Saving throws:
[dice=Fortitude save]1d20+11[/dice]
[dice=Reflex save]1d20+12[/dice]
[dice=Will save w Mysterious Resolve]1d20+18[/dice] (Success becomes Crit Success)
DAILY PREPARATIONS
Current HP: 88/88 (+10 temp HP fr False Vitality) (+1 HP/min)
Current AC: 25
Current Condition(s): Void Resistance 1; Vital Beacon [] 4d10 HP, [] 4d8 HP, [] 4d6 HP, [] 4d4 HP
Cursebound Feats: Nudge the Scales, Oracular Warning, Debilitating Dichotomy
Known Cantrips (Rank 4): Needle Darts, Shield, Protect Companion, Void Warp, Stabilize, Vitality Lash
Known Spells (Rank 1) [][][][]: Heal*, Necromancer’s Generosity, Summon Undead, Harm, Soothe, Summon Undead*
Known Spells (Rank 2) [][][][]: Summon Undead*, Final Sacrifice, Necromancer’s Generosity, Cauterize Wounds, False Vitality, Heal*
Known Spells (Rank 3) [][][][]: Necromancer’s Generosity, Rouse Skeletons, Vampiric Feast*, Infuse Vitality, Heal*, Summon Undead*
Known Spells (Rank 4) [][][][]: Fly, Vital Beacon*, Whispers of the Void, Heal*, Summon Undead*, Vampiric Feast*
Focus Spells (Rank 4) []: Life Link
Staff of Unblinkine Eye (item level 6) [][][][]: Cantrip – Detect Magic; Rank 1 – Sure Strike ; Rank 2 – Darkvision, See the Unseen, Translate
Invested Items (4/10): Radiant Wayfinder (w Light and 10-ft Faerie Fire), Aeon Stone (Pearly White Spindle), Healer’s Gloves, Diplomat's Badge
Worn Items: Staff of Unblinking Eye, +1 Striking Ghost Touch Hand Cannon, Firearm Ammunition (20 rounds), +1 Studded Leather Armor, Cold Iron Chunk, Silver Chunk, Healer's Toolkit, Backpack
Stowed Items (in Backpack): Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Pathfinder Provision: [][] moderate healing potion
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During Daily Preparations, Raph aligns himself to life or death – Choose life or death. If you align yourself with life, you are healed by vitality healing effects, as normal for most living creatures; if you align yourself with death, you gain the void healing ability, causing you to be healed by void effects that restore Hit Points and any other effects that restore Hit Points to undead creatures.
◆◆ False Vitality (Rank 2) – augments himself with +10 HP (good for 8 hours)
He also makes himself a beacon of vitality healing after casting the spell to himself.
Vital Beacon (Rank 4) (cast 1 min) - Once per round, either you or an ally can use an ◆ Interact action to supplicate and lay hands upon you to regain Hit Points. Each time the beacon heals someone, it decreases in strength. It restores 4d10 Hit Points to the first creature, 4d8 Hit Points to the second, 4d6 Hit Points to the third, and 4d4 Hit Points to the fourth, after which the spell ends.
Raph begins encounter with advantage for allies to act.
◇ Oracular Warning (auditory, cursebound, divine, emotion, mental, oracle) – +2 status bonus to initiative roll of allies within 20 ft, and gains temporary Hit Points equal to half your level [4]. Raph becomes Cursebound 1
Cursebound: Magical effects that restore HP to you take a status penalty equal to your level [8] times your cursebound value to the number of HP you recover.
While wielding Staff of Unblinking Eye, he gains +1 status bonus to Perception for initiative.
ATTACK
He attacks enemies with these cantrips.
◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Needle Darts (60 ft)
[dice=Needle Darts Spell Attack]1d20+16[/dice]
[dice=Spell Damage]6d4[/dice] P damage, plus weakness to cold iron or silver
Crit Hit: double damage and 4 persistent bleed damage
◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Vitality Lash (30 ft) vs undead or has void healing, [dice]5d6[/dice] vitality damage vs DC 26 basic Fortitude save (and Enfeebled 1 on Crit Fail for 1 rd)
◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Void Warp (30 ft) vs living creature, [dice]5d4[/dice] void damage vs DC 26 basic Fortitude save (and Enfeebled 1 on a Crit Fail for 1 rd)
Spell Slots per Rank
Rank 4: [][][][] / Rank 3: [][][][] / Rank 2: [][][][] / Rank 1: [][][][]
◆◆◆ Summon Undead (Rank 1) – Level -1 Undead: Crawling Hand, Predatory Rabbit, Severed Head, Skeleton Guard, Zombie Shambler
◆◆◆ Summon Undead (Rank 2) – Level 1 Undead: Festering Gnasher, Festrog, Ghoul, Plague Zombie, Scorned Hound, Skeletal Soldier
◆◆◆ Summon Undead (Rank 3) – Level 2 Undead: Decrepit Mummy, Draugr, Flaming Skull, Ghast, Husk Zombie, Lacedon, Shredskin, Skeletal Champion, Skeletal Horse, Zombie Brute
◆◆◆ Summon Undead (Rank 4) – Level 3 Undead: Combusted, Deathless Acolyte of Urgathoa, Fiddling Bones, Skeletal Giant, Trailgaunt, Wight, Zombie Owlbear
◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Necromancer’s Generosity (Rank 1) (30 ft) - The target regains [dice]1d8+4[/dice] HP, and it gains a +2 status bonus to saves against vitality effects for 1 min
◆◆ Necromancer’s Generosity (Rank 2) - The target regains [dice]2d8+4[/dice] HP, and it gains a +2 status bonus to saves against vitality effects for 1 min
◆◆ Necromancer’s Generosity (Rank 3) - The target regains [dice]3d8+4[/dice] HP, and it gains a +2 status bonus to saves against vitality effects for 1 min
◆ Reach Spell - increase spell’s range by 30 feet
◆ Protect Companion (30 ft) - +1 circumstance bonus to AC
↺ Life Block - Trigger The spell's target would take damage; Effect Reduce the triggering damage by 10 (or 20), but you lose 5 (or 10) Hit Points. Even if this reduces the damage to 0, the target still takes any effects that would come with the damage, such as the poison on a viper's fangs Strike
◆◆ Final Sacrifice (Rank 2) - The target is immediately slain, and the explosion deals [dice]6d6[/dice] fire damage to creatures within 20 feet of it with a DC 26 basic Reflex save. If the target has the cold or water trait, the spell deals cold damage and has the cold trait instead of the fire trait.
◆◆ Rouse Skeletons (Rank 3) (60 ft) – DC 26 basic Reflex save vs [dice]2d6[/dice] slashing damage to creatures on the ground in the area when the skeletons first appear in 10-ft burst within 60-ft range.
◆ Sustain Rousing Skeleton (Rank 3) (60 ft) – move 10-ft burst of skeletons up to 20 ft within 60-ft range to creatures, DC 26 basic Reflex save vs [dice]2d6[/dice] slashing damage
◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Vampiric Feast (Rank 3) (touch) – [ooc]DC 26 basic Fortitude save vs [dice]6d6[/dice] void damage to the target. Raph gains temporary HP equal to half the void damage the target takes (after applying resistances and the like). He loses any remaining temporary HP after 1 minute.
◆◆ Vampiric Feast (Rank 4) (touch) – [ooc]DC 26 basic Fortitude save vs [dice]8d6[/dice] void damage to the target. Raph gains temporary HP equal to half the void damage the target takes (after applying resistances and the like). He loses any remaining temporary HP after 1 minute.
◆ Reach Spell - increase spell’s range by 30 feet
◆ Harm (Rank 1) (30 ft) or ◆◆ Harm (Rank 1) (30 ft) - [ooc]DC 26 basic Fortitude save vs [dice]1d8[/dice] void damage to target
◆◆◆ Harm (Rank 1) (30-ft emanation) - DC 26 basic Fortitude save vs [dice]1d8[/dice] void damage to target
◆◆ Whisper of the Void (Rank 4) (60 ft) (10-ft burst) – DC 26 Fortitude save
CS: Unaffected
S: [dice]2d8[/dice] persistent void damage
F: [dice]4d8[/dice] persistent void damage and Drained 1
CF: [dice]4d8[/dice] persistent void damage and Drained 2 and Doomed 1
Raph will use his hand cannon that can affect ghosts and other incorporeal creatures.
