Harrow Bloodline

Grigori R's page

No posts. Organized Play character for Michael_Hopkins.


Full Name

| HP 17/17 | AC 18 | F: +4, R: +6, W: +9 | Perc: +7 | Speed 25ft | DC 17 | Focus Point: 1 | 1st: 1/1

Race

| Male Medium Human Shaman Animist 1

About Grigori R

Grigori
PFS # 97978-2014
XP - 8
Male Human (Versatile) Shaman Animist 1
Perception +7; +2 Initiative
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Defense
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AC 18, (+2 armor, +3 dex, +1 level, +2 trained)
hp 17
Fort +4, Ref +6, Will +9
Armor Studded Leather (Light, Trained)
Shield Steel Shield (5 hardness, 20(10) HP)
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Offense
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Speed 25 ft.
Melee Staff (Monk, Two-Hand d8) +4 (1d4+1) Bludgeon
Dagger (Agile, Finesse, Thrown 10ft., Versatile S) +6 (1d4+1) Piercing

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Animist Spells/Apparitions
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Attuned Apparitions:
- Primary: Custodian of Groves and Gardens
- Secondary: Steward of Stone and Fire

Focus Points 1
Focus Spells:
- Garden of Healing (1d4/round - Sustained up to 1 minute)

Apparition Cantrips:
- Tangle Vine +7 (30ft)
- Ignition +7 (30 ft)
- - 2d4 (Ranged)
- - 2d6 (Melee)

Apparition Spells
1st Rank 1/day
- Protector Tree
- Interposing Earth

Animist Prepared Spells:
Cantrips:
- Stabilize (30 ft)
- Presdigitation

1st Rank
- Benediction

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Statistics
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Str 12, Dex 16, Con 12, Int 10, Wis 18, Cha 10
Languages Common, Fey
Magic Items Bioluminescent Stripes
Other Gear Clothing (Explorer's), Backpack, Bedroll, Chalk, Crowbar, Flint/Steel, Healer's Toolkit, Rope, Soap, Thieves' Toolkit, Waterskin
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Skills:
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Acrobatics -U- +3
Arcana -U- +0
Athletics -T- +4
Crafting -T- +3
Deception -U- +0
Diplomacy -T- +3
Intimidation -U- +0
Lore: Farming -T- +3*
Lore: Herbalism -T-+3*
Lore: Mountain -T- +3*
Lore: Pathfinder Society -T- +3
Lore: Volcano -T- +3*
Lore: Warfare -T- +3
Medicine -T- +7
Nature -T- +7
Occultism -U- +0
Performance -U- +10
Religion -T- +7
Society -U- +0
Stealth -T- +3
Survival -T- +7
Thievery -U- +3

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Scrolls:
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NONE

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Consumables:
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Chalk x10
Torch x5
[/spoiler
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[spoiler=Character Build]--------------------
Level 1
Ancestry: Human
Background: Field Medic (Battle Medicine)
Class: Animist (Shaman)
Heritage: Versatile (Incredible Initiative)
Class Ability: Animist Spellcasting
Class Ability: Apparition Attunement
Class Ability: Apparition Spellcasting
Class Ability: Invocation Embodiment (Familiar
Class Ability: Primary Apparition
Class Ability: Second Apparition
Class Ability: Vessel Spells
Free Feat: Spirit Familiar
Free Feat: Battle Medicine


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Special Abilities:
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Apparition Attunement: Animists have a gift for divine magic that allows them to serve as conduits or bridges for otherworldly spiritual entities known collectively as apparitions; through them, these entities can commune and interact with the physical world in a process called attunement. Apparitions are myriad and diverse: they may be human spirits lingering on the border between becoming phantoms or ghosts, animal spirits with particularly strong connections to the physical world but lacking the malice that would spur a transition into true undeath, manifestations of natural locations that have grown thought and purpose over time, or they may be a different variation altogether. Some animists attune to one or more specific apparitions that accompany them in their travels, forming deep partnerships over time, while others adapt to their surroundings by befriending the local apparitions who dwell wherever the animist's journey takes them.

Each day during your daily preparations, choose two apparitions to attune to. Of these, choose one to be your primary apparition. Your attuned apparitions each grant you knowledge in the form of Lore skills and a repertoire of additional spells you can cast using apparition spellcasting (see below), and your primary apparition grants you even further power in the form a unique vessel focus spell and, when you are higher level, a unique avatar form.

When you Refocus, you can change which of your currently attuned apparitions is your primary apparition, selecting from any of the apparitions you attuned to during your daily preparations. All your apparitions typically remain attuned to you until your next daily preparations, but some animist abilities can temporarily disperse them, usually in exchange for a powerful boon. If an apparition is dispersed, you lose access to its gifts—you forget its apparition skills, its spells are removed from your apparition spell repertoire, and you can't use its vessel spell or avatar form—until you attune to it again. When you disperse your primary apparition, one of your remaining apparitions becomes your primary apparition, chosen by you at the time of dispersal.

