Riftwarden

Lindevaile Tindome's page

226 posts. Organized Play character for Melda.


Race

Focus 1/1 | Spells, 1st: 4/4, 2nd: 4/4, 3rd: 3/3 Hero: 1 |

Classes/Levels

Conditions: none | Exploration: Avoid Notice

Gender

CG Female Elf Sorcerer 5 | Speed 35 ft. | AC 21 (22 with shield)| hp 46/46 | Fort +9, Ref +10 Will +10 | Percep +8

Strength 10
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 12
Charisma 19

About Lindevaile Tindome

Female Cavern Elf, Prisoner, Sorcerer 5
Chaotic Good Medium Humanoid (elf)

Senses Perception +8 (Wis 1 + Prof 7 (T)) Low-light vision, Darkvision
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Defense
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AC 20 (Dex (3) +Prof unarmored 7 (T))
AC with Mage Armor 21 (Dex (3) +Prof unarmored 7 (T) + 1 Mage Armor)
HP 46 (6 elf, 30 sorcerer, 10 con)
Fort +9 (T), Ref +10 (T), Will +10(E)
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Offense
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Melee Simple (T)
Melee Unarmed (T)
Ranged
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Statistics
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Str 10, Dex 16, Con 14, Int 14, Wis 12, Cha 19
Speed 35 ft.
Ancestry Feats & Abilities Cavern elf, Nimble elf, Ageless Patience (twice time to get +2 circumstance)
General/Skill Feats Experienced Smuggler, Fascinating Performance, Intimidating Glare, Virtuosic Performer
Class Features & Abilities Bloodline: Elemental (air), Bard Dedication, Signature Spells, Basic Muse's Whisper: Multifarious Muse (Enigma + Polymath, gain Versatile Performance)
Skills Acrobatics +13 (E), Deception +11 (T), Diplomacy +11 (T), Intimidation +11 (T), Lore: Herbalism +9 (T, Pathfinder), Lore: Underworld +9 (T), Nature +8 (T), Occultism +9 (T), Perform +13/+15 dance (E), Stealth +10 (T), Thievery +10 (T)
Languages Common, Elven, Orcish, Bhopan
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Spells
Spell attack rolls (primal) +11 (T)
Spell DC (primal) 21 (T)
Focus: Elemental toss
Cantrips: Produce flame (air)(BL), Stabilize, Guidance, Tanglefoot, Prestidigitation, Shield (Bard). Mage Hand (Bard)
1-Level: Burning hands (air)(BL)(Signature), Gust of wind, Air Bubble, Feather Fall
2-Level: Resist Energy (BL), Glitterdust, Heal (Signature), Darkness
3-Level: Fireball (air)(BL), Jump (Signature), Earthbind

Spell details:

Elemental toss
range 30
attack +11
damage 3d8 (+3 with Blood magic)

Burning hands Vilinmat
area 15 cone
damage
1st: 2d6 (+1 with blood magic)
2nd: 4d6 (+2 with blood magic)
3rd: 6d6 (+3 with blood magic)

Gust of wind Alaco
Area 60 line
Save Fortitude
Crit success no effect
Success cannot move against wind
Failure Fall prone (flying gets crit failure)
Crit failure Pushed 30, fall prone, 2d6 damage

Heal
Single action touch +1d8/level
Double action 30 +1d8+8 / level Envinyata(rahta)
Triple action 30 burst +1d8/level Envinyataliltë
damage same, except for double action +8

Produce flame Coronvilin
Range 30
attack +10
damage 3d4 +4
+3d4 persistent damage on crit

Glitterdust Tinwëasto

Feather fall Quessë(lanta)

Air bubble Vilyawelvë

Shield Thand

Resist Energy (fire) Nornaur

Guidance Hilyani


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Special Abilities

1 Focus Point. Refocus 10 min (doing anything, unlike most other classes) or morning prep.
Blood magic: After casting Bloodline spell (BL) or Focus spell, +1 per spell level extra damage, or +1 status bonus to intimidation for 1 round.
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Gear: Adventurer's pack 2 (7s), Fine clothes 0,1 (2g), Religious symbol, silver (Desna, fan) 0,1 (2g), Dagger 0,1 (2sp), Sheath - (1cp), Thieves' tools 0,1, Dancing Scarf, Wand of Mage Armor, Radiant Wayfinder with custom lid 'Lindevaile Tindome', Disguise Kit 0,1, Scrolls of Fleet Step, Jump, Hat of Disguise, 5 lesser elixirs of darkvision, Boots of Elvenkind 0,1

Money 71g 8s 3c
Bulk 2,6 (5/10)
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Organized Play Notes

97350-2001

Faction: Radiant Oath
Training: Spells

Scroll: Restoration
Lore: Herbalism

Spell action costs:

S=Somatic
V=Verbal
M=Material

Focus:
S Elemental toss

Cantrips:
SV Produce flame (air)(BL)
SV Stabilize
V Guidance
SV Tanglefoot
SV Prestidigitation
SV Mage Hand
V Shield

1-Level:
SV Burning hands (air)(BL)
SV Gust of wind
V react Air bubble
V react Feather Fall

2-Level:
SV Glitterdust
SV Resist Energy
S, SV, SVM Heal

Bot me:

◆◆ [ooc]Produce Flame (air)[/ooc] [dice=Attack]1d20 + 11[/dice] [dice=Damage (bludgeon)]3d4 + 4[/dice]
[ooc]Elemental toss (air)[/ooc] [dice=Attack]1d20 + 11[/dice] [dice=Damage (bludgeon)]3d8 + 3[/dice]
◆◆◆ [ooc]Heal 3 action[/ooc] [dice=Damage]3d8[/dice]
◆◆ [ooc]Heal 2 action[/ooc] [dice=Damage]3d8 + 24[/dice]
◆◆ [ooc]Burning hands (air)[/ooc] [dice=Damage (bludgeon)]6d6 + 3[/dice] [ooc]DC 21 Reflex[/ooc]
◆◆ [ooc]Gust of Wind[/ooc] [dice=Damage (bludgeon)]2d6[/dice] [ooc]DC 21 Fortitude[/ooc]
◆◆ [ooc]Glitterdust[/ooc][[/b]ooc]DC 21 Reflex[/ooc]
◆ [dice=Demoralize (Versatile Performance)]1d20 + 15[/dice]

Priority:

Heal anyone in danger of dropping or dying.

Use Gust of Wind for control in tight spaces or against flying enemies. Tanglefoot if it will help. Glitterdust for invisible.

Use damage spells, burning hands if it would hit several targets or produce flame for single target. Heal against undead. Elemental toss if need to move a lot or after burning hands as it doesn't trigger multiattack penalty. Remember that blood magic gives +1/spell level to damage (not to heal)

For leftover actions, shield, guidance, demoralize (with intimidating glare can affect even if no common language), or even fascinating performance if it would disturb enemy's concentration.

Remember to save people with feather fall / air bubble reactions.

PbP icons:

Resource > (GM Numbat's) Org Play PbP intro
Action Symbols > Single (◆), Double (◆◆), Triple (◆◆◆), Free (◇), Reaction (↺)
Status Symbols > ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions