Initiate of Flame

Sam Son's page

No posts. Alias of Frozen Frost.


Race

HP 65/65, AC 21 (22 w Glass Shield raised), Fortitude** +9, Reflex* +9, Will** +13, Perception* +11 (darkvision), Stealth* +2 |

Classes/Levels

Speed 20 ft. | Exploration Activity Search | Active Conditions Poison 2 Resistance | ◆◇↺

Gender

NG Male Strong-Blooded Dwarf Exemplar / Druid 5 | Farmhand |

About Sam Son

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CHARACTER INFORMATION
Name: Sam Son
Ethnicity, Heritage & Ancestry: Strong-blooded Dwarf
Background: Farmhand Home Region: --- Nation: --- Languages: Common, Elven, Common, Druid
Sub-Class & Class: Exemplar Level: 5
Alignment: NG Gender: Male Size & Reach: Medium (5 ft) Speed: 20 ft
Age --- Deity ---

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STATS & SKILLS (* indicates Proficiency Level)
STR 19 (+4), DEX 14 (+2), CON 10 (+0), INT 10 (+0), WIS 18 (+4), CHA 14 (+2)
HP 65/65, AC 21 (22 w Glass Shield raised) Fortitude** +9, Reflex* +9, Will** +13, Perception* +11 (darkvision), Resistances Poison 2
Acrobatics* +9
Arcana +0
Athletics** +13 (14 w Extreme Climbing Kit to Climb) - Assurance
Crafting* +7
Deception +2
Diplomacy +2
Intimidation +2
Lore: Farming* +7
Medicine** +13 (14 w Healer's Gloves) – Battle Medicine. Continual Recovery
Nature* +11
Occultism +0
Performance +2
Religion* +11
Society +0
Stealth +2
Survival +4
Thievery +2

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OFFENSE & DEFENSE
Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +13 Damage 1d4+4 B Critical Specialization The target must succeed at a DC 21 Fortitude save or be slowed 1 until the end of turn
Melee ◆ Clan Dagger (Agile, Dwarf, Parry, Uncommon, Versatile B) +13 Damage 1d4+4 P/B Critical Specialization The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon's item bonus to attack rolls (+0).
Melee+1 Striking Warhammer (Shove, Magical) +14 Damage 2d8+4 B Critical Specialization The target is knocked prone.
Armor Sankeit AC Bonus +2 Dex Cap 3
ShieldGlass Shield AC Bonus +1 (raised) Hardness 4 HP(BT) 8(4) Others ↺ Shield Block

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SPELLS (* denotes Signature Spells)
Exemplar DC 19(?)
Max Focus Points 1
Primal DC 21
Focus Spells
◆◆ Crushing Ground

Primal DC 21 Spell Attack +11
Cantrips (Heightened 3rd)
◆ Glass Shield
◆◆ Needle Darts

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GEARS & ITEMS
Invested Items: Healer's Gloves
Worn Items: Clan Dagger, +1 Striking Warhammer, Sankeit Armor, Healer's Tools, Extreme Climbing Kit, Holly and Mistletoe (10), Cold Iron Chunk, Silver Chunk, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Others ---
Current Bulk: 4.2 (Encumbered 9.0, Maximum 14.0)