Animist & Apparition Spellcasting: Your role as a spiritual medium connecting the mortal Universe to the realms beyond lets you cast your magic in two distinct ways: you both learn and prepare spells from the divine tradition yourself, and you also channel the knowledge and power of your attuned apparitions, gaining spell slots and a repertoire of spells from them that you can cast spontaneously.

Regardless of which source you're drawing on, you are a spellcaster and can cast spells of the divine tradition using the Cast a Spell activity. As an animist, your incantations might take the form of reciting relevant snippets of legends—stories passed down orally—or they might see you calling nearby spirits to honor ancient vows. Your gestures could be elegant dances or full-body convulsions as generations of memories and otherworldly energies inherited from your spiritual allies surge through you.

Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifiers and spell DC use your Wisdom modifier.

The clearly delineated partnership between an animist and their apparitions means you can't cast your animist spells using your apparition spell slots or vice versa— your magics remain complementary and harmonious, yet as distinct as the two worlds from which they come.

Animist Spellcasting: As a keeper of knowledge, you are constantly learning new techniques and spells. Each day, you can prepare one 1st-rank spell and 2 cantrips from among the common spells on the divine spell list or from other divine spells you've gained access to and learned via Learn a Spell. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots.

As you increase in level as an animist, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in Animist Spells per Day.

You are a prepared spellcaster for the purposes of determining how you interact with staves and other items or effects that differentiate between prepared and spontaneous spellcasters.

Apparition Spellcasting: You can draw upon your attuned apparitions as a second source of magical knowledge and power. You gain additional spontaneous spell slots and a spell repertoire from your attuned apparitions. At first level, you can cast two apparition cantrips and one 1st-rank apparition spell per day. You must have the spell in your apparition spell repertoire to cast it; this is a collection of spells granted to you by all your attuned apparitions. You can cast any spell in your apparition spell repertoire by using an apparition spell slot of an appropriate spell rank. Any of these spells that aren't normally on the divine list are still divine spells if you cast them this way. As you increase in level, you gain further apparition spell slots, and your apparitions grant you higher-rank apparition spells, as detailed in each apparition entry.

Heightening Spells: When you gain spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks. All your apparition spells are signature spells. That means that you can heighten any apparition spell freely by casting it from a higher-rank apparition spell slot, up to the maximum rank of apparition spell you can cast.

Cantrips: Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest rank of animist spell slot you have. For example, as a 1st-level animist, your cantrips are 1st-rank spells, and as a 5th-level animist, your cantrips are 3rd-rank spells.

Vessel Spells: Your primary attuned apparition can use your body as a conduit, allowing you to cast a unique vessel spell. Vessel spells are a type of focus spell. Because vessel spells are a manifestation of a specific apparition, an animist can't cast or Sustain a specific vessel spell in the same round they have already cast or Sustained it (for example, an animist who has cast earth's bile during their turn can't then cast or Sustain another instance of earth's bile during that same turn).

It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to treat with nearby spirits, meditate on resolving an issue pertaining to the balance of spirits and mortals, or tell a story.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, though certain feats or abilities adjust this number, but it can never be more than 3 points.

Animistic Practice: At 1st level, you choose an animistic practice that influences the way your power grows and develops, and you gain its first invocation. At 9th level, you gain its second invocation, and at 17th, you gain its third.

Shaman: You form close bonds with your apparitions that allow you to invest them with the rare ability to take on a material form and directly affect the physical world.

Invocation of Embodiment (1st) You allow your apparition to inhabit a physical form. You gain the Spirit Familiar feat. At 2nd level, you gain the Enhanced Familiar feat.
Invocation of Growth (9th) Your bond with the physical form of your chosen apparition grows stronger. You gain the Incredible Familiar feat.
Invocation of Otherworldliness (17th) Your apparition familiar becomes ever more powerful, straddling the line between physical and spiritual. Your spirit familiar can take a single action that has the concentrate trait to become incorporeal for 1 minute. It gains the incorporeal trait, meaning it can move through physical creatures and such creatures can move through it. It can't attempt Strength-based checks (such as Grapple) against corporeal creatures, and corporeal creatures can't attempt such checks against it. It gains immunity to precision damage and resistance to physical damage (except damage from Strikes with the ghost touch property rune) equal to half your level (double against non-magical damage) but weakness to force damage equal to half your level. However, when incorporeal, your spirit familiar can travel no more than 60 feet from you and must maintain line of effect to you; this typically prevents it from moving through walls. Your spirit familiar can Dismiss this effect.

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Familiar:
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Bartuc

Perception: +5 Low-Light, Precise Hearing 20ft

AC 18
hp 5
Fort +4, Ref +6, Will +9

Speed 25 ft.; Fly 25 ft

Familiar Abilities:
- Flier
- Echolocation

Familiar Skills:
Acrobatics: +5
Stealth: +5