Erasmus

Mandoo's page

916 posts. Organized Play character for Palandri.


Full Name

Mandoo

Race

F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ |

Classes/Levels

Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Gender

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) |

Special Abilities

◆◇↺♥️✋□☑

Alignment

BM Baton, Staff of FR

Deity

Eid: Boosted ☑□□□

Location

AC 21 (Shield)

Languages

AC 22 (Shield)

Occupation

Eid:24 (Protected)

Homepage URL

Eid:25 (Protected)

About Mandoo

Name: Mandoo
Ancestry: Human
Heritage: Versatile Heritage
Background: Lastwall Survivor
Class: Summoner (Psychopomp Eidolon)
Alignment: Neutral
Deity: Pharasma
Home Region: Eye of Dread (Lastwall/Gravelands)

Level: 6
XP: 68
Class DC: 22 (T)

Max HP: 74; Resistances: negative 1 (Aeon Stone: Pearly White Spindle - In Wayfinder)
AC: 21
Size: Medium
Speed: 25 feet
Senses: -
Languages: Common, Necril, Orcish, Requian
Traits: N, Medium, Human, Versatile Heritage, Humanoid

Ability Scores: Str +0, Dex +2, Con +1, Int +1, Wis +4, Cha +4 (19)
Perception: +14 (E) - +2 to initiative (Incredible Initiative)
Saving Throws: Fort +11 (E) - Ref +10 (T) - Will +14 (E)

Paizo Profile for Libitina, Mandoo's Psychopomp Eidolon

Description:

Age: 27
Gender: Male (he/him/his)
Height: 70" (178cm)
Weight: 140lbs (64kg)
Skin: Pale (slightly sallow)
Eyes: Black
Hair: Black (graying at temples)

Mandoo is a handsome and relatively young man of 27 years of age, though he looks to be at least 10 years older than that. He is slightly above average height, but his frame is quite thin and fragile looking. His somewhat pale sallow skin, weary countenance, and prematurely graying temples do nothing to reduce this impression of seniority. Only his dark penetrating eyes and strong voice belie his apparent age.

His usual apparel is a good-quality dark gray wool suit comprised of a long coat, waistcoat and long pants. He wears well-made and durable black leather shoes that are still in excellent condition despite having seen much use. Under the waistcoat, he wears a white high-collared shirt with a royal blue formal cravat around the neck that is tucked into the top of his waistcoat. The silver tie pin securing the folds of the cravat is in the form of a spiraling comet. Hanging from his leather belt is a sheathed dagger and a short bronze rod with the form of a serpent coiled around it; a white marble staff with strange carvings hangs from his backpack within easy reach.

See Mandoo and Libitina in all their splendor

Backstory:

Mandoo grew up in Vigil, the capital of Lastwall. His father was one of the Watcher-Lord's best horsemasters, known for breeding and training the mighty destriers that bore the cavaliers of Lastwall into battle. His mother was a physician, and it was to medicine that the young Mandoo was drawn. Under his mother's instruction, he turned into a skilled doctor.

He went into military service as a combat medic and saw much action along the border with the Hold of Belkzen where he treated soldiers wounded in battle against the orcs of that ruthless land. The orcs were savage fighters and had no mercy for the fallen; many of the dying could not be saved and Mandoo found that much of his time was spent easing their passing into the next world. It was during these bleak years that his devotion turned to Pharasma, and he found solace in helping the Gray Lady shepherd to their final reward the souls of those he could not save.

When the Whispering Tyrant Tar-Baphon destroyed Vigil with his Radiant Fire, killing everyone including Mandoo's parents, the medic was in the field and so avoided their fate. He did not have long to wait before the now freed Tyrant and his undead army swept out of Virlych. The necromancers of the Whispering Way went to great lengths to transform the fallen soldiers of Lastwall to their side and Mandoo worked ceaselessly to free the souls of his countrymen from the clutches of undeath and help them find their way to face Pharasma's judges in the Boneyard.

