Cleric of Iomedae

Olaf Spiritwell's page

202 posts. Organized Play character for UncleFroggy.


Full Name

Olaf Spiritwell

Race

HP 44/44 | AC 20 | F/R/W 9/7/12 | Perc(E) +12 | Spell Attack: +10 | 25 feet | Class DC 20 | Spells: -/3/2/ |

Classes/Levels

Medicine(E): +13, Nature/Religion/Survival: +9, Arcana/Lore (PFS, Warfare): +6, Athletics(U):+2, Acrobatics(U)/Stealth(U)/Thievery(U): +1 | Exploration Activity: Search | Hero Points: 2/3 | ◈◇↺ |

Gender

2396852-2008 | NG Male Human | Field Medic | Cleric Lvl 4 | Medic Dedication | Divine Font: 4/4 (Heal) |

Strength 14
Dexterity 12
Constitution 12
Intelligence 10
Wisdom 18
Charisma 12

About Olaf Spiritwell

Male Human Cleric of Nethys 4
NG, Medium, Human, Humanoid
Heritage: Versatile Heritage
Background: Field Medic
Perception: +11
Languages: Common, Elven
STR 14 (+2), DEX 12 (+1), CON 12 (+1), INT 10 (+0), WIS 18 (+4), CHA 12 (+1)
AC 19, HP 35, Fort +8, Ref +6, Will +11
Class DC: 19
Speed: 25 ft

Skills/Offense:

Please see botting spoiler

Spells:

Spell DC: 20
Spell Attack Mod: +10
Divine Font: Heal; 4/day
1st (3/day): Force Barrage(2), Infuse Vitality
2nd (2/day): Noise Blast, Darkvision, Blazing Armory
Cantrips: Divine Lance, Shield, Needle Darts, Disrupt Undead, Guidance

Feats and Abilities:

Ancestry Feats: Natural Ambition

Background Feats:
Battle Medicine (1 action attempt a DC 15 Medicine check to regain 2d8 HP.)

Skill Feats:
Risky Surgery - On Treat Wounds, deal 1d8 damage to patient for +2 on check, and treat success as a critical success.

Bonus Feat:
Healing Hands - When you cast heal, you roll d10s instead of d8s.

General Feats:
Canny Acumen (Perception) - Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice.
Continual Recovery - Cooldown for Treat Wounds is 10 minutes instead of 1 hour.

Class Abilities:
Deadly Simplicity - Simple weapons damage die increases by one step.
Shield Block - Your shield absorbs damage up to the shield’s Hardness. You and the shield each take any remaining damage
Martial Weapons - Trained in all martial weapons.

Class Feats:
Medic Dedication - 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.

Other Abilities: Radiant Oath Champion

Equipment:

Combat Gear: Sling (10 bullets), Dagger, Staff, Throwing Knife(4)
Armor: Hide Armor
Other Gear: backpack, bedroll, chalk (10), flint and steel, healers tools, rations (2 weeks), rope 50', soap, waterskin, caltrops (2), wooden holy symbol
Magic Items: Wayfinder
Scrolls: Force Barrage(2), Heal(3 - 2xL2 1xL1), Noise Blast
Potions: Lesser Healing Potion(2), Minor Healing Potion(1)
Bulk: 6 (Encumbered at: 7; Maximum at: 12)
Coins: 68.85 gp

Bot me!:

SAVES
[dice=Fort]d20+9[/dice]
[dice=Ref]d20+7[/dice]
[dice=Will]d20+12[/dice]

SKILLS
[dice=Acrobatics(T)]d20+7[/dice]
[dice=Arcana(T)]d20+6[/dice]
[dice=Athletics(U)]d20+2[/dice]
[dice=Crafting(U)]d20[/dice]
[dice=Deception(U)]d20+1[/dice]
[dice=Diplomacy]d20+1[/dice]
[dice=Intimidation(U)]d20+1[/dice]
[dice=Medicine(E)]d20+13[/dice]
[dice=Nature(T)]d20+10[/dice]
[dice=Occultism(U)]d20[/dice]
[dice=Performance(U)]d20+1[/dice]
[dice=Religion(T)]d20+10[/dice]
[dice=Society]d20+8[/dice]
[dice=Stealth(U)]d20+1[/dice]
[dice=Survival(T)]d20+10[/dice]
[dice=Thievery(U)]d20+1[/dice]

