| HP 63/78 | AC 22 (24 w/ shield raised) | Shield 64/64| F +12 R +9 W +15
Classes/Levels
| Font 3/5| Focus 2/2 | Exploration: Defend | Conditions:
Gender
Male Iruxi Cleric of Kurgess 7
About Rulean
Rulean aka Eggy
Male Iruxi Cleric (Warpriest) 7
Sorcerer (Nymph) Dedication (Free)
Medium humanoid (Lizardfolk)
Senses Perception +15 E
Botting:
Reaction:
Shield block, sturdy shield, hardness 8
Use Shield Block in following cases:
* Does 8 or less damage to the shield
* does not break the shield and prevents him from going unconscious
* last opponent and it does not break the shield
Use the macros spreadsheet for Perception, Saves and Skills.
Combat
[dice=Low grade cold iron pick]d20 +16[/dice] Fatal d10
[dice=Piercing damage]2d6+4[/dice]
[dice=Fatal crit damage]5d10+8[/dice] crit, die increase, extra die for fatal
[dice=Morningstar]d20+15[/dice] Versatile P
[dice=Bludgeoning]2d6+4[/dice]
[dice=Dagger]d20+15[/dice] Agile, Finesse, Thrown 10’, Versatile S
[dice=Piercing]2d4+4[/dice]
[dice=Thrown Dagger]d20+11[/dice] 10’ Thrown, Agile, Finesse, Versatile S
[dice=Piercing]2d4+4[/dice]
[dice=Ray of Frost]d20+12[/dice] 120’ range
[dice=Cold Damage]3d4+3[/dice] Crit Success double damage and -10’ speed for 1 round
[dice=Enfeeble]d20+13[/dice] 30’ range
Fort save, on crit hit treat save result as one degree worse.
Critical Success The target is unaffected.
Success The target becomes enfeebled 1.
Failure The target becomes enfeebled 2.
Critical Failure The target becomes enfeebled 3
Healing / Divine Font 5/day
[dice=Heal, 1 action, touch]4d8[/dice] When used against Undead get Basic Fort save
[dice=Heal, 2 action, range 30’]4d8+32[/dice] When used against Undead get Basic Fort save
[dice=Heal, 3 action, 30’ emanation, all living and undead]4d8[/dice] When used against Undead get Basic Fort save
Selective Energy allows me to exclude up to four targets.
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Defense
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HP 78 (8+(8+1)* 7 +Level)
AC 23; (10 +0 Dex +3 Armor +1 Defense Potency +2 Trained +7 Level)
Speed 30’ Climb 15’
Fort +12 E Reflex +9 T Will +15 E
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Offense
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Divine Spell DC 23 T
Divine Spell Attack +13 T
Primal Spell DC 22 T
Primal Spell Attack +12 T
Melee
Low grade cold iron pick +16 (2d6+4 P) Fatal d10
Morningstar +15 (2d6+4 B) Versatile P
Dagger +15 (2d4+4 P) Agile, Finesse, Thrown 10’, Versatile S
Claws +15 (2d4+4 S) Agile, Finesse
Ranged
Javelin +11 T (2d8+4 P) 30’, Thrown, Deadly Simplicity
Dagger +11 T (2d4+4 P) 10’, Thrown, Agile, Finesse, Versatile S
Shield Block
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.
Mind of Menance
Fight with Fear [reaction] (concentrate, emotion, enchantment, fear, mental) Trigger A creature that you can see uses a mental effect against you;
Effect The triggering creature must attempt a Will save, which has the following effects.
Success The creature is unaffected.
Failure The creature is frightened 2, and you gain a +2 status bonus to your saving throw or other defense against the triggering mental effect.
Critical Failure The creature is frightened 2, and you're unaffected by the triggering mental effect.
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Statistics
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Str +4 Dex +0 Con +1 Int +1 Wis +4 Cha +3
Str +4 ABF5
Dex +0
Con +1 F
Int +1 A-A5
Wis +4 ACF5
Cha +3 BF5
Skills
Acrobatics +10 T Item
Athletics +18 M Item
Diplomacy +12 T
Lore (Circus) +10 T
Medicine +13 T
Nature +13 T
Perform +12 T
Religion +15 E
Society +10 T
Languages: Common, Iruxi, Sylvan
Background: Circus Born
Patron Deity: Kurgess
Home Region: Absalom
Trick
Metal Sculpting (Athletics, Prop): Can bend pieces of malleable metals into the shape of various creatures and items.
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Gear
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Scale Mail
Javelin
Morningstar
Dagger
Low grade cold iron pick
Religious Symbol (wooden)
Adventurer’s Pack
Healer’s Tools
Sturdy Shield with Shield Boss
Wand of Heal (2nd rank)
Consumables
Scroll of 1st rank Heal
Holy Water x4
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Deity
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The Strong Man
Areas of Concern healthy competition, sport, and physical development
Alignment NG (LG, NG, N, CG)
Divine Font heal
Divine Ability Strength or Constitution
Divine Skill Athletics
Domains ambition, might, truth, zeal
Cleric Spells 1st: ant haul, 2nd: enlarge, 3rd: haste
Edicts compete to your full potential, claim victory or accept defeat with grace, seek always to better yourself, encourage others to strive toward their own potential for greatness
Anathema cheat at honorable contests, dishonor those who have lost or failed (including defeated or slain enemies), engage in reckless or needless destruction or bloodshed
Favored Weapon javelin
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Background
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Their egg was purchased by Mistress Dusklight and given to the animal trainers who were told to make sure it hatched. This is the origin of their nickname Eggy.
Rulean has been with the circus for almost all of his life, at first as a slave and now with the Circus of Wayward Wonders as a free citizen. Mistress Dusklight never treated him as anything other than property.
