Cleric of Hastur

Sazen's page

338 posts. Alias of Zanbabe.


Full Name

Sazen

Race

Versatile Human Duskwalker (Background: Field Medic / Archetype: Animal Trainer)

Classes/Levels

Oracle 3 | HP 32/35 | AC 19 | Fort +6 / Ref +8 / Will +7 | Spell DC 18 (attack +8) | Perception +5 | Spells 1L 2/3 2L 1/2 / Focus Points 2/2

Gender

Map | Female | Neutral Good |

Size

Medium

Special Abilities

Key Ability: Charisma

Alignment

Neutral Good

Deity

Pharasma

Languages

Common, Elven, Draconic

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

About Sazen

Oracle 3 | HP 35/35 | AC 19 | Fort +6 / Ref +8 / Will +7 | Spell DC 18 (attack +8) | Perception +5 | Spells 1L 2/3 2L 1/2 / Focus Points 2/2

Basics:

==== Basics ====

Ancestry: Human (8 HP)
Heritage: Versatile (Free general feat)
Background: Field Medic
Class: Oracle
(HP: 8 +Con mod, Skills: Religion, Mystery skills, and 3 +Int mod)

Str 12 +1 [Boosts: Free]
Dex 16 +3 [Boosts: Ancestry, Background, Free]
Con 12 +1 [Boosts: Background]
Int 12 +1 [Boosts: Free]
Wis 10 --
Cha 16 +3 [Boosts: Ancestry, Class, Free]

Speed 25 feet

Proficiencies:
Untrained +0
Trained level+2
Expert level+4
Master level+6
Legendary level+8

**proficiency bonus equals your level plus 2, 4, 6, or 8, respectively
=== Saves ===
Fort: Trained
Reflex: Trained
Will: Expert

=== Resistances ===

Weapons/Armor:

=== Weapons ===
Trained in simple weapons, Erastil's favored weapon (longbow), and unarmed attacks.
(-5 for a second attack, -10 for a third)

Melee
1d20+Str mod (+level +proficiency if trained or higher)

Fist
Attack: 1d20+8 (Dex bonus 3, level 3, trained 2)
Damage: 1d4 B

Weapon traits:
agile (only -4 if second attack in one round, -8 if third)
finesse (can use dex instead of strength for attack roll)
nonlethal (or -2 circumstance penalty)
unarmed

Morningstar
Attack: 1d20+6 (Str bonus 1, level 3, trained 2)
Damage: 1d6+1 B (Versatile P)

Weapon traits:
Versatile (can do two kinds of damage... have to choose one)
Duskwalker: Weapon and unarmed attack Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.

Ranged Ghost Touch Longbow +8 (Deadly d10, Volley 30 ft., Magical, Transmutation), Damage 1d8 (P)

Longbow

Attack: 1d20+8 (Dex bonus 3, level 3, trained 2)
Damage: 1d8 P

Weapon traits:
Deadly d10 (on a crit double damage plus a d10)
Volley 30 ft. (-2 on attacks within this range)
Duskwalker: Weapon and unarmed attack Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.

=== Armor ===
19 [10 +3 Dex +1 Leather +3 level +2 trained in light armor]

Leather Armor (+1, dex cap +4)

Feats:

Ancestral Paragon [Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.]
Armor Proficiency [Trained in light armor.]
Battle Medicine [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.]
Cantrip Expansion [add 2 more cantrips]
Duskwalker [Your connection to the Boneyard ensures that your blows strike true against spectral beings. Your weapon and unarmed attack Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.]
Natural Skill [Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.]
Skill Training [become trained in one skill]

Class:

KEY ABILITY
Charisma

HIT POINTS
8 plus your Constitution modifier

PERCEPTION
Trained in Perception

SAVING THROWS
Trained in Fortitude
Trained in Reflex
Expert in Will

SKILLS
Trained in Religion
Trained in one or more skills determined by your mystery
Trained in a number of additional skills equal to 3 plus your Intelligence modifier

ATTACKS
Trained in simple weapons
Trained in unarmed attacks

DEFENSES
Trained in light armor
Trained in unarmored defense

SPELLS
Trained in divine spell attack rolls
Trained in divine spell DCs

Skills:

=== Skills ===
Additional Trained Skills 2 +1 (int) = 3

Acrobatics +8 |+3 Dex +3 level +2 trained
Arcana +6 |+1 Int +3 level +2 trained
Athletics +6 |+1 Str +3 level +2 trained
Crafting +1 |+1 Int
Deception +8 |+3 Cha +3 level +2 trained
Diplomacy +8 |+3 Cha +3 level +2 trained
Intimidation +3 |+3 Cha
Lore: Warfare +6 |+6 Int
Medicine +5 |+0 Wis +3 level +2 trained
Nature +5 |+0 Wis +3 level +2 trained
Occultism +6 |+1 Int +3 level +2 trained
Performance +3 |+3 Cha
Religion +5 |+0 Wis +3 level +2 trained
Society +1 |+1 Int
Stealth +8 |+3 Dex +3 level +2 trained
Survival +0 |+0 Wis
Thievery +8 |+3 Dex +3 level +2 trained

Spells:

Spell Attack Roll +9 = +4 (wis) + 3 (level) +2 (trained)
Spell DC +19 = 10 +4 (wis) + 3 (level) +2 (trained)

=== Focus Spells ===
Focus Pool: 2 (10 minutes to refresh)

Athletic Rush [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 [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 to Level 2)]

=== Cantrips ===
Spells known: 7 (includes cantrip expansion feat)

Detect Magic (free from ring of minor arcana)
Electric Arc
Gale Blast
Gouging Claw
Light
Mage Hand (free from ring of minor arcana)
Message
Prestidigitation (free from ring of minor arcana)
Shield
Spout
Stabilize

=== First Level ===
Spells slots: 3

Heal (Signature Spell)
Invisible Item
Mending

=== Second Level ===
Spell slots: 2

Comprehend Languages
Heal (Heightened to level 2)
See Invisibility

=== Third Level ===
=== Fourth Level ===
=== Fifth Level ===

Equipment:

Adventurer's Pack [7 silver]
Bandolier (2) [2 silver]
Explorer's Outfit [1 silver]
Healer's Tools [5 gold] (group-owned item)
Leather Armor [2 gold]
Longbow [6 gold]
Morningstar [1 gold]
Quiver of Arrows (60) [6 silver]
Religious Symbol (Silver) [2 gold]
Tent (pup) [8 silver]
Vials (4) [2 silver]
Waterskin (2) [1 silver]
Writing Set [1 gold]
Ring of Minor Arcana [worth 160 gold, reward from Bort's collection]
[This rose-gold ring is adorned in the center by a somewhat ominous-looking horned skull. This ring gives you the power to cast the following innate arcane cantrips any number of times each day: detect magic, mage hand, and prestidigitation. Each is cast as a 1st-level spell. If you are an arcane spellcaster, these can instead be heightened to the level of your cantrips.]

Key from big orc

Leather, Healer's Tools, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin (2), Soap, Clothing (Explorer's), Arrows (60), Ring of Minor Arcana, Writing Set, Tent (Pup), Religious Symbol (Silver)

Cash on hand = 21.4 gold

Loot:

Stuff from dirty hoarder room:
37 sp, 52 cp, and a lot of damaged or shoddy common items (such as ropes, whetstones, backpacks, and candles). She discovers a small cache located under a rock beneath a bedroll. This cache contains an invisibility potion and a silver key (worth 1 gp).

Stuff from V's hideout:
robes and work aprons
Hallod’s letters confirming the delivery of various shipments of alchemical reagents.
Another piece of parchment contains a timeline of dates and notable occurrences; near the bottom, it shows the date that Bort’s caravan arrived in town with the note “Tied up loose end: merchant.” There are two entries beneath that line: one is dated yesterday, and reads, “The last reaction is in place.”
The final entry does not have a date listed— that spot is blank—but it reads, “Mother avenged.” Rewards: While the clothes in the dresser are of good make, they are not particularly valuable. One of the drawers contains a mistform elixir and two lesser elixirs of life.

53 gp, 86 sp, 416 cp
four moderate alchemist’s fire
two lesser tanglefoot bags
moderate fire energy mutagen.

Final battle:
Loot
Alchemical crossbow
Belt pouch (2 pp, 38 gp, 4 sp)
Bracers of missile deflection
daggers (2)
key
leather armor
lesser potion of fire resistance
lesser juggernaut mutagen
lesser stone body mutagen
+1 striking dagger
moderate acid energy mutagen

Background:

Sazen used to be a missionary and healer, trained as a Cleric, but gave that all up after running into a mad alchemist and having to fight for her life and save a town. Now she understands her nature as a duskwalker more clearly, and instead of encouraging the living to live right has converted to being an oracle, specializing in fighting the undead. She now serves Pharasma rather than Erastil.