The undead hordes could not be held at bay for long and its few remaining defenders were quickly overwhelmed and pushed out of Lastwall as the Tyrant's forces transformed it into the undead-haunted wasteland now known as the Gravelands. Watcher-Lord Ulthun II retreated to Absalom with the tattered remains of his army, including the now very ill Mandoo. It turns out the medic had contracted a case of Zombie Rot from one of the fallen and would soon become a zombie himself if he did not shake off the disease.

Pharasma herself took note of the her devotee's dire condition and rather than risk losing Mandoo's soul to undeath, she dispatched one of her lesser psychopomps to his side to see what could be done. Together, Mandoo and the vanth fought for many weeks against the ravages of the disease, forming a tight bond in the process. Eventually, Mandoo pulled through and survived, though much weakened by the ordeal.

His bond with the vanth persisted and they soon became inseparable. Pharasma decided not to interfere with this state of affairs and even gave her blessing to the union; Mandoo was one of her best foot-soldiers against the corruption of undeath and she was happy to lend him one of her minor psychopomps for a while if it would help him free more souls from its evil clutches. That is how Mandoo and the vanth psychopomp Libitina became a couple. Vanths don't usually have genders, but due to the strong connection she had formed with Mandoo, Libitina began identifying as female in a natural response to his heterosexuality.

With Lastwall no more, Mandoo and Libitina found themselves in Absalom looking for opportunities to work for the benefit of their patron, the Lady of Graves. And that is how they eventually made their way to the gates of the Grand Lodge looking to join the Pathfinder Society. With the resources and support of the Society, Mandoo and Libitina would be able to take their fight against undeath to every corner of Golarion.

Abilities:

Act Together (◆ to ◆◆◆)
Frequency once per round
Either you or your eidolon takes an action or activity using the same number of actions as Act Together, and the other takes a single action. For example, if you spent 2 actions to Act Together, you could cast burning hands (2 actions) and your eidolon could Strike (1 action), or your eidolon could use its Breath Weapon (2 actions) and you could Stride (1 action).
This lets you each use separate exploration activities like Avoid Notice as you travel.

Manifest Eidolon (◆◆◆)
Your eidolon appears in an open space adjacent to you, and can then take a single action. If your eidolon was already manifested, you unmanifest it instead.
The conduit that allows your eidolon to manifest is also a tether between you. Your eidolon must remain within 100 feet of you at all times and can't willingly go beyond that limit. If forced beyond this distance, or if you are reduced to 0 Hit Points, your eidolon's physical form dissolves: your eidolon unmanifests, and you need to use Manifest Eidolon to manifest it again.

Share Senses (◆)
Requirements Your eidolon is manifested.
You project your senses into your eidolon, allowing you to perceive through it. When you do, you lose all sensory information from your own body, but can sense through your eidolon's body for up to 1 minute. You can Dismiss this effect.
Special Your eidolon can also use this ability. When it does, it projects its senses into your body.

Feats:

Battle Medicine (◆) (Medic Dedication)
Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Extend Boost
You can increase the duration of your eidolon's boosts. You learn the Extend Boost link spell. Increase the number of Focus Points in your focus pool by 1.

Incredible Initiative
You gain a +2 circumstance bonus to initiative rolls.

Assurance: Medicine
You can forgo rolling a skill check for Medicine to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Medic Dedication
When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine , you can do so once per hour.

Ward Medic
When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

Continual Recovery
When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Alacritious Action
Your eidolon moves more quickly. It gains a +10-foot status bonus to its Speed.

Clever Improviser
You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.

Untrained Improvisation (Clever Improviser)
You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.

Eidolon's Opportunity (↺)
Trigger A creature within your eidolon's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Your eidolon makes a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, your eidolon disrupts that action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.

Treat Condition (◆◆)
Requirements You are holding healer's tools, or you are wearing them and have a hand free.
You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your Medicine modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a good character gains from carrying an unholy weapon) has no effect as long as the circumstances continue.
Critical Success Reduce the condition value by 2.
Success Reduce the condition value by 1.
Critical Failure Increase the condition value by 1.

