Full Name |
Sister Dianora |
Race |
HP 203, AC 36, F+27 / R+26 / W +28 |
Classes/Levels |
Human cleric (warpriest) 15 |
Gender |
F |
Size |
Medium (5'4", 115 lbs.) |
Deity |
Achaekek |
Languages |
Common, Skald |
Occupation |
Red Mantis Assassin |
Strength |
3 |
Dexterity |
5 |
Constitution |
4 |
Intelligence |
1 |
Wisdom |
5 |
Charisma |
1 |
About Sister Dianora
[ spoiler=Quick stats]
HP 203/203
AC 36, void resistance 5
Fort +27 (fifth doctrine), Ref +26, Will +28 (resolute faith)
Hero points: 2
Focus Points: 1/1
Spells: Cantrips: daze, detect magic, guidance, message, void warp; 1st: bless [] protection [] sure strike []; 2nd invisibility [] see the unseen [] sure footing []; 3rd cleanse affliction [] heroism [][]; 4th invisibility [] unfettered movement [] vision of death []; 5th heal [][] summon dragon []; 6th heal [][] vision of death []; 7th energy aegis [] execute [] heal []; 8th divine inspiration [] spiritual epidemic []
Divine Font (8th rank): Harm [][][][][][]
Effects:
[/spoiler]
[ ooc] ◈ Stride, ◈ Cast Down, ◈ Cast a Spell: harm, ◈ Strike, ◈◈ Double Slice, ◈ Twin Parry (+1 circumstance bonus to AC) [/ooc]
[dice=Saberflash (+2 greater striking, shifting sawtooth saber stormflash) (agile, finesse, twin)]1d20+26[/dice]
[dice=Slashing]3d6+5[/dice]
[dice=Electricity]1d6[/dice]
[ ooc]Crit? The target is made off-balance by your attack, becoming flat-footed until the start of your next turn. Electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target[/ooc]
[dice=Saberflash, Double Slice]1d20+26[/dice]
[dice=Slashing]3d6+5[/dice]
[dice=Electricity]1d6[/dice]
[ ooc]Crit? The target is made off-balance by your attack, becoming flat-footed until the start of your next turn. Electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target[/ooc]
[dice=Saberflash (+2 greater striking, shifting sawtooth saber stormflash) (agile, finesse, twin)]1d20+26[/dice]
[dice=Slashing]3d6+5[/dice]
[dice=Electricity]1d6[/dice]
[ ooc]Crit? The target is made off-balance by your attack, becoming flat-footed until the start of your next turn. Electricity arcs out to deal an equal amount of electricity damage to up to two other creatures of your choice within 10 feet of the target[/ooc]
[dice=Channel Smite (8th-rank harm), automatic failure, or crit fail on a critical hit]8d10[/dice]
[ ooc]Living creature that critically fails its save is drained 1[/ooc]
[ ooc] When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell rank of your harm spell. [/ooc]
[dice=Harm (8th rank), basic DC 34 Fort, drained 1 on crit fail]8d10[/dice]
[ ooc]Cast down? The target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute.[/ooc]
[ ooc]Living creature that critically fails its save is drained 1[/ooc]
[ ooc] When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell rank of your harm spell. [/ooc]
[ ooc] Replenishment of War: When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn. [/ooc]
Activate Saberflash—Lighting Stab [two-actions] (concentrate, manipulate); Frequency once per day; Effect You cast a 6th-rank lightning bolt (DC 33).
