Jhavhul

Rawiri's page

349 posts. Organized Play character for Farol.


Full Name

Rawiri

Race

HP 87/87 | AC 25 | F+11 R+14 W+16 | Perc+12 | Stealth+3 |

Classes/Levels

25ft | Hero 1 | Active Conditions:

Gender

N (he/him) Dwarf Oracle 7 |

About Rawiri

Perception +12; Darkvision
Languages Common Dwarven
Skills Acrobatics +14E, Arcana +9, Athletics +1, Diplomacy +17M, Lore: Plane of Origin +9, Lore: Sailing +9, Medicine +12, Nature +12, Religion +12, Society +9, Survival +12
Str +1, Dex +3, Con +2, Int +0, Wis +3, Cha +4
Items Studded Leather +1, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20)
AC 23; Fort +9, Ref +12, Will +12 [resolve]
HP 65; Resistances fire 3
Speed 25 feet
Melee Clan Dagger +10 (Agile, Dwarf, Parry, Uncommon, Versatile B), Damage 1d4+1 P
Ranged Sling +12 (Propulsive), Damage 1d6 B
Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not 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.
Bon Mot (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC. Critical Success The target is distracted and takes a -3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. Success As critical success, but the penalty is -2. Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Divine Known Spells DC 25, attack +15; 4th (2 slots) Fire Shield, Vital Beacon ☆ 3rd Searing Light ☆, Fireball, Heroism(3 slots); 2nd Blood Vendetta, Heal (H+1) ☆, See Invisibility (3 slots); 1st Burning Hands ☆, Bless, Command (3 slots); Cantrips Shield, Detect Magic, Disrupt Undead, Protect Companion, Read the Air, Produce Flame
Focus Spells (3 points) Fire Ray Range 60 feet; Targets 1 creature A blazing band of fire arcs through the air. Make a spell attack roll. The ray deals 2d6 fire damage. Critical Success The ray deals double damage and 1d4 persistent fire damage. Success The ray deals full damage. Heightened (+1) The ray's initial damage increases by 2d6, and the persistent fire damage on a critical success increases by 1d4.
Incendiary Aura Area 10-foot emanation Duration 1 minute You surround yourself with a combustible aura. Each time a creature within the emanation takes fire damage, it catches on fire, taking 2d4 persistent fire damage. Heightened (+2) Increase the persistent damage by 1d4 and the radius of the emanation by 5 feet.
Whirling Flames Range 30 feet; Area up to two 5-foot bursts that don't overlap Saving Throw basic Reflex You call forth a storm of whirling flames, engulfing all creatures in that area and dealing 5d6 fire damage with a basic Reflex save. Heightened (+2) The damage increases by 3d6, and you can add another nonoverlapping 5-foot burst to the area.

Additional Feats Beastmaster Dedication, Cat Fall, Defy the Darkness, Divine Access, Elemental Lore, Ifrit, Toughness, fleet
Additional Specials Call Companion, Mystery (Flames), Mystery Domain Spell (Fire), Oracular Curse, Revelation Spells, Signature Spells, glad-hand

Fiery Leopard

Size Small
Melee Single Action jaws +12 (finesse), Damage 1d6+2 piercing
Melee Single Action claw +12 (agile, finesse), Damage 1d4+2 slashing
Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha +0
Hit Points 53
AC 23
Fort Save +10 Reflex Save +12 Will save +11
Skill Stealth +11, Acrobatics +11, Athletics +10,
Senses Perception +11 low-light vision, scent (imprecise, 30 feet)
Speed 35 feet
Special Your cat deals 1d4 extra precision damage against flat-footed targets.
Support Benefit Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature within your cat's reach make the target flat-footed until the end of your next turn.
Immunities fire; Weaknesses cold 5
Flaming Attacks (fire) The fiery leopard's natural attacks deal 1 fire damage (in addition to the bonus damage dealt to flat-footed targets). This damage increases to 1d4 when the fiery leopard becomes a nimble or savage animal companion.
Fiery Pelt (fire) Creatures that start their turn grappled by the fiery leopard take 1d4 fire damage. Anyone attempting to grapple the fiery leopard takes 1d4 fire damage for each attempt.
Burning Glow The fiery leopard sheds dim light in a 10-foot radius which gives it a –2 circumstance penalty on Stealth checks made at night or in a dark environment.