Cleric of Iomedae

Olaf Spiritwell's page

156 posts. Organized Play character for UncleFroggy.

Full Name

Olaf Spiritwell


HP 35/35 | AC 19 | F/R/W 8/6/11 | Perc(E) +11 | Spell Attack: +9 | 25 feet | Class DC 19 | Spells: L1-3/3, L2-1/2 |


Medicine(E): +11, Nature/Religion/Survival: +9, Arcana/Lore (PFS, Warfare): +5, Athletics(U):+2, Acrobatics(U)/Stealth(U)/Thievery(U): +1 | Hero Points: 1/3 | Exploration Activity: Search |◆◇↺ |


NG Male Human | Field Medic | Cleric Lvl 3 | Medic Dedication | Divine Font: 2/2 (Heal) |

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

About Olaf Spiritwell

Male Human Cleric of Nethys 3
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

PFS Info:

PFS#: 2396852-2008
PFS School: Spells
PFS School Item: Scroll of Heal


Trained unless otherwise stated; Unlisted skills are untrained with a 0 modifier
Medicine(E): +11
Nature/Religion/Survival: +9
Acrobatics: +6
Arcana/Lore (PFS, Warfare): +5
Stealth(U)/Thievery(U): +1

Melee Strikes:

Dagger +7/+3/-1 (1d4 +1 Piercing; Agile, Finesse, Versatile S, Thrown 10')
Staff +7/+2/-3 (1d6 +2 Bludgeoning; Two-hand 1d8)
Throwing Knife +7/+3/-1 (1d4 +1 Piercing; Agile, Finesse, Thrown 20')
Light Hammer +7/+3/-1 (1d6+1 Bludgeoning, Agile, Thrown 20')

Ranged Strikes:

Dagger +6/+2/-2 (1d4 +1 Piercing; Agile, Finesse, Versatile S, Thrown 10')
Throwing Knife +6/+2/-2 (1d4 +1 Piercing; Agile, Finesse, Thrown 20')
Light Hammer +6/+2/-2 (1d6+1 Bludgeoning, Agile, Thrown 20')
Sling +6/+1 (1d6 +1 Bludgeoning; Propulsive, 50' range)


Spell DC: 19
Spell Attack Mod: +9
Divine Font: Heal; 2/day
1st (3/day): Magic Missile (2), Animate Dead
2nd (2/day): Sound Burst, Final Sacrifice
Cantrips: Daze, Shield, Stabilize, 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


Combat Gear: Sling (10 bullets), Dagger, Staff, Throwing Knife(4), Light Hammer(3)
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: Magic Missile(2), Heal(3 - 2xL2 1xL1)
Potions: Lesser Healing Potion(2), Minor Healing Potion(1)
Bulk: 6 (Encumbered at: 7; Maximum at: 12)
Coins: 51.67 gp