Erasmus

Mandoo's page

917 posts. Organized Play character for Palandri.


Full Name

Mandoo

Race

F+14 R+13 W+17; Eid:F+17 R+14 W+14 | Perc +16; Eid:+13 | Speed 30'; Eid:+35' | Focus □□ |

Classes/Levels

Spells DC 24; Slots: 3□□ 4 □□ | Hero 1 | Exp: Detect Magic (Init +18); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Gender

Male Human Summoner 8 | ♥️ 74/74 | ➕ void 1 | AC 23 (Shield); Eid:26 (Protected) |

Special Abilities

◆◇↺♥️♠✋□☑ම@➕➖∞☨

Alignment

BM Baton, Staff of FR

Deity

Eid: Boosted ☑□□□

Location

AC 23 (Shield)

Languages

AC 24 (Shield)

Occupation

Eid:26 (Protected)

Homepage URL

Eid:27 (Protected)

About Mandoo

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

Level: 8
XP: 92
Class DC: 24 (T)

Max HP: 104; Resistances: void 1 (Aeon Stone: Pearly White Spindle - In Wayfinder)
AC: 23
Size: Medium
Speed: 30 feet (25[Human] +5[Fleet])
Senses: -
Languages: Common (Taldane), Necril, Orcish, Requian
Traits: Human, Versatile Human, Humanoid

Ability Scores: Str +0, Dex +2, Con +1, Int +1, Wis +4, Cha +4◮
Perception: +16 (E)
Saving Throws: - Includes +1 item bonus from Resilient rune
- Fortitude +14 (E)
- Reflex +13 (T)
- Will +17 (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:

Manifest Eidolon ◆◆◆ L1: Summoner
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.

Act Together ◆ to ◆◆◆ L1: Summoner
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.

Share Senses ◆ L1: Summoner
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.

Shared Vigilance L3: Summoner
Your proficiency rank in Perception and your eidolon's proficiency rank in Perception increase to expert.

Unlimited Signature Spells L3: Summoner
All of your spells are signature spells. That means that if you know a spell, you can heighten it freely by casting it from a higher-level spell slot, up to the maximum level of spell you can cast. You can similarly cast any of its lower-level versions without learning them separately.

Eidolon Unarmed Expertise L5: Summoner
Your eidolon becomes more capable of using its unarmed attacks. Its proficiency rank for unarmed attacks increases to expert.

Hidden Watcher (Eidolon Symbiosis) L7: Summoner
Your eidolon can render both of you unseen. Once per hour, it can cast Invisibility targeting you, them, or both of you at once. If the spell targeted both of you, the spell ends for both of you if either of you uses a hostile action.

Eidolon Weapon Specialization L7: Summoner
Your eidolon has learned how to inflict greater injuries with its unarmed attacks. It deals 2 additional damage with unarmed attacks in which it's an expert. This damage increases to 3 if it's a master, and 4 if it's legendary.

Feats:

Incredible Initiative Heritage (Versatile Human))
You gain a +2 circumstance bonus to initiative rolls.

Battle Medicine ◆ Background (Lastwall Survivor))
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 (Natural Ambition) L1: Ancestry
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.

Medic Dedication L2: Summoner
You become an expert in Medicine. 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.

Continual Recovery L2: Skill
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.

Fleet L3: General
Your Speed increases by 5 feet.

Alacritious Action L4: Summoner
Your eidolon moves more quickly. It gains a +10-foot status bonus to its Speed.

Ward Medic L4: Skill
When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in url=https://2e.aonprd.com/Feats.aspx?ID=5125]Battle Medicine[/url], you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

Natural SkillL5: Ancestry
You gain the trained proficiency rank in two skills of your choice (Performance, Survival).

Assurance: Medicine L5: PFS Bonus Skill (Spells)
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).

Tandem Movement ◆ L6: Summoner
You and your eidolon move together. You each use a single action to Stride. Either of you that has the corresponding movement type can Burrow, Climb, Fly, or Swim instead.

Treat Condition ◆◆ L6: Skill
Requirements You are holding a Healer's Toolkit, or you are wearing one 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 holy character gains from carrying a weapon with the unholy rune) 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.

Toughness L7: General
Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your Dying condition value.

Eidolon's Opportunity ↺ L8: Summoner
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.

Holistic Care L8: Skill
Add frightened, stupefied, and stunned to the list of conditions you can reduce with Treat Condition. If the stunned condition has a duration instead of a value, you can’t use Treat Condition to reduce it.

