Andoran Cavalier

Naple Leonne Von-a-Port's page

83 posts. Organized Play character for Frozen Frost.


Race

HP 32/32 w Toughness, AC 19 (21 w Steel Shield raised), Fortitude** +7, Reflex* +5, Will** +9, Perception* +7, Stealth* +5 |

Classes/Levels

Speed 25 ft. | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Gender

[R] Female Versatile Human Holy Grandeur Champion of Pharasma 2 / Lastwall Sentry | Lastwall Survivor, Knight of Lastwall |

About Naple Leonne Von-a-Port

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PFS INFORMATION:
PFS #: 2403787-2032
Lore: Pathfinder Society* +4
Faction: Envoy's Alliance

Chronicles
Level 1
1 B09 Fishing in Anthusis
2 S01-03 Escaping the Grave
3 Boon: Team Player - limited use benefit to Aid Ally actions.
4 B15 Treasure Off the Coast
5 Boon - Wayfinder
6 Q01 The Sandstone Secret
7 Boon: Sand Slide [][][]
8 B03 Shadows and Scarecrows
9 Boon: Second Initiation (Knight of Lastwall)
10 S04-02 Return to the Grave (GM)

Level 2

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BOTTING INSTRUCTIONS:

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CHARACTER INFORMATION
Name: Naple Leonne Von-a-Port
Ethnicity, Heritage & Ancestry: Versatile Human
Background: Lastwall Survivor Home Region: Eye of Dread Nation: --- Languages: Common
Sub-Class & Class: Holy Grandeur Champion Level: 2
Gender: Female Size & Reach: Medium (5 ft) Speed: 25 ft
Age 25 Deity Pharasma

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STATS & SKILLS (* indicates Proficiency Level)
STR +4, DEX +1, CON +1, INT +0, WIS +3, CHA +0
HP 32/32 w Toughness, AC 19 (21 w Steel Shield raised), Fortitude** +7, Reflex* +5, Will** +9, Perception* +7
Acrobatics +1
Arcana +0
Athletics** +10 – Quick Jump – Prerequisites trained in Athletics. You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Crafting +0
Deception +0
Diplomacy +0
Intimidation +0
Lore: Pathfinder Society* +4
Lore: Undead** +6
Medicine* +7 – ◆ Battle Medicine – Prerequisites trained in Medicine; Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. 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 immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Nature +3
Occultism +0
Performance +0
Religion* +7
Society +0
Stealth* +5
Survival* +7
Thievery +1

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OFFENSE & DEFENSE
Melee ◆ Fist (agile, finesse, nonlethal, unarmed, holy) +8 Damage 1d4+4 B
Melee ◆ Dagger [Deific Weapon] (agile, finesse, thrown 10 ft, versatile S, holy) +8 Damage 1d6+4 P/S
Melee+1 Bastard Sword (two-hand d12, magical, holy) +9 Damage 1d8+4[/b] S
Melee ◆ Shield Bash (Maneuver) +8 Damage 1d4+4 B
Melee ◆ Shield Spikes (attached to Shield, holy) +8 Damage 1d4+4 P

Armor Breastplate AC Bonus +4 Dex Cap 1
Shield Steel Shield AC Bonus +2 (raised) Hardness 5 HP(BT) 20(10)
Class Feature ↺ 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.
Reaction ↺ Flash of Grandeur – Trigger An enemy damages your ally, and both are in your champion’s aura. Imperious divine light flashes out from you to surround your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. For 1 round, the attacker is affected by revealing light.
Reaction ↺ Reactive Shield – Trigger An enemy hits you with a melee Strike; Requirements You are wielding a shield. You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.

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SPELLS (* denotes Signature Spells)
Champion DC 18
Max Focus Points 2
Focus Spells
◆ Shield of the SpiritRequirements You are wielding a shield. You Raise your Shield, causing ephemeral spirit shields to float within your champion's aura. The shields last until the start of your next turn or until you're no longer raising your shield, whichever comes first. While one of your allies is in your champion's aura, the shields grant them a +1 status bonus to AC, and each time an enemy makes an attack against the ally, the enemy takes 1d4 spirit damage (even if it misses). The benefit applies only while an ally is in your aura, ending for any ally that leaves and applying to any that enters later. As normal, you don't count as your own ally and therefore don't get the benefits of the spirit shields yourself.
↺ Scholarly RecollectionTrigger You attempt a Perception check to Seek, or you attempt a skill check to Recall Knowledge with a skill you’re trained in. Speaking a short prayer as you gather your thoughts, you're blessed to find yourself pointed in the right direction. The GM rolls the triggering check twice and uses the better result.