[dice=PFS Lore]d20+6[/dice]
[dice=Warfare Lore]d20+6[/dice]

MEDICINE
[dice=Battle Medicine/Treat Wounds]d20+13[/dice]
[dice=Healing, DC 15 (Battle Med/Treat Wounds)]2d8[/dice]
[dice=Healing, DC 20 (Battle Med/Treat Wounds)]2d8+15[/dice]

[dice=Slashing, Risky Surgery]1d8[/dice]
[dice=Medicine(E), Risky Surgery, Healer's Gloves]d20+13+2[/dice]
[dice=Healing, Risky Surgery]4d8[/dice]
+10 hp if DC 20

OFFENSE
[dice=Staff]d20+8[/dice] for [dice=Bludgeoning]1d6+2[/dice]
[dice=Staff, MAP]d20+3[/dice] for [dice=Bludgeoning]1d6+2[/dice]
[dice=Staff, MAP 2+]d20-2[/dice] for [dice=Bludgeoning]1d6+2[/dice]
[dice=Bludgeoning, 2-handed]1d8+2[/dice]

[dice=Throwing Knife, Melee]d20+8[/dice] for [dice=Piercing Damage]d4+2[/dice]
[dice=Throwing Knife, Melee, MAP, Agile]d20+4[/dice] for [dice=Piercing Damage]d4+2[/dice]
[dice=Throwing Knife, Melee, MAP 2+, Agile]d20[/dice] for [dice=Piercing Damage]d4+2[/dice]

[dice=Throwing Knife, Ranged]d20+7[/dice] for [dice=Piercing Damage]d4+2[/dice]
[dice=Throwing Knife, Ranged, MAP, Agile]d20+3[/dice] for [dice=Piercing Damage]d4+2[/dice]
[dice=Throwing Knife, Ranged, MAP 2+, Agile]d20-1[/dice] for [dice=Piercing Damage]d4+2[/dice]

[dice=Sling, 50' Range, Reload 1]d20+7[/dice] for [dice=Bludgeoning, Propulsive]d6+1[/dice]
[dice=Sling, 50' Range, Reload 1, MAP]d20+2[/dice] for [dice=Bludgeoning, Propulsive]d6+1[/dice]

[dice=Dagger, Melee]d20+8[/dice] for [dice=Piercing/Slashing Damage]d4+2[/dice]
[dice=Dagger, Melee, MAP, Agile]d20+4[/dice] for [dice=Piercing/Slashing Damage]d4+2[/dice]
[dice=Dagger, Melee, MAP 2+, Agile]d20[/dice] for [dice=Piercing/Slashing Damage]d4+2[/dice]

[dice=Dagger, Ranged]d20+7[/dice] for [dice=Piercing/Slashing Damage]d4+2[/dice]

SPELLS
[dice=Divine Lance; Spirit Damage]d20+10; 2d4+4[/dice]
[dice=Vitality Lash; DC 21 Basic Fortitude; Positive Damage]2d6+4[/dice]Enfeebled 1 on CF
[dice=Force Barrage (per missile)]d4+1[/dice]
[dice=Noise Blast; Sonic Damage; DC 21 Basic Fortitude]2d10[/dice] F: Deafened 1 rd; CF: Deafened 1 minute, Stunned 1

[dice=Heal, 1st Level, 1 action]1d10[/dice]
[dice=Heal, 1st Level, 2 action]1d10+8[/dice]
[dice=Heal, 1st Level, 3 action]1d10[/dice]

[dice=Heal, 2nd Level, 1 action]2d10[/dice]
[dice=Heal, 2nd Level, 2 action]2d10+16[/dice]
[dice=Heal, 2nd Level, 3 action]2d10[/dice]

[dice=Healer's Touch]2d6+7[/dice]