Skills:

Acrobatics: +2 (U)
Arcana: +1 (U)
Athletics: +13 (E) (Lifting Belt)
Crafting: +1 (U)
Deception: +15 (T) (Ventriloquist's Ring)
Diplomacy: +15 (T) (Diplomat's Badge)
Intimidation: +17 (E) (Demon Mask)
Lore: Pathfinder Society: +11 (T)
Lore: Undead: +11 (T)
Medicine: +17 (E) (Battle Medic's Baton)
Nature: +14 (T)
Occultism: +1 (U)
Performance: +14 (T)
Religion: +17 (E) (Shining Symbol)
Society: +1 (U)
Stealth: +2 (U)
Survival: +14 (T)
Thievery: +2 (U)

Attacks:

Melee (1) Staff of Final Rest +10 (Two-Hand 1d8), Damage 1d4 B
Melee (1) Dagger +12 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P/S
Melee (0) +1 Striking Fist +13 (Agile, Finesse, Nonlethal, Unarmed, Magical), Damage 2d4 B

Defenses:

Unarmored Defense (T) - +1 Resilient Explorer’s Clothing: AC +1, Dex +2 (Cap +5)

Spells:

Divine spells: +14 (T)
Divine spell DC: 24 (T)

Cantrip: Detect Magic
Cantrip: Divine Lance ◆◆
Cantrip: Guidance
Cantrip: Protect Companion
Cantrip: Shield

Cantrip 1: Light (Wayfinder)
Cantrip: Vitality Lash ◆◆ (Staff of Final Rest)

Daily Slots: 2 3rd Level, 2 4th 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: Infuse Vitality ◆-◆◆◆ (Staff of Final Rest - 4 charges)
Level 1: Heal ◆-◆◆◆ (Staff of Final Rest - 4 charges)

Level 2: Heal (H+1) ◆-◆◆◆ (Staff of Final Rest - 4 charges)
Level 2: Peaceful Rest ◆◆ (Staff of Final Rest - 4 charges)
Level 2: Invisibility ◆◆ (Hidden Watcher) - once per hour)[/i]

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

Level 4: Divine Wrath ◆◆
Level 4: Unfettered Movement ◆◆

Level 4: Fly ◆◆ (Scroll)

Focus Pool: 2
Cantrip: Boost Eidolon

Focus 1: Extend Boost
Focus 1: Evolution Surge ◆◆

PFS Information:

PFS Number: 2380483#2001
Faction: Horizon Hunters (Reputation: 92)
Faction: Vigilant Seal (Reputation: 2)
Training: Spells
Bonus Lore: Lore: Pathfinder Society
Bonus Feat: Assurance: Medicine
Bonus Consumable: Scroll (L4:Fly)

Boons:

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:

+1 Resilient Explorer’s Clothing - Worn (armor) (Invested)

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

Wayfinder - Worn (Invested)
Activate-Light ◆ 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 void damage.

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 ◆◆ concentrate, manipulate; 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.

Diplomat's Badge - Worn (Invested)
You gain a +1 item bonus to Diplomacy checks.
Activate-Diplomat's Bearing ◆ concentrate 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-Throw Voice ◆◆ manipulate; 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-Leering Mask ◆◆ manipulate; Frequency once per day; Effect The mask casts a Fear spell with a DC of 20.

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-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.

Staff of Final Rest - Held
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 Vitality Lash; 1st Infuse Vitality, Heal; 2nd Heal, Peaceful Rest

Magic Wand (L2:Summoner's Precaution) - Stowed
Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level.
Summoner's Precaution (Level 2) Cast 10 minutes; Duration until your next daily preparations.
You gain the following reaction; after using it, the spell ends.
Sever Conduit ↺ (concentrate)
Trigger Your eidolon takes damage that would bring you to 0 Hit Points and comes from an effect other than a death effect; Effect Your eidolon unmanifests, and you can't Manifest your Eidolon for 1 minute. In exchange, you don't take the triggering damage, though your eidolon still suffers any other adverse effects that accompanied the damage.

Shining Symbol - Worn (Invested)
You gain a +1 item bonus to Religion. The symbol casts dim light in a 20-foot emanation.
Activate-Spiritual Light ◆◆ concentrate, light, revelation); Frequency once per day; Effect The light cast by the symbol becomes bright light for 10 minutes and shines through bodies to reveal hints of the spirits within. Creatures in the light receive a –1 status penalty to Deception and Stealth checks. You can Dismiss this activation.

Scroll (L4:Fly) - Worn

Dagger - Worn
Whip - Worn

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

Healer's Toolkit - Worn

Accounting

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 Battle Medic's Baton held in 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 whip if feasible.