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GEARS & ITEMS
Invested Items (1/10): Wayfinder
Worn Items: Dagger, +1 Bastard Sword, Breastplate, Steel Shield (w Shield Spikes), Healer’s Tools, Pharasma’s (Silver) Religious Symbol, Climbing Kit, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Others ---
Current Bulk: 7.0 (Encumbered 9.0, Maximum 14.0)

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FEATS
Level 1
Skill Feat (from background) ◆ Battle Medicine – Prerequisites trained in Medicine; Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. 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 immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
General Feat (from Heritage) Toughness – Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.
Class Feat Deity’s Domain – You embody an aspect of your deity. Choose one of your deity's domains. You gain the domain's initial domain spell as a devotion spell. > Knowledge – You receive divine insights.[smaller] > Domain Spell: ↺ Scholarly Recollection
Ancestry Feat Natural Ambition – [smaller]You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.[smaller] > ◆◆ Defensive Advance – [smaller]With the protection of your shield, you dive into battle! You Raise your Shield and Stride. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Defensive Advance while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Class Feature Cause – You devote yourself to a specific cause in your deity’s name. Some causes are limited to certain sanctifications. Your cause adds to your edicts and anathema and grants you a special protective reaction called your champion’s reaction. > Grandeur Cause (Holy) – The glowing grandeur of the immaculate celestial realms inspires you, and you exhort their virtues to bring humility to the denizens of other grim worlds. Edicts provide a shining example for others, enjoy and share the beauty around you, keep yourself tidy and well groomed Anathema despoil yourself by associating with fiends and unholy force. > Champion’s Reaction: ↺ Flash of Grandeur – Trigger An enemy damages your ally, and both are in your champion’s aura. Imperious divine light flashes out from you to surround your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. For 1 round, the attacker is affected by revealing light.
Class Feature Deity – As a champion, you are a warrior in the name of a deity you revere above all others. The most common deities in Pathfinder appear on pages 35–39 of Player Core, along with their edicts, areas of concern, and the benefits you get for being a devotee of that deity. Choose one deity. > Pharasma > Edicts strive to understand ancient prophecies, destroy undead, lay bodies to rest. Anathema create undead, desecrate a corpse, rob a tomb.
Class Feature Deific Weapon – You zealously bear your deity's favored weapon. If it's an unarmed attack with a d4 damage die or a simple weapon, increase the damage die by one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12). If the weapon is uncommon, you gain access to it, and if it's an advanced weapon, you treat it as a martial weapon for the purposes of proficiency.
Class Feature Sanctification – Depending on your deity, their sanctification can make you holy or unholy. This commits you to one side of a struggle over souls. Whether you become holy, unholy, or neither will limit your choice of causes, devotion spells, and feats. If you “can be” holy or unholy according to your deity's sanctification entry, you make that choice, and if you “must be” holy or unholy, you gain the trait automatically. If the deity lists “none,” you can choose only options that don't require the holy or unholy trait. If you are holy or unholy and gain the opposing trait in some way, you lose the previous trait until you atone. > Holy – You gain the holy trait and add that trait to any Strikes you make. You gain the edict, “Do not knowingly harm innocents or fail to prevent harm to an innocent if your direct intervention could save them” and the anathema “Commit murder.” Even if your game includes behavior outside the Pathfinder baseline, the acts listed there are anathema to you.
Class Feature Champion’s Aura – You're surrounded by an aura in a 15-foot emanation. It has the aura and divine traits. Any follower of your deity within the aura immediately knows you're a champion of your deity. This aura is used as the range for your champion's reaction and for various other effects. You can suppress or resume the aura as a single action, which has the concentrate trait, and it ends if you fall unconscious.
Class Feature ↺ 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.

Level 2
Class Feat Lastwall Sentry Dedication – Prerequisites member of the Knights of Lastwall; Shield Block; Access You are from the Eye of Dread region. You’ve sworn yourself as a sentry for the Knights of Lastwall, the first line of defense against incursions by the Whispering Tyrant throughout Golarion. You become trained in Athletics and in Undead Lore; if you were already trained, you become an expert instead. Finally, you gain the Reactive Shield fighter feat. Special You can't select another dedication feat until you have gained two other feats from the Lastwall sentry archetype.
Skill Feat Quick Jump – Prerequisites trained in Athletics. You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Archetype Feature ↺ Reactive Shield – Trigger An enemy hits you with a melee Strike; Requirements You are wielding a shield. You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield’s bonus to AC. The circumstance bonus from the shield applies to your AC when you’re determining the outcome of the triggering attack.

Level 3
General Feat Risky Surgery
Class Feature Blessing of the Devoted > Blessed Armament

Level 4
Class Feat Necromantic Resistance[/b]
Skill Feat Familiar Foe

Level 5
Ancestry Feat General Training > Fleet
Others Weapon Expertise

Level 6
Class Feat Knight Reclaimant Dedication
Skill Feat Powerful Leap

Level 7
General Feat Robust Health
Class Feature Armor Expertise
Class Feature Weapon Specialization

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