◆ Load/Reload weapon
◆ Interact to change damage type
◆ Strike
[dice=+1 Striking Ghost Touch Hand Cannon (uncommon, modular (B, P, or S), magical)]1d20+13[/dice]
[dice=Damage]2d6[/dice] B/P/S (modular) damage
◆ Reach Spell - increase spell’s range by 30 feet
◆ to ◆◆◆ Infuse Vitality (Rank 3) (30 ft) – target’s unarmed and weapon Strike deal extra 2d4 vitality damage for 1 min
◆◆ Debilitating Dichotomy, DC 26 basic Will save vs [dice]9d6[/dice] mental damage to Raph and one target within 30 ft
Raph: gets one degree of success better on saving throw
Target: Stunned 1 on Crit Fail
Cursebound: Magical effects that restore HP to you take a status penalty equal to your level [8] times your cursebound value to the number of HP you recover.
DEFENSE
He raises his magic shield for added protection.
◆ Shield (Rank 4) - +1 circumstance bonus to AC
↺ Shield Block, Hardness 10
SUPPORT
He stabilizes dying ally.
◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Stabilize (Rank 4) (30 ft) – target loses Dying condition, remains unconscious at 0 HP
To heal self,
◆ Battle Medicine
[dice=DC 30 Battle Medicine]1d20+19[/dice]
[dice=Master Healing, Medic, Robust Health]2d8+30+10[/dice] HP to self
Raph usually visits allies to treat their wounds or their poison during encounter. He can also visit an ally to treat their condition, or provide first aid.
◆ Doctor’s Visitation (to Battle Medicine)
[dice=DC 30 Battle Medicine]1d20+19[/dice]
[dice=Master Healing, Medic]2d8+30+10[/dice] HP to target
Medic: Once per hour, he can perform another Battle Medicine to target that is already immune to it.
◆ Doctor’s Visitation (to Treat Poison)
[dice=Medicine to Treat Poison, Robust Recovery]1d20+19[/dice] to counteract poison
Robust Recovery: If Success, patient gains +4 circumstance bonus to its next saving throw against the poison, and if the result of the patient’s saving throw is a Success, the patient gets a Critical Success.
◆ Doctor’s Visitation (to Treat Condition w Holistic Care)
[dice=Medicine to Treat Condition w Holistic Care]1d20+19[/dice] to counteract Clumsy, Enfeebled, Sickened, Frightened, Stupefied, or Stunned
◆ Doctor’s Visitation (to Administer Advanced First Aid)
[dice=Medicine to Stabilize]1d20+19[/dice] vs DC 5 + target’s recovery roll DC
[dice=Medicine to Stop Bleeding]1d20+19[/dice] vs DC of the effect that caused the bleed
Advanced First Aid: instead of Stabilize or Stop Bleeding, Raph can reduce ally’s Frightened or Sickened condition by 2 (or remove either entirely on Crit Success) vs DC of effect that caused the condition
◆ Reach Spell - increase spell’s range by 30 feet
◆ Life Link (Rank 4) (30 ft) - He can link his vitality to two creatures in single casting of the spell, initially providing them with [dice]3d4[/dice] HP of healing, and then the first time each round that the target takes damage, reduce the damage it takes by 5 (to a minimum of 0 damage). He loses 5 Hit Points each time, or the total damage dealt, if less than 5; this damage ignores any immunities or resistances he has and can't otherwise be mitigated in any way.
◆ Healing Touch fr Healer’s Gloves (manipulate, once per day) - restore [dice]2d6+7[/dice] HP to willing, living, adjacent creature. This is a healing vitality effect. You can't harm undead with this healing.
◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Heal or ◆◆ Soothe
He can provide magical healing as last resort.
[dice=Heal, Rank 4]4d8+32[/dice] HP to target
[dice=Heal, Rank 3]3d8+24[/dice] HP to target
[dice=Heal, Rank 2]2d8+16[/dice] HP to target
[dice=Heal, Rank 1]1d8+8[/dice] HP to target
[dice=Soothe, Rank 1]1d10+4[/dice] HP to target and 2 status bonus to saves vs mental effects
◆ Reach Spell - increase spell’s range by 30 feet
◆ Nudge the Scales (cursebound, divine, healing, oracle, spirit) – You lay a finger on the scales of life and death to heal a creature, regardless of whether it’s living or undead. You restore Hit Points equal to 2 + double your level [8] to one creature within 30 feet.
Cursebound: Magical effects that restore HP to you take a status penalty equal to your level [8] times your cursebound value to the number of HP you recover.
◆◆ Cauterize Wounds (Rank 2) (60 ft) (up to 5 willing creatures) - Any target that has persistent bleed damage can choose to take 1 fire damage. If it does, it can attempt to recover from its persistent bleed damage, with the lower DC for particularly effective assistance. During the spell's duration, you can use a single action, which has the concentrate trait, to repeat this effect for one target of the spell.
Out of combat, he performs Risky Surgery.
[dice=Risky Surgery]1d8[/dice] S damage
[dice=DC 30 Medicine to Treat Wounds]1d20+19+2[/dice] (Success becomes Crit Success)
[dice=Master Healing, Medic]4d8+30+10[/dice] HP to target
Continual Recovery: Target is immune to Treat Wounds for 10 min instead of 1 hr.
Ward Medic: Can treat up to four targets.
To heal self out of combat,
[dice=Risky Surgery]1d8[/dice] S damage
[dice=DC 30 Medicine to Treat Wounds]1d20+19+2[/dice] (Success becomes Crit Success)
[dice=Master Healing, Medic, Robust Health]2d8+30+10[/dice] HP to self
Ward Medic: Can treat up to four targets.
OTHERS
◆ Reach Spell - increase spell’s range by 30 feet
◆◆ Fly (Rank 4) (touch) – gain Fly Speed equal to Speed or 20 ft, whichever is higher
(Staff of Unblinking Eye, 2 charges) ◆◆ Darkvision (Rank 2) (self) (1 hr) - gain darkvision.
(Staff of Unblinking Eye, 2 charges) ◆◆ See the Unseen (Rank 2) (10 minutes) - You can see invisible creatures as though they weren't invisible, although their features are blurred, making them concealed and difficult to identify. You can also see incorporeal creatures, like ghosts, phased through an object from within 10 feet of an object's surface as blurry shapes seen through those objects. Subtler clues also grant you a +2 status bonus to checks you make to disbelieve illusions.
(Staff of Unblinking Eye, 2 charges) ◆◆ Translate (Rank 2) (30 ft) (1 hr) - target can understand the meaning of a single language it is hearing or reading when you Cast the Spell. This doesn't let it understand codes, language couched in metaphor, and the like (subject to GM discretion). If the target can hear multiple languages and knows that, it can choose which language to understand; otherwise, choose one of the languages randomly.
◆ Recall Knowledge - Undead Lore +12, Pathfinder Society Lore +10, Religion +14
◆ Activate Light in Radiant Wayfinder - sheds bright light in a 20-foot radius (and dim light for the next 20 feet) in a color you choose
◆◆ Activate Radiant Wayfinder command (once per adventure) – Effect: The wayfinder glows with a spiritual radiance, revealing that which is hidden. This has the effects of faerie fire, except the effect (invisible creatures become concealed) occurs in a 10-foot radius centered around you.
◆ Activate—Diplomat's Bearing (concentrate) – 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.
BOONS
[ ] [ ] [ ] Big Game Hunter (General): Your struggles against the fearsome wildlife of Katapesh and the being manipulating the creatures has made you particularly good at dealing with dangerous animals. Whenever you roll a critical failure on a check to Track an animal, you can check a box next to this boon to get a failure instead.
Protective Mentor (Radiant Oath): While working with less experienced Pathfinder allies, you shield your more fragile wards from the threat of death. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase their current and maximum Hit Points by an additional amount equal to 3 times your Radiant Oath reputation tier (Liked = 1, Admired = 2, Revered = 3).
> Normal: A Level Bump increases a PC’s Hit Points by 10% or 10, whichever is higher.
> Special: A PC can only benefit from two mentor boons.
Heroic Intervention (Radiant Oath): Your heroic moments grant others the will to keep fighting. When you spend a Hero Point, you and any allies within 30 feet who can see you regain [dice]3d6[/dice] Hit Points (4d6 if your Radiant Oath reputation tier is Revered). This healing also affects dying allies, even if they cannot see you due to being unconscious.