Fiendish Baboon

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Full Name

Hobb Tallman

Race

| HP: 11/55 | AC 20, TAC 19 | F:+9 R:+9 W:+11 | Hero Points: 1/1 | Resonance: 3/6 | Perc +9

Classes/Levels

| Speed 25 ft. | Spells: 3rd: 1/2, 2nd: 1/3, 1st: 2/3 | Spell Pool: 3/5 | Channel Energy: 0/1 | Lesser Staff of Fire: 1/1 | Active Conditions: None

Deity

Sarenrae

Languages

Common, Shoanti

Strength 18
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 18
Charisma 12

About Hobb Tallman

Hobb Tallman
PFS #: 293444-1501
Male Half-Orc Warrior Cleric of Sarenrae 5
CG Medium Humanoid, Human, Orc
Languages Common, Shoanti
Senses Low-light vision, Perception +9 (Trained)
Hero Points 1, Resonance: 6
Class DC 19
Speed: 25 ft.
XP 0

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DEFENSE
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HP: 55
AC: 20 TAC: 19 (+2 AC, +1 TAC, +2 Dex, +5 Proficiency, +1 potency)
Fortitude: +9 Reflex: +9 Will: +11
Special: shield cantrip: +1 AC

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OFFENSE
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Melee: +1 magic scimitar +9 (2d8+3)(forceful, sweep) (Owlbear claw affixed: activate on a critical hit for 1 resonance and the target is made off-balance by your attack, becoming
flat-footed for 1 round.)
...produce flame +6 touch (1d6+3 F) (double and 1d4 persistent fire damage) (Range 30)
Ranged: Sling +6 (1d6+1 B) (Range: 50)(propulsive) (Ammo: 20/20)
…fire ray +6 touch (3d6+4 F) (Range: 60 ft.)
...produce flame +6 touch (1d6+4 F) (double and 1d4 persistent fire damage) (Range: 30)
...disrupy undead (1d10+4) (Fort Save) (Range: 30)

Spell Roll +8, Spell DC 19, Spell Pool 5 points
Spells Prepared
3rd— fireball (SV, 8d6), searing light (SV)
2nd— burning hands (SV, 5d6), faerie fire, heal (S+)
1st— burning hands (SV, 3d6), heal (S+)
Cantrips disrupt undead (SV), light (SV), produce flame (SV), shield (V), sigil (SV), stabilize (SV)
Spell Powers
1 Point— fire ray (SV), flame barrier (V, REACTION)

Weapon Abilities
...Forceful This weapon becomes more dangerous when you build up momentum. When you attack with it more than once on your turn, the second attack adds a circumstance bonus to
damage equal to the number of weapon damage dice, and each subsequent attack adds a circumstance bonus to damage equal to double the number of weapon damage dice.
...Sweep Sweep This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted an attack this turn against a creature other than the target of this attack.

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Spell Details
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Domains
Fire Ray 2 actions (S, V), 60 ft. range, Targets one creature or object. Attempt a ranged touch Strike against the target. If you succeed at the attack, you deal fire damage to the target equal to 1d6 plus your spellcasting ability modifier. (3d6+3)
…Heightened (+1) The ray’s damage increases by 1d6.
...Fire Barrier REACTION (V), Trigger:An effect deals fire damage to either you or an ally within 60 ft. | You or one ally gains fire resistance from the triggering effect equal to twice your level (10). The resistance applies only against damage you take from the triggering attack, not to any enhancements or conditions.

Burning Hands SV, 15 foot cone, Gouts of flame rush from your hands. You deal 2d6 fire damage to creatures in the area; they must each attempt a Reflex save.
...Success The creature takes half damage.
...Critical Success The creature takes no damage.
...Failure The creature takes full damage.
...Critical Failure The creature takes double damage.
Heightened (+1) The damage increases by 2d6.

