Trained, Expert, Master or Legendary (TEML) with that skill, which grant +2, +4, +6 and +8
Deific Weapon Longsword
Champion Code:
1. You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell. Iomedae-Confidence, Duty, Might, Truth, Zeal
2. You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn’t force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.
DEITY AND CAUSE
3. You must act with honor, never taking advantage of others, lying, or cheating.
4. You must respect the lawful authority of legitimate leadership wherever you go, and follow its laws.
PFS Information:
PFS Number: Experience: 0
Fame: 0
Gold: 15 to start
Training: Scrolls (0), Spells (0), Swords (0)
?? Training
Item??
Minor Healing Potion heals 1d8
Major Factions Envoy’s Alliance: Grand Archive: Horizon Hunters: Vigilant Seal: Minor Factions Radiant Oath: Verdant Wheel: All Faction Reputation Total (Sum of the Above) Reputation:
Purchased Boons (use this for boons bought w/ Fame, which don’t come w/ a Chronicle)
(Faction) Champion (Faction) (0 Fame) (the Champion boon for your first faction is free)
Boon #2 (type) (cost)
Botting:
Combat
Jardeth will close with and attack Spellcasters first if at all possible. If he is adjusting steps in combat with a 5 foot step he will always A. shift to flank or B. shift to move closer to a spell caster.
Jardeth will only engage mooks if he has to.
If confronting a martial leader, Jardeth will attempt to destroy his weapon if at all likely then leave him for secondary combatants as he closes with other leaders/spellcasters
Jardeth will always attack with his ?? if possible .
[dice=attack ]1d20 ??; ??[/dice]
if he has to turn to a ranged weapon so be it.
[dice=attack ??]1d20??; ??[/dice]
He prefers to use his shield to boost his ac rather than block blows.
Spells Known Cantrips (cantrip level): 1st:
Lay on Hands: If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a –2 status penalty to AC for 1 round.
Weapon Surge: 1 weapon you’re wielding Holding your weapon aloft, you fill it with divine energy. On your next Strike with that weapon before the start of your next turn, you gain a +1 status bonus to the attack roll and the weapon deals an additional die of damage. If the weapon has a Striking Rune, this instead increases the number of dice from the Striking Rune by 1 (to a maximum of 3 extra weapon dice).
2nd:...
Class Feats and Abilities
Feature 1st: Champions Reaction-Retributive Strike-Trigger An enemy damages your ally, and both are within 15 feet of you.
You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. current 3 damage. If the foe is within reach, make a melee Strike against it.
Feature 1st: Diety's Domain: Zeal: Weapon Surge
1st: Shield Block
Bonus Feats
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EQUIPMENT
Combat Gear:
Magic Items:
Other Gear:
Adventurers Pack C-7SP Bulk-2
--backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
Bulk:
Coins: 15gold
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CHRONICLES
1. PFS(2) 1947-2005: title:
Boon: Reputation(s): +# (faction) (e.g. +4 Vigilant Seal, or sometimes +4 Vigilant Seal, +2 Envoy’s Alliance)
Fame Earned:0
Fame Spent:0
Gold Earned:0
Downtime: (may be additional coin from Earn an Income, might be crafting, might be retraining, might be recovering a dead animal companion, etc)