Reactions / Free actions:
[ ooc]React to Dodge Away [reaction] Trigger You are the target of a melee attack. Requirements You’re aware of the attack and aren’t off-guard. Effect You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. If the attack misses you, you can Step after the Strike. If you’re a master in Acrobatics, you can move 10 feet for this Step instead of 5 feet.[/ooc]
[ ooc]React to Twin Riposte [reaction] Trigger: A creature within your reach critically fails to Strike you. Requirements: You are benefiting from Twin Parry. Effect: A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or Disarm action against the triggering opponent.[/ooc]
* Activate—Divert Lighting [reaction] (concentrate); Frequency once per 10 minutes; Trigger An electricity effect targets you or a creature within 10 feet of you, or has you or a creature within 10 feet of you in its area; Effect You try to divert the electricity off course, to be absorbed by storm flash. Choose one eligible creature to protect and roll a melee attack roll against the DC of the electricity effect. If you succeed, the chosen creature takes no electricity damage from the triggering effect.
* Deathless Rune [reaction] envision; Frequency once per day; Trigger You gain the doomed or wounded condition; Effect You reduce the value of the triggering condition by 1.
* Incredible Improvisation [free-action] Frequency once per day; Trigger You attempt a skill check in a skill you’re untrained in. Effect A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.
* Bounce Back [free-action] Frequency once per day; Trigger You lose the dying condition. Effect You recover from near-death experiences with astounding resilience. Don’t increase the value of your wounded condition due to losing the dying condition.
Sister Dianora
Birthplace: Land of the Linnorm Kings
Gender & Pronouns: She / Her
Ancestry: Human (skilled)
Background: martial disciple
Class cleric (warpriest); Level: 15
Medium, Human, Humanoid,
Deity: Achaekek
Languages: Common, Skald, xxx
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SENSES
Perception: [dice=Perception (expert), mask of the mantis]1d20+26[/dice]
Initiative: [dice=Perception (expert), mask of the mantis, incredible initiative]1d20+28[/dice]
Special Senses:
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DEFENSES
Hit Points: 203 (8 class, 4 Con, 1 toughness + ancestry 8)
AC: 36 (4 expert, 15 level, 4 Dex, +3 armor)
Armor +2 greater resilient scarab cuirass (Dex cap +4)
Armor proficiencies expert in light, medium, unarmored
SAVING THROWS
Fortitude: [dice=Fortitude (master), resilient]1d20+ 27 [/dice]
Reflex: [dice=Reflex (expert), resilient]1d20+ 26 [/dice]
Will: [dice=Will (master), resilient, resolute faith]1d20+ 28[/dice]
Notes: When you roll a success at a Will or Fortitude save, you get a critical success instead.
____________________
OFFENSE
Class DC uses spell DC
Speed: 25 ft.
Weapon proficiencies expert in simple, martial, deity’s weapon, unarmed;
Weapon specialization You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.
Critical specialization deity’s favored weapon
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SPELLS
DC: 34 (expert); Spell attacks: +24 (expert)
Anathema: kill a rightful ruler, become fixated on petty matters such as others’ gender or ancestry, abandon an assassination contract you agreed to pursue
Spells Cantrips (8th rank) 5; 1st-7th: 3 each; 8th: 2; divine font: harm 6
Achaekek Cleric Spells 1st: sure strike, 2nd: invisibility, 4th: vision of death
Domains death, might, trickery, zeal
Common spells to consider: revealing light, see the unseen, silence, sound body
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SKILLS
+1 to trained
Acrobatics (M, Dex)
[dice=Acrobatics (master), boots]1d20+ 26 [/dice]
Acrobatics (Assurance): 31
Arcana (U, Int)
[dice=Arcana (untrained)]1d20+ 16 [/dice]
Athletics (E, Str)
[dice=Athletics (expert)]1d20+ 20 [/dice]
Crafting (U, Int)
[dice=Crafting (untrained)]1d20+ 16 [/dice]
Deception (U, Cha)
[dice=Deception (untrained)]1d20+ 16[/dice]
Diplomacy (U, Cha)
[dice=Diplomacy (untrained)]1d20+ 16 [/dice]
Intimidation (U, Cha)
[dice=Intimidation (untrained)]1d20+ 16 [/dice]
Lore (Achaechek) (E, Int)
[dice=Lore (Achaechek) (expert)]1d20+ 20 [/dice]
Medicine (M, Wis)
[dice=Medicine (master)]1d20+ 26[/dice]
Nature (U, Wis)
[dice=Nature (untrained)]1d20+ 20 [/dice]
Occultism (U, Int)
[dice=Occultism (untrained)]1d20+ 16 [/dice]
Performance (U, Cha)
[dice=Performance (untrained)]1d20+16 [/dice]
Religion (M, Wis)
[dice=Religion (master)]1d20+ 26 [/dice]
Society (E, Int)
[dice=Society (trained)]1d20+20[/dice]
Stealth (M, Dex)
[dice=Stealth (master)]1d20+26[/dice]
[dice=Stealth (master), incredible initiative]1d20+28[/dice]
Survival (U, Wis)
[dice=Survival (untrained)]1d20+20[/dice]
Thievery (U, Dex)
[dice=Thievery (untrained)]1d20+20[/dice]
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FEATS:
Ancestry Feats and Abilities
* 1st: 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.