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FEATS
Level 1
Skill Feat (from background) Assurance – Athletics
General Feat (from Heritage) Strong Blooded Dwarf - You gain poison resistance equal to half your level (minimum 1), and each of your successful saving throws against a poison affliction reduces its stage by 2, or by 1 for a virulent poison. Each critical success against an ongoing poison reduces its stage by 3, or by 2 for a virulent poison.
Class Feat ---
Ancestry Feat Vengeful Hatred - Giants - You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against creatures with that trait. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. In addition, if a creature critically succeeds at an attack against you and deals damage to you, you gain your bonus to damage against that creature for 1 minute regardless of whether it has the chosen trait.
Additional Special Humble Strikes - Even the most unassuming weapons can accomplish heroic deeds in your hands. When you are wielding a simple weapon, increase the damage die size of that weapon by one step.
Additional Special ◆ Shift Immanence - Frequency once per round; You shift the focus of your divinity, filling one of your ikons with your divine spark. That ikon softly glows with radiant light, emits subtle chimes as it moves, or is otherwise obviously empowered in a way that matches your growing divinity, granting the ikon the divine trait and granting you that ikon’s immanence effects for as long as your divine spark is empowering it. Your spark is indivisible, so it can empower only one ikon at a time. You can also Shift Immanence to return your spark to the depths of your soul, leaving none of your ikons empowered. Special In addition to the above usage, you can also Shift Immanence as a free action triggered when you roll initiative.
Additional Special ◆ Spark Transcendence - Frequency once per round; Requirements The ikon must currently house your divine spark. You can unleash an ikon’s transcendence ability only if you are holding it (if it’s a weapon ikon) or wearing it (if it’s a worn ikon); You channel the full might of your divine spark through your ikon to briefly surpass mortal limitations and enact a miraculous deed. This is a special activity that takes a variable number of actions, as listed in the ikon’s stat block. Some ikons are activated as a free action or reaction instead of as an activity. Immediately after the effects of the transcendence resolve, your divine spark is forcefully ejected from that ikon into another ikon of your choice.
Body Ikon Eye-Catching Spot - A fetching beauty spot under an eye or a smile as warm as the sun distracts foes and captures hearts alike; Immanence Your beauty becomes supernaturally enhanced, distracting foes and imposing a –1 circumstance penalty to melee attack rolls against you; Transcend — ◆◆ Captivating Charm (emotion, mental, visual) You focus your attention on a creature within 30 feet, overwhelming their senses. They must succeed at a Will save against your class DC or be fascinated by you until the start of your next turn. The condition ends if you use a hostile action against the target, but not if you use a hostile action against their allies.
Weapon Ikon Titan’s Breaker - Usage any melee weapon in the club, hammer, or axe group; You wield a weapon whose blows shatter mountains with ease; Immanence Your weapon ikon deals 2 additional spirit damage per weapon damage die to creatures it Strikes. Constructs and objects are not immune to this spirit damage and this spirit damage automatically bypasses any Hardness they have. Transcend — ◆◆ Fracture Mountains (spirit) Your spirit is so dense it takes on tangible force. Make a melee Strike with your weapon ikon. This counts as two attacks when calculating your multiple attack penalty. If this Strike hits, your additional spirit damage increases to 4 plus an extra die of weapon damage. If you’re at least 10th level, increase this to 6 spirit damage and two extra dice, and if you’re at least 18th level, increase it to 8 spirit damage and three extra dice. Constructs and objects are not immune to spirit damage dealt by this attack, and this spirit damage automatically bypasses any Hardness they have.
Worn Ikon Palisade Bangles - Usage worn bracers; These armbands signify rejection and acceptance; rejection of harm, and acceptance of your inevitable dominance over your enemies. Immanence (aura) You are surrounded by a 15-foot aura that protects you and all allies within the aura from harm, granting a +1 circumstance bonus to AC. This bonus increases to +2 for anyone in the aura who has a buckler raised, or +3 if they have a shield raised; Transcend — ◆ Embrace of Destiny (emotion, mental, spirit) You draw an enemy within the aura into your reach, moving them directly toward you into a square within your melee reach unless they succeed at a Fortitude save against your class DC.

Level 2
Class Feat Sanctified Soul - You’ve drawn a line in the sand in the cosmic struggle between good and evil and chosen a side. You gain either the holy trait or the unholy trait. All your exemplar abilities that deal spirit damage gain the sanctified trait, allowing you to apply your holy or unholy trait to them to better affect your chosen enemies.
Skill Feat Battle Medicine
Free Archetpype Druid Dedication – Stone Order

Level 3
General Feat Toughness
Additional Special Root Epithet - Radiant - Heroes live bigger lives than any other, shining so brightly that they attract followers, inspire troops, and change the course of kingdoms. You are trained in Diplomacy. After you Spark Transcendence of your body ikon, you inspire an ally within 30 feet to push on, restoring Hit Points equal to 2 + double your level; this is a mental and emotion effect. The ally is then temporarily immune for 10 minutes.

Level 4
Class Feat Hurl at the Horizon - Requirements Your weapon ikon is a thrown or melee weapon; Your weapon flies from your hand as if propelled under its own power; Immanence Your weapon gains the thrown 15 feet trait, or increases its thrown distance by 10 feet if it already has the thrown trait.
Skill Feat Continual Recovery - When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.
Free Archetype Order Spell

Level 5
Ancestry Feat Rock Runner
Additional Special Spirit Striking - Your power can’t be contained, escaping in sparks and embers through your weapons as you wreak violence. You deal 2 additional spirit damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and 4 if you’re legendary.
Additional Special Weapon Expertise

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