Disrupt Undead SV, one undead in 30 ft., You infuse the target with energy. You deal 1d10 positive damage; the target must attempt a Fortitude save. Heightening increases damage.
...Success The target takes half damage.
...Critical Success The target takes no damage.
...Failure The target takes full damage.
...Critical Failure Double damage and enfeebled 1 for 1 round.
Heightened (3rd) 1d10 + your spellcasting ability modifier.
Heightened (5th) 2d10 + your spellcasting ability modifier.
Heightened (7th) 3d10 + your spellcasting ability modifier.
Heightened (9th) 4d10 + your spellcasting ability modifier

Faerie Fire SV, 120 ft. range, 10 ft. burst, 1 minute duration. All creatures in the area are limned in colorful, heatless fire of a color of your choice. Visible creatures can’t be concealed while
affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being unseen.

Fireball SV, 500 ft. range, 20 ft. burst, A burst of fire explodes, dealing 8d6 fire damage;
creatures in the area must attempt a Reflex save.
...Success The creature takes half damage.
...Critical Success The creature is unaffected.
...Failure The creature takes full damage.
...Critical Failure The creature takes double damage.
Heightened (+1) The damage increases by 2d6.

Heal You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. (1d8+4) The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
...Somatic Casting The spell has a range of touch. You must succeed at a melee touch attack to damage an undead target.
...Somatic Casting, Verbal Casting The spell has a range of 30 feet and doesn’t require a touch attack when targeting an undead creature. An undead target must attempt a Fortitude save, taking half damage on a success, no damage on a critical success, or double damage on a critical failure.
...Material Casting, Somatic Casting, Verbal Casting You disperse positive energy in a 30-foot aura. This has the same effect as the two-action version, but it targets all living and undead creatures in the burst and reduces the amount of healing or damage to your spellcasting ability modifier. (4)
Heightened (+1) The amount of healing or damage increases by 1d8, or by 2d8 if you’re using the 1- or 2-action version to heal the living.

Light object touched, one day. The object begins to glow with pure light, casting bright light in a 20-foot radius like a torch. If you cast this spell again on another object, the light on the last object you cast it on is dismissed.

Produce Flame SV, 30 ft range, A flame appears in your palm. Make a melee or ranged touch attack. On a success, you deal 1d4 fire damage. On a critical success, the target takes 1d4 persistent fire damage in addition to the cantrip dealing double damage. Heightening this spell increases its damage.
Heightened (3rd) 1d6 + your spellcasting ability modifier.
Heightened (5th) 2d6 + your spellcasting ability modifier, and double damage + 2d4 persistent fire damage on a critical hit.
Heightened (7th) 3d6 + your spellcasting ability modifier and double damage + 3d4 persistent fire damage on a critical hit.
Heightened (9th) 4d6 + your spellcasting ability modifier and double damage + 4d4 persistent fire damage on a critical hit.

Searing Light SV, 120 ft. range, one creature. You shoot a blazing-hot ray of light tinged with holy energy. Make a ranged touch attack against the target. If you hit, you deal 5d6 fire damage. If the target is a fiend or undead, you deal 5d6 additional good damage to it. On a critical hit, double all the damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to dispel the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between you and the spell’s target.
Heightened (+2) The fire damage by 3d6 and the good damage against fiends and undead increases by 3d6.

Shield V, one round, auto-heightened. You raise a magical shield of force to protect you. This counts as using the Raise a Shield action (see the sidebar) to gain a +1 circumstance bonus to AC until the start of your next turn, though it doesn’t require a hand to use. While the spell is in effect, you can also use the Shield Block reaction with your magic shield. The shield has Hardness 4. After you use Shield Block, the spell is dismissed and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell. Heightening the spell increases the Hardness.
Heightened (3rd) Hardness 10.
Heightened (5th) Hardness 15.
Heightened (7th) Hardness 20.

Sigil SV, 60 ft. range
You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the touched creature or object. The mark can be visible or invisible, and you can change it from one state to another by spending a Somatic Casting action during which you touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it’s on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your level.
Heightened (3rd) 1 month.
Heightened (5th) 1 year.
Heightened (7th) The sigil never fades.

