DAILY PREPARATIONS
Current HP: 68/68
Current AC: 23
Current Condition(s): +1 HP/min & Void Resistance 1
Invested Items (4/10): Pearly White Spindle Aeon Stone, Wayfinder (w Light and 10-ft Faerie Fire), +1 Striking Handwraps of Mighty Blows, Battle Medic Baton
Worn Items: Dagger, Explorer’s Clothing, Healer's Toolkit, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
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ATTACK
Gilgamesh gets melee with the enemy and usually performs Flurry of Blows.
◆ Stride (35 ft w Incredible Movement)
◆ Flurry of Blows
[dice=Flurry of Blows]1d20+14[/dice]
[dice=Damage]2d6+2[/dice] B damage
Bloody Blows: If Crit Hit, target takes 1d4 persistent bleed damage
Crit Specialization Effect: If Crit Hit, target must succeed DC 21 Fortitude save or be Slowed 1 until end of Gilgamesh’s next turn.
[dice=Flurry of Blows, Agile, MAP]1d20+14-4[/dice]
[dice=Damage]2d6+2[/dice] B damage
Stunning Blows: If either Strike hits and deals damage, target must succeed DC 21 Fortitude save or be Stunned 1 (or Stunned 3 on Crit Fail). This is an incapacitation effect.
Bloody Blows: If Crit Hit, target takes 1d4 persistent bleed damage
Crit Specialization Effect: If Crit Hit, target must succeed DC 21 Fortitude save or be Slowed 1 until end of Gilgamesh’s next turn.
He then Steps away.
◆ Step
↺ Orc Superstition - +1 circumstance bonus to your saving throw against the triggering spell or magical effect.
OR
◆ Stride (35 ft w Incredible Movement)
◆ Inner Upheaval
◆ Flurry of Blows
[dice=Flurry of Blows, Inner Upheaval]1d20+14+1[/dice]
[dice=Damage, Elemental Fist]2d6+2[/dice] B damage plus [dice]1d6[/dice] extra force/spirit/vitality/void/electricity/fire/cold damage
Bloody Blows: If Crit Hit, target takes 1d4 persistent bleed damage
[dice=Flurry of Blows, Agile, MAP, Inner Upheaval]1d20+14-4+1[/dice]
[dice=Damage, Elemental Fist]2d6+2[/dice] B damage plus [dice]1d6[/dice] extra force/spirit/vitality/void/electricity/fire/cold damage
Stunning Blows: If either Strike hits and deals damage, target must succeed DC 21 Fortitude save or be Stunned 1 (or Stunned 3 on Crit Fail). This is an incapacitation effect.
Bloody Blows: If Crit Hit, target takes 1d4 persistent bleed damage
DEFENSE
◆ Raise a Steel Shield (+2 to AC)
SUPPORT
If possible, he can perform Battle Medicine to ally.
Battle Medicine - [dice=DC 15 Battle Medicine]1d20+14[/dice]
[dice=Trained Healing]2d8[/dice] HP
[dice=Trained Healing]4d8[/dice] HP
[dice=DC 20 Battle Medicine]1d20+14[/dice]
[dice=Expert Healing]2d8+10[/dice] HP
[dice=Expert Healing]4d8+10[/dice] HP
If he is holding the Battle Medic's Baton,
◆◆ Activate(concentrate, manipulate); Frequency once per hour; Requirements You have the Battle Medicine action; Effect You use Battle Medicine. The target is temporarily immune to your Battle Medicine for 1 hour instead of 1 day.
Out-of-combat healing
[dice=Risky Surgery]1d8[/dice] S damage to target
[dice=DC 15 Medicine to Treat Wounds]1d20+14+2[/dice] (Success becomes Crit Success)
[dice=Trained Healing]4d8[/dice] HP to target
[dice=Risky Surgery]1d8[/dice] S damage to target
[dice=DC 20 Medicine to Treat Wounds]1d20+14+2[/dice] (Success becomes Crit Success)
[dice=Expert Healing]4d8+10[/dice] HP to target
OTHERS
◆ Recall Knowledge – Pathfinder Society Lore +8, Warfare Lore +8,
◆ Activate Light in Radiant Wayfinder - sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose
◆◆ Activate Radiant Wayfinder command (once per adventure) – Effect: The wayfinder glows with a spiritual radiance, revealing that which is hidden. This has the effects of faerie fire, except the effect (invisible creatures become concealed) occurs in a 10-foot radius centered around you.
BOONS
Protective Mentor (Radiant Oath): While working with less experienced Pathfinder allies, you shield your more fragile wards from the threat of death. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase their current and maximum Hit Points by an additional amount equal to 3 times your Radiant Oath reputation tier (Liked = 1, Admired = 2, Revered = 3).
> Normal: A Level Bump increases a PC’s Hit Points by 10% or 10, whichever is higher.
> Special: A PC can only benefit from two mentor boons.
[ ] [ ] [ ] Traveler of the Spirit Road (General): You have traveled the pathways near the Forest of Spirits and not only managed to avoid losing your way, but even befriended some of the local kami. The kami’s blessing follows you now and protects you from bad luck. Whenever you would critically fail a check to Hide, Sneak, Sense Direction, or Track while in a forested area, you may check a box next to this boon as a free action to treat that check as a failure instead.
[ ] [ ] [ ] Sand Slide [reaction] Trigger: You would fail (but don’t critically fail) a Reflex save to avoid a trap’s effects; Effect: You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap’s effects initially, you succeed at the save instead.
[ ] [ ] [ ] Big Game Hunter (General): Your struggles against the fearsome 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 an animal, you can check a box next to this boon to get a failure instead.