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No posts. Organized Play character for Mr Tea.


About Sarjon

Sarjon
Oracle 1
NG Medium Automaton Mage Automaton Humanoid
Perception +3; Low-Light Vision & Darkvision Languages Common, Utopian, Celestial Skills Acrobatics +1, Athletics +6, Crafting +4, Deception +7, Intimidation +7, Lore: Gladiatorial +4, Performance +7, Religion +3, Society +4
Str 16 +3, Dex 12 +1, Con 10 +0, Int 12 +1, Wis 10 +0, Cha 18 +4 Items Chain Mail, Backpack, Climbing Kit, Rope
AC 18, Fort +3, Ref +4, Will +5
HP 16
Speed 25 feet Melee Guisarme +6 (Reach, Trip), Damage 1d10+3 (S) Melee Staff +6 (Two-Hand d8), Damage 1d4+3 (B) Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+3 (P) Divine Known Spells DC 17, attack +7 1st Heal, Magic Weapon (2 slots); Cantrips Disrupt Undead, Divine Lance, Guidance, Stabilize, Detect Magic, Shield Arcane Innate Spells DC 17, attack +7 Cantrips Electric Arc

Focus Spells (2 points) Athletic Rush Duration 1 round Your body fills with physical power and skill. You gain a +10- foot status bonus to Speed and a +2 status bonus to Athletics checks. As a part of Casting this Spell, you can use a Stride, Leap, Climb, or Swim action. The spell's bonuses apply during that action. Call to Arms Area 20-foot emanation Duration 1 minute You cry out a call to arms, inspiring your allies to enter the fray. Each ally in the area gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to the spell's level; these temporary Hit Points last for the spell's duration. Heightened (6th) The bonus increases to +3. Heightened (9th) The bonus increases to +4. Additional Feats Arcane Eye, Impressive Performance, Mage Automaton Additional Specials Automaton Core, Automaton Size (Medium), Battle Weapon Group (Polearm), Constructed Body, Mystery (Battle), Mystery Domain Spell (Might), Oracular Curse, Revelation Spells