* 5th: Clever Improviser: You’ve learned how to handle situations when you’re out of your depth. You gain the Untrained Improvisation general feat. In addition, you can attempt skill actions that normally require you to be trained, even if you are untrained.
* 9th: Incredible Improvisation [free-action] Frequency once per day; Trigger You attempt a skill check in a skill you’re untrained in. Effect A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.
* 13th: Bounce Back [free-action] Frequency once per day; Trigger You lose the dying condition. Effect You recover from near-death experiences with astounding resilience. Don’t increase the value of your wounded condition due to losing the dying condition.
Class Feats and Abilities
* 2nd: Harming Hands: When you cast harm, you roll d10s instead of d8s.
* 4th: Channel Smite [two-actions] You siphon the energies of life and death through a melee attack and into your foe. Make a melee Strike. On a hit, you cast the 1-action version of the expended spell to damage the target, in addition to the normal damage from your Strike. The target automatically gets a failure on its save (or a critical failure if your Strike was a critical hit). The spell doesn’t have the manipulate trait when cast this way. The spell is expended with no effect if your Strike fails or hits a creature that isn’t damaged by that energy type (such as if you hit a non-undead creature with a heal spell).
* 6th: Cast Down [one-action] (concentrate, spellshape) The sheer force of your faith can bring a foe crashing down. If the next action you use is to cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute.
* 8th (from free archetype): Double Slice [two-actions] You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn’t have the agile trait, it takes a –2 penalty. If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.
* 8th: Graceful Leaper (Acrobat): Mass and muscle are meaningless when you propel yourself through the air; only grace and balance matter. You can roll an Acrobatics check instead of an Athletics check when making a High Jump or Long Jump.
* 10th: Replenishment of War: Striking out against your enemies draws praise and protection from your deity. When you damage a creature with a Strike using your deity’s favored weapon, you gain a number of temporary Hit Points equal to half your level, or equal to your level if the Strike was a critical hit. These temporary Hit Points last until the start of your next turn.
* 12th: Void Siphon: The raw energy of the Void saps the essence of the living. Any living creature that critically fails its save against a harm spell you cast is drained 1.
* 14th: Sap Life: You draw the life force out of your enemies. When you cast a harm spell and damage at least one living creature, you regain Hit Points equal to the spell rank of your harm spell.
Free Archetype Feats
* 2nd: Acrobat Dedication: You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy’s space, you don’t treat the enemy’s space as difficult terrain.
* 4th: Contortionist: You can squeeze out of tight situations by twisting and bending your body into unnatural positions, gaining an advantage against foes that try to pin you down. You gain the Quick Squeeze skill feat, and if you’re a master in Acrobatics, you can Squeeze at full Speed. Whenever you successfully Escape using Acrobatics, the creature you Escaped from is off-guard against the next attack you make against it before the end of your next turn.
