About Karando TullKarando Tull
Perception +14;
Items +1 Resilient Full Plate, Adventurer's Pack, Repair Kit, Handwraps of Mighty Blows (+1), Jade Cat, Diplomat's
AC 30 (+32 with shield raised)
Reactions
Melee
Ranged
Actions:
Trick Magic Item (General, Manipulate, Skill) Prerequisites trained in Arcana, Nature, Occultism, or Religion. You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it. Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus. Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns. Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations. Evangelize (Auditory, General, Linguistic, Mental, Skill) Prerequisites master in Diplomacy, you follow a deity or philosophy You point out a detail that incontrovertibly supports your faith, causing a listener’s mind to whirl. Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM’s discretion, a target
Items:
Diplomat's Badge (Enchantment, Invested, Magical) Activate Recall Knowledge; Frequency once per day; Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day. Lifting Belt (Invested, Magical, Transmutation) Activate Interact; Effect You lift an object of up to 8 Bulk as
Primal Prepared Spells DC 26, attack +16; 3rd Earthbind; 2nd Heal ; 1st Jump, Gust of Wind; Cantrips (5th) Electric Arc, Stabilize Focus Spells (3 points)
Unimpeded Stride [one action] Nothing can hold you in place. You immediately escape from every magical effect that has you immobilized or grabbed unless the effect is of a higher level than your unimpeded stride spell. You then
Untamed Form [two actions] You reach within for a different part of yourself, and you set it free, transforming your body into another form. You polymorph into any form listed in pest form, which lasts 10 minutes. All other untamed form shapes last 1 minute. You can add more shapes to your untamed form list with druid feats; your feat might grant you some or all of the shapes from a given polymorph spell.
Ancestry Feats
Class Feats
General Feats
Skill Feats
Divine Ally (Divine Ally (Shield)), Divine Smite(Redeemer) Notes:
Shopping List Glamour rune Wounding rune? Training: Scrolls Lore: Scribing Bonus Feat: Assurance
(Athletics) Battle Form Giant Cat (Huge) Large Speed: 40 feet HP: 20 AC: 29 Athletics +20 Melee jaws (reach 15 ft.) +20, Damage 4d6+7 piercing; Melee claw (agile, reach 15 ft.) +20, Damage 2d10+7 slashing |