Race |
HP 127/127 | AC 28(30 w shield) | F +17 R +13 (+3 Bulwark) W +19 (resolve) | Perc +16 (Darkvision) | Stealth +1 | |
Classes/Levels |
30 ft. | Heal 3/5 | Spell slots 1st 3/3 2nd 3/3 3rd 2/3 4th 3/3 5th 2/2 | Hero Point 2 | Active Conditions: Mind of menace Vital beacon Tailwind |
Gender |
NG Female Dwarf (Anvil Dwarf) Cleric 9 | |
About Makai Goldenoak
Perception +16; Darkvision
Languages Common, Dwarven
Skills Acrobatics +1, Athletics +16, Crafting +12, Diplomacy +13, Lore: Alcohol +11, Lore: PFS +11, Medicine +18, Nature +14, Religion +18
Str +4, Dex +1, Con +3, Int +0, Wis +3, Cha +2
Items +1 Armor Resilient Full Plate, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Cookware, Climbing Kit, Repair Kit, Healer's Toolkit, Clothing (Winter), Crafter's Eyepiece, Aeon Stone (Pearly White Spindle), Bag of Holding (Type I), Lifting Belt, Limestone Shield (Hardness 10, HP 80, BT 40)
AC 28 (+30 with shield raised); Fort +17, Ref +13, Will +19
HP 127
Divine Rebuttal Trigger Your ally is about to roll a saving throw against a magical ability of a creature you're adjacent to. Requirements You are wielding your deity's favored weapon. You strive against magical threats physically and spiritually. You can Strike the adjacent creature with your deity's favored weapon. If you are holy or unholy, the Strike gains that trait. If your Strike hits, all your allies gain a +2 circumstance bonus to the triggering saving throw (or a +3 circumstance bonus on a critical hit).
Zealous Rush Trigger You cast a divine spell that takes 1 action or more to cast and that affects only you or your equipment. You bless yourself on the move. Stride up to 10 feet. If the spell took 2 or more actions, you can Stride up to your full Speed instead.
Shield Block Trigger While you have your shield raised, you would take physical damage (bludgeoning, piercing, or slashing) from an attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield's Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Speed 20 feet
Melee +1 Weapon Striking Ghost Touch Cold Iron (Low-Grade) Warhammer +18 (Shove, Magical), Damage 2d8+4 B
Melee Clan Dagger +17 (Agile, Dwarf, Parry, Uncommon, Versatile B), Damage 1d4+4 P
Raise Symbol Requirements You are wielding a religious symbol. You present your religious symbol emphatically. You gain a +2 circumstance bonus to saving throws until the start of your next turn. While it's raised, if you roll a success at a saving throw against a vitality or void effect, you get a critical success instead. If the religious symbol you're raising is a shield, such as with Emblazon Armaments, you gain the effects of Raise a Shield when you use this action and the effects of this action when you Raise a Shield.
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 modifier 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; 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.
Battle Prayer (Divine, General, Skill) Prerequisites master in Religion, you follow a deity Calling out to your deity, you recite scripture to harm a foe. When you select this feat, choose chaos, evil, good, or law. Your choice must match one of your deity’s alignment components. This action has the trait corresponding to the chosen alignment. Attempt a Religion check against the Will DC of a foe within 30 feet. The foe is then temporarily immune to Battle Prayers from your deity for 1 day. Critical Success You deal 2d6 damage of the chosen alignment type, or 6d6 damage if you have legendary proficiency in Religion. Success You deal 1d6 damage of the chosen alignment type, or 3d6 damage if you have legendary proficiency in Religion. Failure There is no effect. Critical Failure The backlash of your foe’s will against your prayer prevents you from using Battle Prayer again for 10 minutes.
Limestone Shield (Earth, Magical) Activate Limestone Wall (concentrate, manipulate); Frequency once per day; Effect You set the shield down as it expands up to 60 feet wide and 10 feet tall. Each square of the wall has AC 10, Hardness 7, and 28 Hit Points, and it's immune to critical hits and precision damage. If a section is destroyed, this effect ends, and your limestone shield is broken. You can Dismiss this activation, which otherwise lasts for 1 minute.
Lifting Belt (Invested, Magical) Activate Assisted Lift (manipulate) Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes - you just ignore that weight. The effect lasts until the end of your next turn.
Divine Prepared Spells DC 24, attack +14; 5th Heal, Heal, Heal, Heal, Heal; 4th ; 3rd ; 2nd ; 1st ; Cantrips
Divine Prepared Spells DC 24, attack +14; 5th Divine Immolation; Blink Charge; 4th Vital Beacon, Divine Wrath, Crisis of Faith (H+1); 3rd Heroism, Mind of Menace, Holy Light; 2nd Water Breathing, See the Invitibility; Fearie Fire; 1st Bless, Fear, Infuse Vitality; Cantrips Shield, Vitality Lash, Divine Lance, Detect Magic, Rousing Splash
Additional Feats Anvil Dwarf, Continual Recovery, Emblazon Armament, Hobnobber, Mountain's Stoutness, Sheltering Slab, Specialty Crafting, Toughness, Unburdened Iron, Ward Medic
Additional Specials Anathema, Cleric Spellcasting, Deity, Divine Font (Healing Font), Doctrine (Warpriest), Resolute Faith, Sanctification, Second Doctrine, Third Doctrine