Bloodcove Pirate

Sola the former Aspis's page

105 posts. Organized Play character for MadScientistWorking.


Full Name

Sola

Race

AC 19/21 with shield Fort +8, Ref +8, Will +11 HP 35/35 Perception +11 Low light

Gender

Female

Alignment

CG

About Sola the former Aspis

Sola Druid 3
N
Medium
Human
Ifrit
Humanoid
Perception +11; Low-Light Vision
Languages None selected
Skills Acrobatics +8, Athletics +1, Lore: Underworld +5, Medicine +9, Nature +9, Stealth +10, Thievery +8
Str +1, Dex +3, Con +1, Int +0, Wis +4, Cha +0
Items Padded Armor, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Healer's Tools, Thieves' Tools, Thieves' Tools (Replacement Picks), Climbing Kit, Crowbar, Wooden Shield (Hardness 3, HP 12, BT 6)AC 18 (+20 with shield raised), Fort +5, Ref +7, Will +10
HP 35; Resistances fire 1
Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.Speed 25 feet
Melee +1 Dagger +9 (Agile, Finesse, Thrown 10 ft., Versatile S, Magical), Damage 1d4+1 (P)
Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine RequirementsYou are holding or wearing healer's tools. 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.
Primal Prepared Spells DC 19, attack +9 2nd Scorching Ray Heal 1st Heal, Heal, Shattering Gem; Cantrips Produce Flame, Ray of Frost, Gouging Claw, Electric Arc, Healing Plaster
Focus Spells (2 points) Wildfire Range 30 feet; Area 10-foot burst Saving Throw Reflex; Duration sustained up to 1 minute A thin layer of ash and flame covers the ground in the area. The area becomes hazardous terrain. A creature that moves on the ground through the area takes 1 fire damage for every square of that area it moves into. A creature that ends its turn in the area must succeed at a Reflex save or take 1 persistent fire damage. Each time you sustain this spell, the radius of the burst increases by 5 feet. Heightened (+2) Increase the damage and persistent damage by 1.
Cloak of Shadow Range touch; Targets 1 willing creature Duration 1 minute You drape the target in a mantle of swirling shadows that make it harder to see. The cloak reduces bright light within a 20-foot emanation to dim light. This is a form of magical darkness and can therefore overcome non-magical light or attempt to counteract magical light as described on page 458. The target can use concealed condition gained from the shadows to Hide, though observant creatures can still follow the moving aura of shadow, making it difficult for the target to become completely undetected. The target can use an Interact action to remove the cloak and leave it behind as a decoy, where it remains, reducing light for the rest of the spell's duration. If anyone picks up the cloak after it's been removed by the original target, the cloak evaporates and the spell ends.
Additional Feats Ember's Eyes (Low-Light Vision), Experienced Smuggler, Fire Lung, Ifrit, Shadowcaster Dedication
Additional Specials Anathema, Druidic Language, Druidic Order (Flame Order), Wild Empathy