* 6th: Dodge Away [reaction] Trigger You are the target of a melee attack. Requirements You’re aware of the attack and aren’t off-guard. Effect You use your acrobatic prowess to evade an attack, using momentum to keep yourself moving if you choose. You gain a +1 circumstance bonus to AC against the triggering attack. If the attack misses you, you can Step after the Strike. If you’re a master in Acrobatics, you can move 10 feet for this Step instead of 5 feet.
* 8th: Dual-Weapon Warrior Dedication: You’re exceptional in your use of two weapons. You gain the Double Slice fighter feat.
* 10th: Twin Parry [one-action] You use your two weapons to parry attacks. You gain a +1 circumstance bonus to AC until the start of your next turn, or a +2 circumstance bonus if either weapon has the parry trait. You lose this circumstance bonus if you no longer meet this feat’s requirement.
* 12th: Twin Riposte [reaction] Trigger: A creature within your reach critically fails to Strike you. Requirements: You are benefiting from Twin Parry. Effect: A clever parry with one weapon leaves your opponent open to an attack with the other weapon. Make a melee Strike or Disarm action against the triggering opponent.
* 14th: Dual Onslaught: When you lash out with both weapons, you leave no room for the target to escape your attack. When you use Double Slice, if you miss with both Strikes, choose one of the two weapons and apply the effects of a hit with that weapon. You can’t choose a weapon if your attack roll with that weapon was a critical failure, meaning you still miss entirely if both attack rolls were critical failures.
*16th: Improved twin riposte?? Flensing Strike?
General Feats
* 1st: Shield Block (doctrine)
* 1st: Toughness (versatile human): Your body 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.
* 3rd: Robust Health: Your physiology responds well to first aid. You gain a circumstance bonus to the number of Hit Points you regain equal to your level from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.
* 5th (bonus): Untrained Improvisation: You’ve learned how to handle situations when you’re out of your depth. Your proficiency bonus to untrained skill checks is equal to your full level at 7th level. This doesn’t allow you to use the skill’s trained actions
* 7th: Incredible Initiative: You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.
* 11th: Assurance (Acrobatics)
* 15th: Ward Medic: You’ve studied in large medical wards, treating several patients at once and tending to all their needs. When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.
Skill Feats
* Background: Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
* 2nd: Pilgrim’s Token: You carry a small token of protection from a site holy to your faith. You gain a wooden religious symbol for your deity for free. As long as this religious symbol is in your possession, when you tie an adversary’s initiative roll, you go first.
* 4th: Continual Recovery: You zealously monitor a patient’s progress to administer treatment faster. 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.
*4th (bonus from Acrobat): Quick Squeeze
* 6th: Assurance (Medicine)
* 8th: Foil Senses: You are adept at foiling creatures’ special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses
* 10th: Swift Sneak: You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
* 12th: Powerful Leap: You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.
* 14th: Combat Climber: Your techniques allow you to fight as you climb. You’re not off guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.
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EQUIPMENT
Magical Gear: saberflash (shifting stormflash), +2 greater striking keen sawtooth saber, greater mask of the mantis, scarab cuirass (+1 deathless resilient leather armor; void resistance 5; 1/day pest form), greater doubling rings, daredevil boots, 6th-rank wand of dominate, +1 striking dagger, greater masquerade scarf
Consumables: potion of quickness (1), invisibility potion (2), potion of flying (2), greater healing potion (2), scroll of bless (3), scroll of sanctuary (4), scroll of locate, scroll of revealing light, scroll of soothing blossoms, scroll of heroism (6th rank), scrolls of heroism (3), scrolls of invisibility (2), scrolls of heal (4th rank) (2), wyrmhide fury cocktail
Gear: expanded healer’s toolkit, infiltrator thieves’ tools, elite disguise kit, high-fashion fine clothing, cold-weather clothing, iron religious symbol of Gorum (as tribute for Achaekek)
Coins: 1,175 gp, 6 sp
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