Race
F +14 R +10 (bulwark) W +12 (+2 vs. poison/disease) | Resist: Persistent 3, Slashing 3, Void 1 | Perc +10 | Stealth +8 |
Classes/Levels
25 ft | Hero 0/3 | Focus 1/2 | ◆ | ◇ | ↺ | Active Conditions: regenerate 1 HP/minute, divine health aura, darkvision (60 min), frightened 1
Gender
Human (he/him) (Taldane) Holy Champion 7 |HP 96/99 | AC 28 (30) | Shield 10 (120/120)
About Iniquity Pen
Human (versatile)
Gladiator
Champion (redeemer);
Level: 7;
Experience: 80
Medium humanoid, human
Deity: Shelyn ,
Sanctified: Holy
Associations: Pathfinder Society
Languages: Taldane (common), Goblin, Varisian
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ABILITY SCORES
STR 19 (+4), DEX 12 (+1), CON 16 (+3)
INT 10 (+0), WIS 12 (+1), CHA 16 (+3)
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SENSES
[dice=Perception (T)]1d20+10[/dice]
Special Senses: - -
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DEFENSES
HIT POINTS: 99/99
ARMOR CLASS
AC: 28 (10 + (DEX n/a) + (11 E) + (7 item))
Shield: +2 Hardness 10, Max HP 120 / BT 60
Unarmored: (E), Light: (E), Medium: (E), Heavy: (E)
SAVING THROWS
[dice=Fortitude (E)]1d20+14[/dice]
[dice=Reflex (T)]1d20+10[/dice] (+3 vs. damage)
[dice=Will (E)]1d20+12[/dice]
Notes: Bulwark, Resist: Persistent 3, Slashing 3, Void 1, +2 status vs. poison and diseases
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OFFENSE
Champion Class DC: 23 (10 + (STR 4) + (9 T) + (item))
Speed: 30 ft (fleet), 25 ft in armor
Melee Strikes
{+1 Striking Ghost Touch Silver (low) Breaching Pike} (razing, reach)
[dice=◆ Strike: +1 striking ghost touch silver breaching pike (E)]1d20+16[/dice]
[dice=Holy, Silver, Magic, Ghost Touch, Piercing, Weapon Specialization]2d6+4+2[/dice] + Vitalizing Rune: persistent [dice]1d6[/dice] vitality damage
{+1 Striking Cold Iron (low) Asp Coil} (reach, versatile S)
[dice=◆ Strike: +1 striking cold iron asp coil (E)]1d20+16[/dice]
[dice=Holy, Cold Iron, Magic, Piercing/Slashing, Weapon Specialization]2d6+4+2[/dice]
{+1 Striking Shield Boss} (attached)
[dice=◆ Strike: +1 striking shield boss (E)]1d20+16[/dice]
[dice=Holy, Magic, Bludgeoning, Weapon Specialization]2d6+4+2[/dice]
{Dagger} (agile, finesse, thrown 10 ft, versatile S)
[dice=◆Strike: dagger (E)]1d20+15[/dice]
[dice=Holy, Piercing/Slashing, Weapon Specialization]1d4+4+2[/dice]
{Bladed Gauntlet} (agile, finesse, attached, modular B/P/S)
[dice=◆ Strike: dagger (E)]1d20+15[/dice]
[dice=Holy, Piercing/Slashing/Bludgeoning, Weapon Specialization]1d4+4+2[/dice]
Ranged Strikes
{Thrown Dagger} (agile, finesse, thrown 10 ft, versatile S)
[dice=◆ Strike: thrown dagger (E)]1d20+12[/dice]
[dice=Holy, Piercing/Slashing, Weapon Specialization]1d4+2+2[/dice]
Weapon Proficiencies
Simple: (E), Martial: (E), Other (unarmed): (E)
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MAGIC:
Spell Attack Roll (bard): +12 = ((3 Key) + (9 T))
Spell DC (bard): 22 = (10 + (3 Key) + (9 T))
Spell Attack Roll (champion): +13 = ((4 Key) + (9 T))
Spell DC (champion): 23 = (10 + (4 Key) + (9 T))
Focus Points: 2/2
Spell Slots per Day
- none -
Spells Known
Cantrips (4th): guidance, telekinetic projectile
[dice=◆◆ Cast (CM): telekinetic projectile]1d20+13[/dice]
[dice=Magic, B/P/S]5d6[/dice]
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SKILLS
[dice=Acrobatics (T)]1d20+10[/dice]
[dice=Arcana (U***)]1d20+7[/dice]
[dice=Athletics (E)]1d20+15[/dice]
[dice=Crafting (U***)]1d20+7[/dice] (+1 to Repair action)
[dice=Deception (U***)]1d20+10[/dice]
[dice=Diplomacy (U***)]1d20+10[/dice]
[dice=Intimidation (U***)]1d20+10[/dice]
[dice=Lore (theater) (T)]1d20+9[/dice]
[dice=Lore (Pathfinder Society) (T)]1d20+9[/dice]
[dice=Medicine (T)]1d20+10[/dice]
[dice=Nature (U***)]1d20+8[/dice]
[dice=Occultism (T)]1d20+9[/dice]
[dice=Performance (M)]1d20+16[/dice] (+2 for singing: virtuosic & persona mask)
[dice=Religion (T)]1d20+10[/dice]
[dice=Society (T)]1d20+9[/dice]
[dice=Stealth (U***)]1d20+8[/dice]
[dice=Survival (U***)]1d20+8[/dice]
[dice=Thievery (U***)]1d20+8[/dice]
CHARACTER BUILD
1st: Background: Entertainer (Performance, Theater Lore, Fascinating Performance)
[dice=◆ Perform: Performance (M), Fascinating Performance vs. Will DC]1d20+18[/dice]
Target up to 10 observers. Must critically succeed in Combat.