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Skills
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Skill: +Mod (Proficiency)
Acrobatics: +6 (Trained, CP)
Arcana: +1 (Untrained)
Athletics: +8 (+9 to climb, Trained, CP)
Crafting: +5 (Untrained)
Deception: +2 (Untrained)
Diplomacy: +2 (Untrained)
Intimidation: +7 (+8 if he can physically menace them, do not need to share a language, 1 round) (Expert)
Lore (Sarenrae): +5 (Trained)
Lore (warfare): +5 (Trained)
Medicine: +10 (Trained)
Nature: +5 (Untrained)
Occultism: +1 (Untrained)
Performance: +2 (Untrained)
Religion: +10 (Expert)
Society: +1 (Untrained)
Stealth: +1 (Untrained, CP)
Survival: +9 (Trained)
Thievery: +2 (Untrained, CP)

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Statistics
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STR 18 DEX 14 CON 14 INT 10 WIS 18 CHA 12
Key Ability Score Wisdom

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Feats
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Ancestry: Adapted Spell (produce flame), Skilled
Background: quick repair
Class: advanced domain (fire), cantrips, channel energy (heal 4/day), deadly simplicity (scimitar), divine spellcasting, deity (Sarenrae), domain (fire)
General: lightning reflexes
Heritage: half-orc (low-light vision)
Skill: intimidating prowess, quick intimidation

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FEAT AND ABILITY DETAILS
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Sarenrae Healing, honesty, redemption, the sun. She seeks to redeem evil where possible, or else destroy it swiftly.
Edicts: destroy the spawn of Rovagug, protect allies, provide aid to the sick and wounded, seek and allow redemption.
Anathema: create undead, fail to strike down evil, lie, succumb to darkness, cast evil spells

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 always automatically heightened to the highest level of spell you can cast as a cleric. For example, as a 1st-level cleric, the highest level of spell you can cast is 1st, so your cantrips are 1st-level spells. As a 5th-level cleric, the highest level of spell you can cast is 3rd, so your cantrips are 3rd-level spells.

Channel Energy You gain a pool of positive energy. This pool of energy allows you to cast the heal spell a number of times per day equal to 3 plus your Charisma modifier without needing to prepare the spell in advance. All spells you cast in this way are heightened to the maximum spell level you can cast as a cleric. (4/day)

Divine Spellcasting You have the power to cast divine spells using the Cast a Spell activity, and you gain access to the Material Casting, Somatic Casting, and Verbal Casting actions. Because you’re a cleric, you can usually hold a divine focus (such as a religious symbol or a religious text) as part of your Material Casting and Somatic Casting actions, so you usually don’t need spell components or another hand free. At 1st level, you can prepare two 1st-level spells and four cantrips each morning from the common spells on the divine spell list in this book or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare are called your spell slots.
…As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown on the Cleric Spells per Day table on page 70.
…Some of your spells require you to attempt a spell roll to see how effective they are, or have your enemies roll against your spell DC. Since your key ability is Wisdom, your spell rolls and spell DCs use your Wisdom modifier.

Domain Select one domain—a subject of particular interest to you within the traditions of your religion—from your deity’s list of domains. This domain grants you a special kind of spell called a domain power. By choosing a domain, you gain a pool of Spell Points you can spend to cast domain powers. You can cast domain powers only by spending Spell Points, not by using spell slots. Your maximum number of Spell Points equals your key ability modifier (3). You regain all your Spell Points when you prepare your spells. You gain the initial power tied to your domain when you select the domain. Your initial domain power costs 1 Spell Point to cast and is automatically heightened to the highest level of spell you can cast. Domain powers are available only to characters who’ve selected the domain and can’t be learned by others.

Intimidating Prowess In situations where you can physically menace the target of your Coerce or Demoralize attempts, you gain a +1 circumstance bonus to your Intimidation check and you ignore the penalty for not sharing a language. If your Strength score is 20 or higher and you have the master proficiency rank in Intimidation, this bonus increases to +2.

Quick Intimidation You can Coerce others with little more than a few choice implications, allowing you to Coerce a creature after 1 round of conversation instead of 1 minute.

Quick Repair You take only 10 minutes to Repair an item, rather than 1 hour. If you’re an expert, it takes 5 minutes; if you’re a master, it takes 1 minute; and if you’re legendary, it takes 3 rounds.