Growing up, he was put in with the freaks and dubbed Sir Rulean the Baby Dragon until the circus barkers could no longer sell that to the townies. They tried putting him in a cage as a ringer for other monsters, but that never really sold to the townies. When not on display in the freak show, he was expected to help with the various manual labor jobs.
Later in life, he was put on the games — first as a shill and recently a few times as barker. At first this worked alright since he couldn’t compete with adult townies. Mistress Dusklight only punished him when it suited her whim. As he reached maturity he also started winning. As both shill and barker he would constantly get in trouble with Mistress Dusklight for refusing to cheat or throw a competition. His stubbornness meant he was always being punished for something.
Eventually it got so bad that he ran away from the circus. Fortunately he met with a traveling priest of Kurgess who took an interest in him. She taught him of Kurgess and how the hardships he had endured made him that much stronger. Although he missed the circus, he learned independence and judgement.
It was as he finished his studies as an initiate that he heard of the Circus of Wayward Wonders. He asked permission and was allowed to search it out and join it. He was happy to finally be back with the Big Show and ecstatic when he found out it was being run as a clean show.
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Feat and Class Abilities
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First Doctrine (1st): You're trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat (page 266), a reaction to reduce damage with a shield. If your deity's weapon is simple, you gain the Deadly Simplicity cleric feat (page 121). At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.
Second Doctrine (3rd): You're trained in martial weapons.
Third Doctrine (7th): You gain expert proficiency with your deity's favored weapon, martial weapons, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; you can use your spell DC in place of your class DC.
Deadly Simplicity
Your deity’s weapon is especially powerful in your hands. When you are wielding your deity’s favored weapon, increase the damage die size of that weapon by one step. If your deity’s favored weapon is an unarmed attack (such as a fist, if you worship Irori) and its damage die is smaller than d6, instead increase its damage die size to d6.
Domain Initiate: Might
Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up. Focus spells don't require spell slots, nor can you cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell.
Restorative Strike [two-actions] Feat 4
Cleric
Requirements You have a harm or heal spell you can cast.
You balance both sides of the scales, restoring yourself while striking a foe. Cast a 1-action harm or heal spell to heal yourself, expending the spell normally. It loses the manipulate trait when cast this way. Then make a melee Strike. If you make this Strike with your deity's favored weapon, you gain a +1 status bonus to the attack roll. If the Strike hits, you can target a second willing creature to heal the same amount from the spell. This creature can be outside of the spell's range, provided it's adjacent to the enemy you hit.
Warpriest’s Armor Feat 2
Cleric
Prerequisites warpriest doctrine
Your training has helped you adapt to ever-heavier armor. You are trained in heavy armor. Whenever you gain a class feature that grants you expert or greater proficiency in medium armor, you also gain that proficiency in heavy armor. You treat armor you wear of 2 Bulk or higher as though it were 1 Bulk lighter (to a minimum of 1 Bulk).
Basic Bloodline spell: Nymph’s Token
Prerequisites Sorcerer Dedication
You gain your bloodline's initial bloodline spell. If you don't already have one, you also gain a focus pool of 1 Focus Point, which you can Refocus without any special effort.
Basic Sorcerer Spellcasting
Prerequisites Sorcerer Dedication
You gain the basic spellcasting benefits (page 219). Each time you gain a spell slot of a new level from the sorcerer archetype, add a spell of the appropriate spell level to your repertoire: a common spell of your bloodline's tradition, one of your bloodline's granted spells, or another spell you have learned or discovered.
Experienced Professional
Prerequisites trained in Lore
You carefully safeguard your professional endeavors to prevent disaster. When you use Lore to Earn Income, if you roll a critical failure, you instead get a failure. If you're an expert in Lore, you gain twice as much income from a failed check to Earn Income, unless it was originally a critical failure.
Quick Jump
Prerequisites trained in Athletics
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet).
Toughness
General
You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1 (page 459).
Fleet Feat 1
General
You move more quickly on foot. Your Speed increases by 5 feet.
Combat Climber
Your techniques allow you to fight as you climb. You're not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
Cliffscale heritage adds:
As long as you aren't wearing footwear, you can use the sticky pads on your feet to climb, leaving your hands free. Additionally, if you roll a success on an Athletics check to climb, you get a critical success instead.
Rapid Mantle Feat 2
General Skill
Prerequisites expert in Athletics
You easily pull yourself onto ledges. When you Grab an Edge, you can pull yourself onto that surface and stand. You can use Athletics instead of a Reflex save to Grab an Edge.
Cliffscale Lizardfolk
Your toes are adapted for gripping and climbing. You gain the Combat Climber feat as a bonus feat, and as long as you aren't wearing footwear, you can use the sticky pads on your feet to climb, leaving your hands free. Additionally, if you roll a success on an Athletics check to climb, you get a critical success instead.
Reptile Speaker
Lizardfolk
You hear the sounds of reptiles as language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that are reptiles (the GM determines which animals count as reptiles).
Gecko’s Grip
Lizardfolk
Prerequisites cliffscale lizardfolk
You stick to walls with a preternatural grip. You gain a climb Speed of 15 feet.
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Special Abilities
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Reflection of Life
Erran tower
You regain double the normal number of Hit Points when resting (meaning you regain double your Constitution modifier multiplied by your level). The healing you gain from long-term rest is similarly doubled. In addition, you can focus this healing energy to accelerate your body’s natural healing processes even further.
Activate [two-actions] envision; Frequency once per day;
Effect You gain fast healing 3 for 1 minute. This amount of fast healing increases by 1 for every 2 levels you have beyond 5th level.
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Character Creation
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Str +4 ABF5
Dex +0
Con +1 F
Int +1 A-A5
Wis +4 ACF5
Cha +3 BF5