Forest, some of its leshys set out into the wider world. You have gained access to the following background for all of your characters (include a copy of this Chronicle Sheet with any character who selects this background).

Master of Spells training

Gear Desires:

All of it! RAWR