1st: Deity (Shelyn), Sanctified (holy)
1st: Cause (redemption)
↺ Glimpse of Redemption: Target enemy chooses: do no damage OR ally gains Resist All (2+level) 9 and enemy gains Enfeebled 2 / Stupefied 2 until end of its next turn.
1st: Devotion Spell (lay on hands)
◆ Cast (M) Lay on Hands @ <target> for +24 hit points
1st: Champion Feat: Weight of Guilt
1st: Ancestry (human)
1st: Heritage (versatile): Adopted Ancestry (goblin)
1st: Ancestry Feat: Natural Ambition (deity’s domain: creation)
◆◆ Cast (CM) Creative Splash Will DC 23 vs. [dice=Random]1d4[/dice]
Fail: 1. Dazzled 1 round, 2. Enfeebled 1 for 1 round, 3. Frightened 1, 4. Clumsy 1 for 1 round
Critical Fail: 1. Dazzled 1 minute, 2. Enfeebled 2 for 1 round, 3. Frightened 2, 4. Clumsy 2 for 1 round
2nd: Class Feat: Bard Multiclass Dedication (polymath)
2nd: Skill Feat: Titan Wrestler
3rd: Blessing of the Devoted (blessed armament)
3rd: General Feat: Ancestral Paragon (goblin singer)
[dice=◆ Goblin Song: Performance (M) vs. Will DC]1d20+18[/dice]
Targets: 4; Range: 30 ft; Duration: 1 round (S), 1 minute (CS)
3rd: Skill Increase: Performance to Expert
4th: Class Feat: Basic Muse’s Whispers (versatile performance)
>Can use Performance to Make an Impression, Demoralize, and Impersonate.
[dice=◆ Demoralize: Performance (M) vs. Will DC]1d20+18[/dice]
[dice=(1-minute) Make an Impression: Performance (M) vs. Will DC]1d20+18[/dice]
4th: Skill Feat: Distracting Performance
5th: Ancestry Feat: Clever Improviser
5th: Skill Increase: Athletics to Expert
5th: Weapon Expertise
6th: Class Feat: Divine Health
6th: Skill Feat: Virtuosic Performer (sing)
7th: Armor Expertise
7th: General Feat: Fleet
7th: Skill Increase: Performance to Master
7th: Weapon Expertise
EQUIPMENT
Held Items: sturdy shield (lesser), +1 striking ghost touch silver breaching pike, bladed gauntlet
Worn Items: +1 full plate, persona mask, +1 striking cold iron asp coil, dagger, radiant wayfinder, backpack, signal whistle, clothing (explorer’s), manacles (poor), pearly white spindle aeon stone (in wayfinder), preserving aeon stone, cloak of feline rest, doubling rings
Worn Consumables: healing potion (lesser), antidote (lesser) (1), owlbear claw talisman (asp coil), snapleaf (armor), merciful balm (1), vermin repellent (1), darkvision elixir (moderate) (1)
Stowed Items: candle (1), chalk, earplugs, mug, piton, sack, torch (1), bedroll, soap, flint and steel, waterskin, grappling hook, hammer, clothing (winter), levered crowbar (+1), rope (50 ft), tent (pup), writing set, healer’s tools, superb repair kit (+1)
Stowed Consumables: feather token (ladder), antidote (lesser) (1), merciful balm (4), vermin repellent (1), darkvision elixir (moderate) (1)
Temporary Equipment: deathless rune, moderate healing potion (3d8+10) (2)
GOLD
4-09: Critical Success (+16 gp)
4-07: Fail (+0.16 gp)
509.2 gp
-120 gp: +1 striking silver breaching pike
389.2 gp
-150 gp: aeon stone (preserving)
239.2 gp
-75 gp: ghost touch rune
164.2 gp
-15 gp: merciful balm x 15
149.2 gp
-16 gp: vermin repellent x 2
133.2 gp
-22 gp: darkvision elixir (moderate) x 2
111.2 gp
BOONS
Wayfinder: Gain a free wayfinder.
Protective Mentor: Characters benefiting from Level Bump gain additional HP (+2 hp/rank)
Heroic Intervention: Allies within 30 ft regain 3d6 HP when I use a Hero Point.
Practiced Medic (8/8 days): Increase Medicine check result by one step.
Practiced Medic (0/8 days): Spend downtime to complete this boon.
Expert, Professional Hireling: 4+level (Nature, Serpents, Puzzle), Natural Medicine
Expert, Professional Hireling: 4+ level (Thievery, Osirion, Undead), Concealing Legerdemain
Open Road Lodge Gear: Access to vermin repellent.
Lantern Lodge Gear: Access to book of translation (Tien).
Frequent Shopper (The Unscatehed Blade): Access to asp coil.
Treasure Bundle Insurance
Ward Against Fiends: (1/adventure) a critical failure against a fiend improves to failure.
Radiant Wayfinder: (1/adventure + overcharge) 10 ft radius (legacy) faerie fire effect, 5 minutes duration
Treasure Vault Arms & Armor: Access to breaching pike