Skills:

Acrobatics: +5 (U)
Arcana: +4 (U)
Athletics: +11 (E) (Lifting Belt)
Crafting: +4 (U)
Deception: +13 (T) (Ventriloquist's Ring)
Diplomacy: +13 (T) (Diplomat's Badge)
Intimidation: +13 (T) (Demon Mask)
Lore: Pathfinder Society: +9 (T)
Lore: Undead: +9 (T)
Medicine: +15 (E) (Battle Medic's Baton)
Nature: +12 (T)
Occultism: +4 (U)
Performance: +12 (T)
Religion: +14 (E)
Society: +4 (U)
Stealth: +5 (U)
Survival: +12 (T)
Thievery: +5 (U)

Attacks:

Melee (1) Staff of Final Rest +8 (Two-Hand 1d8), Damage 1d4 B
Melee (1) Dagger +10 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P/S
Melee (0) +1 Striking Fist +11 (Agile, Finesse, Nonlethal, Unarmed, Magical), Damage 2d4 B

Defenses:

Unarmored Defense (T)

Spells:

Divine spells: +11 (T)
Divine spell DC: 21 (T)

Cantrip: Detect Magic (◆)
Cantrip: Light (◆◆)
Cantrip: Guidance (◆)
Cantrip: Protect Companion (◆)
Cantrip: Shield (◆)
Cantrip: Boost Eidolon (Link Focus Cantrip)
Cantrip: Disrupt Undead (◆◆) (Staff of Final Rest)

Daily Slots: 2 2nd Level, 2 3rd Level (all signature)
Level 1: Fear (◆◆) [DC 20] (Demon Mask - once per day)
Level 1: Ventriloquism (◆◆) [DC 19] (Ventriloquist's Ring - once per day)
Level 1: Disrupting Weapons (◆◆) (Staff of Final Rest - 3 charges)
Level 1: Heal (◆-◆◆◆) (Staff of Final Rest - 3 charges)

Level 2: Faerie Fire (◆◆)
Level 2: Spiritual Weapon (◆◆)
Level 2: Calm Emotions (◆◆)
Level 2: Heal (H+1) (◆-◆◆◆) (Staff of Final Rest - 3 charges)
Level 2: Gentle Repose (◆◆) (Staff of Final Rest - 3 charges)

Level 3: Heal (H+2) (◆-◆◆◆)
Level 3: Heroism (◆◆)

Focus Pool: 2
Focus 1: Extend Boost (◇)
Focus 1: Evolution Surge (◆◆)

PFS Information:

PFS Number: 2380483#2001
Faction: Horizon Hunters (Reputation: 68)
Faction: Vigilant Seal (Reputation: 2)
Training: Spells
Bonus Lore: Lore: Pathfinder Society
Bonus Feat: ???
Bonus Consumable: Scroll (L3:Haste)

Boons:

Advanced: -

Frequent Shopper (Historia Reliquary)
You’re a regular customer in the Grand Bazaar, and as a result you’ve gained access to some unusual wares. You have access to the following options from Lost Omens: The Grand Bazaar: amaranthine pavise, drum of upheaval, rampart shield, rhino shot, staff of final rest. You must bring a copy of Lost Omens: The Grand Bazaar with you to any session where you play this character.

Faction Boons:

Wayfinder
To guide your path, your faction has secured a wayfinder (Pathfinder Core Rulebook 617) for you to carry on your journeys and serve as a badge of office in the Pathfinder Society. This wayfinder has an effective sale price of 0 gp.

Rugged Mentor (Horizon Hunters)
For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to saving throws to 2.
Normal: A Level Bump increases a PC’s saving throw modifiers by 1.
Special: A PC can only benefit from two mentor boons.

Horizon Hunters Gear
You gain access to the Horizon Hunters faction-specific gear (Lost Omens Pathfinder Society Guide 34).

Storied Talent (Horizon Hunters)
When using Downtime to Earn Income, you can choose to attempt a task of your level.
Normal: When Earning Income, a PC can attempt a task of their level –2 or lower.

Heroic Hustle (Horizon Hunters)
When you spend a Hero Point to reroll a check, you also gain a +10-foot status bonus to your Speed until the end of your next turn. After you spend a Hero Point to avoid death, you can also Stand as a free action when you next become conscious.