Weapon Abilities
Forceful :This weapon becomes more dangerous when you build up momentum. When you attack with it more than once on your turn, the second attack adds a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack adds a circumstance bonus to damage equal to double the number of weapon damage dice.
Sweep This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted an attack this turn against a creature other than the target of this attack.

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Skill Uses
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Intimidate - Demoralize : 1 action, With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy’s resolve. Choose a creature within 30 feet of you who you sense or see and who can sense or see you. Attempt an Intimidation check against that target’s Will DC. If the target does not understand the language you are speaking, you’re not speaking a language, or they can’t hear you, you take a –4 circumstance penalty to the check and demoralize loses the lingual trait.
Success The target becomes frightened 1
.
…Critical Success The target becomes frightened 2 and is fleeing until the end of its next turn
.
…Critical Failure You can’t attempt to demoralize the target again for 10 minutes.

Medicine - Administer First Aid (1 Action)
You perform first aid on an adjacent creature that is at 0 Hit Points in an attempt to stabilize it. You can also perform first aid on an adjacent creature that is taking persistent bleed damage. The DC for either is 15. If a creature is both dying and bleeding, choose which effect you’re trying to treat each time you roll. You can Administer First Aid again to attempt to remedy the other effect.
Success The creature at 0 Hit Points loses the dying condition (but remains unconscious), or you end the persistent bleed damage (see page 323).
Critical Failure The creature with 0 Hit Points has its dying condition increased by 1. A creature with persistent bleed damage takes damage equal to the amount of its persistent bleed damage.

Medicine - Treat Wounds
You spend 10 minutes treating up to 6 injured living creatures (targeting yourself as one of them, if you so choose), then attempt a Medicine check. The DC is usually the medium DC for the highest level of patient you’re treating (DC 18 @ level 5), though the GM might adjust this DC due to circumstances, such as trying to rest during volatile weather or when treating magically cursed wounds. A given creature can be subject to only one Treat Wounds attempt per 10-minute period, so two characters can’t treat the same target’s wounds simultaneously.
Success You treat the patients’ wounds. Each patient recovers Hit Points equal to its Constitution modifier + your level or equal to just your level, whichever is higher.
Critical Success As success, but increase the healing by your level+3.
Critical Failure The patients are bolstered against your Treat Wounds.

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Equipment
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Armour: +1 chain shirt
Weapons: +1 scimitar, sling, bullets (20)
Magical and Alchemical Items lesser staff of fire (invested, 1 charge, produce flame cantrip, burning hands level 1), everburning torch, healing potion (4, 1d8, 1 resonance upon consumption)
Containers: Backpack (Bulk 0/4), Belt Pouch (Bulk 0/4L), Sheath
Equipment: bedroll, candle (10), ordinary clothing, flint and steel, expert climbing kit, expert healer’s tools, lantern, oil (4 pints), rations (2 days), religious symbol of Sarenrae, religious text of Sarenrae (Birth of Light and Truth), silk rope (50 ft,), pup tent, torch (10), waterskin

Silver: 32
Copper: 6

Current Bulk 5 (2 L)
Encumbered 8 Maximum 13

Lesser Staff of Fire Invested, Cast a Spell (1 RP), 1 charge maximum,
This rugged wooden staff resembles a blackened and burned length of ashen wood. It smells faintly of soot and glows from within as if lit by embers. You can spend an Interact action to touch the tip of this staff to a torch, tinder, or other highly flammable substances to ignite a flame.
• produce flame (cantrip)
• burning hands (level 1)

Defense Proficiencies:

AC: Trained
TAC: Trained
FORT: Expert
REF: Trained
WILL: Expert
Light Armor: Trained
Medium Armor: Trained
Heavy Armor: Untrained
Shields: Trained

Offense Proficiencies:

Simple Weapons: Trained
Martial Weapons: Untrained
Special Proficiencies: Scimitar (trained)
Arcane Magic Untrained
Divine Magic Trained
Occult Magic Untrained
Primal Magic Untrained

Background:

Appearance and Personality: