Kyan Winterstrike

Ripley, believe it or not's page

1 post. Alias of Patrick Curtin.


Full Name

Achurius

Race

| Arc +5, Decep +2, Diplo +6, Med +8, Nat +8, Occ +5, Perc +8, Relig +8, Surv +4

Classes/Levels

| Active Conditions: None

Gender

N/G Male Elf Cleric/2 | HP: 25/28 | AC 15 | F/R/W: +7/+5/+10 | Init: +8 (Detect Magic Ex Act) | Speed 30 ft

Deity

Nethys

Homepage URL

Google Docs for Achurius

Strength 10
Dexterity 12
Constitution 16
Intelligence 12
Wisdom 18
Charisma 14

About Achurius

Resource Tracking:

Loot: minor healing potion
1st level spells cast (6/day):
Focus Pool (1/day/rest):
Expendables used:

Hero Points used (1/scenario): +1 -1
Glyphs used (1 available): 1


Achurius is a middle aged elf, though, as with most elves, that is not immediately apparent. Having spent the last decade in the Society as a clerk, and happily so, he finds himself in a life-changing situation. The woman of his dreams, a much younger and vibrant elf by the name of Silversheen, after a whirling romance, called it off due to Archurius' lack of ambition. Her parents are, apparently, Seekers in the Society and she is under a lot of pressure to rise in the ranks and fully intends on following in her parents footsteps, including marrying someone with similar ambitions and abilities. As a result Arcurius has almost reflexively been volunteering for just about any job that might further his experience and gain the attention of his patron deity, Nethys.

He is typically dressed in worn and comfortable clothes and about the only weapon you can see is a pen, unless he is on a mission, in which case he also carries a staff with the emblem of Nethys on the head of it. His world is magic and it is almost inconceivable that others would not practice or wish to practice magic. When getting to know someone he likes to find out what type of magic they practice and is habitually surprised when some say they don't.

Main Stats:

Achurius (141936-2003) N/G Male Elf Cleric/2
Ancestry Elf
Background Field Medic

Str 10/+0 {10}
Dex 12/+1 {10 +2[free]}
Con 16/+3 {10 -2[elf] +2[free] +2[background]}
Int 12/+1 {10 +2[elf]}
Wis 18/+4 {10 +2[elf] +2[free] +2[cleric] +2[background]}
Cha 14/+2 {10 +2[free] +2[elf]}

Traits Elf, Humanoid
Speed 30'
Perception +8 {+4[wis] +2[trained] +2[lvl]}, low-light vision[ancestry]
Initiative +8 {+8[perception], Detect Magic Exploration Activity}
Hero Points 1
Languages Common, Elven, Sylvan[int]
Deity Nethys

Defense:

Hitpoints 28 {+6[elf] (+3[con] +8[cleric])*2[lvl]}
AC 15 {10 +1[dex] +2[trained] +2[lvl]}
Fort +7 {+2[trained] +2[lvl] +3[con]}
Ref +5 {+2[trained] +2[lvl] +1[dex]}
Will +10 {+4[expert] +2[lvl] +4[wis]}
Special Saving Throw Bonuses:

Offense:

Normal Attacks
  • +4/1d8 Staff [crit x2; B; 1d6, Two-Hands 1d8] {+0[str] +2[trained][simple weapons] +2[lvl]/1d8 +0[str]}
    [dice=to hit]1d20+4[/dice]
    [dice=damage]1d8[/dice]

  • +5/1d4 Dart [crit x2; P; 1d4, Agile, thrown] {+1[dex] +2[trained][simple weapons] +2[lvl]/1d4 +0[str]}
    [dice=to hit]1d20+5[/dice]
    [dice=damage]1d4[/dice]

  • Spell repertoire:

    Comments
  • DC = 18 {10 +4[wis] +2[trained][divine spell DCs] +2[lvl]}
  • Healing Hands Your positive energy is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s.
  • (d) signifies a spell granted by divine font
  • (f) signifies a bonus spell granted by a feat
  • (i) signifies a spell granted by domain initiate
  • (n) signifies a spell allowed because of the deity[Nethys]
  • (s) signifies a spell allowed provided by heritage[Seer elf]
  • Cantrips are automatically heightened to level/2 rounded up

    Focus Spell Attributes

  • Focus spells cost a focus point to cast but do not cost a spell slot
  • Focus Pool: 1 {+1[level 1]}
  • May regain a focus point using refocus action and 10 minutes
  • Domain spells are a type of focus spell.

    Focus Spells

  • (i) Cry of Destruction, domain destruction, Focus 1, somatic, verbal, 15' cone, basic Fort save, 1d8 (1d12 if damaged by Ach this round), Heightened (+1) The damage increases by 1d8

    Cantrips 5 infinite castings/day

  • Daze, somatic and verbal, 60', You cloud the target's mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1; Heightened (+2) The damage increases by 1d6.
  • Disrupt Undead
  • (s) Detect Magic
  • Forbidding Ward
  • Prestidigitation, somatic and verbal, 10' range, lift light object 10' off ground, make useless object of negligible bulk
  • Read Aura, somatic and verbal, 30' range, check item(s) for magic and school
  • Stablize

    1st level 6/day {+3[cleric level] +1[divine font] +2[cha]}

  • Command, somatic and verbal, 30', 1 creature
  • Disrupting Weapons
  • (d) Heal (Uses d10s because of Healing Hands feat)
  • (d) Heal (Uses d10s because of Healing Hands feat)
  • (d) Heal (Uses d10s because of Healing Hands feat)
  • (n) Magic Missile
  • (n) Magic Missile
  • Magic Weapon

  • Skills:

    Skill Ranks 9 {+4[cleric/deity] +1[int] +2[background] +1[ancestry] +1[PFS]}

    Acrobatics +1 {+0[untrained] +1[dex]}
    Arcana +5 {+2[trained] +2[lvl] +1[int]}
    Athletics +0 {+0[untrained] +0[str]}
    Crafting +1 {+0[untrained] +1[int]}
    Deception +3 {+0[untrained] +2[lvl] +2[cha]}
    Diplomacy +6 {+2[trained] +2[lvl]] +2[cha]}
    Intimidation +3 {+0[untrained] +2[cha]}
    Lore
    - PFS Lore +5 {+2[trained] +2[lvl] +1[int]}
    - Elven Lore +5 [ooc][smaller]{+2[trained] +2[lvl] +1[int]}

    - Warfare Lore +5 {+2[trained] +2[lvl] +1[int]}
    Medicine +8 {+2[trained] +2[lvl] +4[wis]}
    Nature +8 {+2[trained] +2[lvl] +4[wis]}
    Occultism +5 {+2[trained] +2[lvl] +1[int]}
    Performance +2 {+0[untrained] +2[cha])
    Religion +8 {+2[trained] +2[lvl] +4[wis]}
    Society +1 {+0[untrained] +1[int]}
    Stealth +1 {+0[untrained] +1[dex]}
    Survival +4 {+0[untrained] +4[wis]}
    Thievery +1 {+0[untrained] +1[dex]}

    Notes:

    Gear:

    Max Bulk: 5 {5 +0[str]}

    Staff
    5 darts
    Explorer's Clothing
    Adventurer's Pack(knotted rope)
    Backpack
    Tent (pup)
    4 Scroll of Heal
    2 Scroll of Magic Missile
    1 Scroll of Magic Weapon
    Minor Healing Potion
    Mirror
    Brass Ear
    ? gp

    Class Training:

    Perception
  • Trained in perception

    Saving Throws

  • Trained in Fortitude
  • Trained in Reflex
  • Expert in Will

    Skills

  • Trained in Religion
  • Trained in one skill determined by your choice of deity (Arcana)
  • Trained in a number of additional skills equal to 2 plus your Intelligence modifier

    Attacks

  • Trained in simple weapons
  • Trained in the favored weapon of your deity. If your deity’s favored weapon is uncommon, you also gain access to that weapon.
  • Trained in unarmed attacks

    Defenses

  • Untrained in all armor, though your doctrine might alter this
  • Trained in unarmored defense

    Spells

  • Trained in divine spell attacks
  • Trained in divine spell DCs

  • Class Features:

    Deity Nethys
    Doctrine Cloistered Cleric
  • - Level 1: You gain the Domain Initiate cleric feat (Destruction).
  • - Level 3: Your proficiency rank for Fortitude saves increases to expert.
    Divine Font
  • - 3 {1 +2[cha]} additional heal spells at highest level
    Cleric Feats
  • - Level 2: Healing Hands
  • - Level 4:
    Skill Feats
  • - Level 2: Recognize Spell If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
    General feats
  • - level 3:
    Skill Increases
  • - At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert. At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.
  • - level 3:
    Ability Boosts
  • - Boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
  • - Level 5: boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

  • Other Features:

    Ancestry
  • - Low-light vision
  • - Level 1: Elven Lore feat: You've studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore.

    Background

  • - Field Medic
  • - Trained in Medicine skill
  • - Trained in Warfare Lore skill
  • - Battle Medicine feat - 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 temporarily immune to your Battle Medicine for 1 day.

    Heritage

  • Seer Elf:
  • - You have an inborn ability to detect and understand magical phenomena.
  • - You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
  • - You gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.

  • Chronicles:

    1) Beginner's Box, Lower Level
    2) The Pathfinder Trials
    3) The Tireless Path
    4) King in Thorns
    5) Fury's Toll