Exotic Edge (Horizon Hunters)
Once per adventure, you can activate this boon as a free action to apply these techniques, gaining a +1 circumstance bonus to either all of your attack rolls or all of your skill checks for 1 round.

Equipment:

Adventurer’s Pack
Backpack - Worn
Bedroll - Stowed
Chalk (10 pieces) - Stowed
Flint and Steel - Stowed
Rope (50 feet) - Stowed
Rations (2 weeks) - Stowed
Soap - Stowed
Torches (5)- Stowed
Waterskin - Stowed

+1 Explorer’s Clothing
Long gray wool coat - Worn
Fitted gray wool waistcoat - Worn
Long gray wool pants & belt - Worn
White cotton shirt (2) - Worn, Stowed
Sturdy black leather shoes - Worn

Healer's Tools - Worn

Dagger - Worn
Whip - Worn

+1 Striking Handwraps of Mighty Blows - Worn (gloves)

Battle Medic's Baton - Held
This short bronze rod has the form of a serpent coiled around it. While you hold it, you gain a +1 item bonus to Medicine checks.
Activate (◆◆) command, Interact; Frequency once per hour; Requirements You have the Battle Medicine action; Effect You use Battle Medicine. The target is temporarily immune to your Battle Medicine for 1 hour instead of 1 day.

Wayfinder - Worn
Activate (◆) command; Effect The wayfinder is targeted by a 1st-level Light spell.

Aeon Stone: Pearly White Spindle - In Wayfinder
When you invest this aeon stone, it slowly starts healing your wounds, restoring 1 HP every minute.
The resonant power grants you resistance 1 to negative damage.

Diplomat's Badge - Worn (Invested)
You gain a +1 item bonus to Diplomacy checks.
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.

Ventriloquist's Ring - Worn (Invested)
You gain a +1 item bonus to Deception checks.
Activate (◆◆) Interact; Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a Ventriloquism spell (DC 19).

Demon Mask - Worn (mask) (Invested)
Grants a +1 item bonus to Intimidation checks.
Activate (◆◆) Interact; Frequency once per day; Effect The mask casts a Fear spell with a DC of 20.

Staff of Final Rest - Worn
This white marble staff is carved into the figure of an abstract knight, its shield bearing the symbol of Lastwall, with a wickedly pointed sword made of dark wood raised high above its head. When you wield it as a weapon, it gains the versatile P trait and functions as a wooden stake, allowing you to use it to stake vampires, and your Strikes with the staff gain a +1 circumstance bonus to damage rolls against undead.
Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
Cantrip Disrupt Undead; 1st Disrupting Weapons, Heal; 2nd Heal, Gentle Repose

Lifting Belt - Worn (belt) (Invested)
his wide leather belt grants you a +1 item bonus to Athletics checks and increases the amount you can easily carry. You can carry Bulk equal to 6 + your Strength modifier before becoming encumbered, and you can hold and carry a total Bulk up to 11 + your Strength modifier.
Activate (◆◆) Interact; 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.

Scroll (L3:Haste) - Worn

Cash Left: 164gp 4sp 4cp - Worn
Bulk: 3.7 (of 6) - Unencumbered

Daily Preparations:

Meditate and wrap +1 Striking Handwraps of Mighty Blows around hands.
Recharge Staff of Final Rest with 3 charges.

Invest the following items:
(1) - Wayfinder & Aeon Stone: Pearly White Spindle
(2) - +1 Striking Handwraps of Mighty Blows
(3) - Diplomat's Badge
(4) - Ventriloquist's Ring
(5) - Demon Mask
(6) - Lifting Belt[/b]

Botting Instructions:

Exploration: Mandoo's default exploration mode is Detect Magic, unless someone else already is, in which case he will Search. Libitina default exploration mode is Scout, unless someone else already is, in which case she will Search.

Encounter: Mandoo will send Libitina into battle with his Staff of Final Rest and his Battle Medic's Baton held in his his hands wrapped with +1 Striking Handwraps of Mighty Blows. He will support her from a distance with buffing spells and in a pinch, may even attempt to provide flanking for her using his staff if feasible.