Valeros

Sejon's page

38 posts. Organized Play character for ottotoon.


Full Name

Sejon

Race

CG Male Human Champion 1| AC: 18 (20 shield) |HP: 8/20| P +3 F +7 R +4 W +5

Deity

Hei Feng

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

About Sejon

Champion of Hei Feng 1
CG Male Human (versatile)

Perception +3; Languages Common
Skills Acrobatics +1, Athletics +7,(t) Deception +5(t), Diplomacy +5(t), Lore: Games +3(t), Performance +5(t), Religion +3(t)

Str +4, Dex +1, Con +2, Int +0, Wis +0, Cha +2
Speed 25 feet
Items Chain Mail, Musical Instrument (Handheld), Adventurer's Pack, Sling Bullets (10), Wooden Shield (Hardness 3, HP 12, BT 6), Cold Weather Clothing, Grappling Hook, Climbing Kit
4 gp 98sp 9 cp

AC 18 (+20 with shield raised), Fort +7, Ref +4, Will +5 HP 20 Shield Block

Melee Nine-Ring Sword +7 (Uncommon, Disarm), Damage 1d8+4 (S)
Melee Club +7 (Thrown 10 ft.), Damage 1d6+4 (B)
Ranged Javelin +4 (Thrown), Damage 1d6+4 (P)
Ranged Sling +4 (Propulsive), Damage 1d6+2 (B)

Liberating Step:
Trigger An enemy damages, Grabs, or Grapples your ally, and both are within 15 feet of you. You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. If they can move, the ally can Step as a free action, even if they didn’t need to escape.

Focus Spells (1 points)

Charged Javelin:
Range 60 feet Target(s) 1 or more creatures You fire a javelin of electricity that leaves a charged field around its target. Make a spell attack roll. The javelin deals 1d6 electricity damage and 1 persistent electricity damage. Critical Success The javelin deals double damage, both initial and persistent. Success The javelin deals full damage. As long as the target is taking persistent damage from this spell, creatures gain a +1 status bonus to attack rolls with metal weapons or electricity effects against the target, and the target takes a –1 status penalty to saves against electricity effects. Heightened (+1) The initial damage increases by 1d6, and the persistent damage increases by 1.

Lay on Hands:
Range touch;Targets 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a -2 status penalty to AC for 1 round. Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.

Additional Feats Deity's Domain, Group Impression, Haughty Obstinacy, Lie to Me

Additional Specials Champion's Code (Tenets of Good), Deific Weapon, Deity and Cause (Liberator Cause), Deity's Domain (Lightning), Devotion Spells