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Spivey aka GM KoKyu's page

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About Spivey aka GM KoKyu

Version 2e:

Cleric 7 | Chaotic Good | Tiny Sprite | Aasimar (Lyrakien) Humanoid | Low-Light Vision Darkvision | Fly Speed 25 Feet | Class DC 25

Perception: +16
Saves:... Fort +13 | Ref +14 | Will +17 ... Str 10 +0 | Dex 19 +4 | Con 12 +1 | Int 12 +1 | Wis 20 +5 | Cha 19 +4 ...

AC: 24 ... +1 Resilient Explorer's Clothes (3gp + 160gp Potency + 340gp Resilient)... HP 69/69
Shield Block *R-> 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.
Skills: ... Acrobatics +18 ... Athletics +13 ... Deception +13 ... Diplomacy: +15 ... Lore: Patron Deity +10 ... Medicine +17 ... Religion +14 ... Society +1 ... Stealth +15

Melee: +16 ... +1 Striking Starknife ... (Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S, Magical) Damage: 2d4 P (2gp + 35gp Potency Rune + 65gp Striking)
Melee: +16 ... +1 Striking Starknife ... (Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S, Magical) Damage: 2d4 P (2gp + 35gp Potency Rune + 65gp Striking)

... Battle Medicine: > You 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.
... Dodge Away: *R Trigger - You are the target of a melee attack + You're aware of the attack and aren't flat-footed.
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 on this Step instead of 5 feet.

... Reach Spell: > You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Divine Font Spells: ... DC 24 | Attack +13
4th: 4d10 Heal >->>> Heal >->>> Heal >->>> Heal >->>> Heal >->>> Heal >->>>

Divine Prepared Spells: ... DC 24 | Attack +14
4th: Freedom of Movement, Soothing Spring
3rd: Remove Disease, Searing Light, Whirling Scarves
2nd: Restoration, Reaper's Lantern, Endure Elements
1st: Sanctuary, Bless, Magic Weapon
Cantrips: Daze, Divine Lance, Shield, Haunting Hymn, Stabilize

Divine Innate Spells: ... DC 23 | Attack +13
Cantrips: Guidance

Additional Feats: Aasimar, Celestial Resistance, Acrobatic Dedication, Aerobatics Mastery, Cat Fall, Continual Recovery, Contortionist, Dodge Away, Fleet, Healing Hands, Inoculation, Magic Hands, Musetouched, Quick Squeeze, Anathema, Deity, Divine Font (Healing Font), Divine Spellcasting, Doctrine (Warpriest), Magical Strikes, Second Doctrine

Items: Healer's Tools (5gp)
... Healer's Gloves >: +1 item bonus to Medicine checks. Frequency once per day; You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can't harm undead with this healing. ... 80gp
... Bracelets of Dashing >: This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks. Once per day gain a +10-foot status bonus to Speed for 1 minute. ... 58gp
Wealth: 846gp

Version 1e:

Female lyrakien cleric of Desna 3 (Pathfinder RPG Bestiary 2 38) | CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +9; Perception +14
Senses: Darkvision (60 feet) (black and white only)., low-light vision, detect evil, detect magic
Movement: Speed 40 ft., fly 80 ft. (perfect)
Space 2½ ft.; Reach 0 ft.

Defense:
AC 20 , touch 17, flat-footed 15 (+3 armor, +5 Dex, +2 size)
HP 60 (6 HD; 3d8+3d10+15) ... DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10 | Fort +6, Ref +9, Will +11

Offense:
Base Atk +5 | CMB +8; CMD 17
Melee: +1 returning starknife +13 (1d2/×3) or
+1 returning starknife +13 (1d2/×3) or slam +12 (1d2-1)

... Special Attacks:
Channel Positive Energy: (8/day, 2d6 | DC 16) (Su) Positive energy heals the living and harms the undead
Starlight Blast:(1/1d4 rounds, DC 13) (Su) 5-ft burst deals 1d4 holy damage + 1 for each step away from CG (Ref neg.)
As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.
Liberty’s Blessing (Sp): Touch a willing creature as a standard action, granting it a swift action to make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter. You can use this ability for a number of times equal to 3 + your Wisdom modifier.
Traveler's Friend (1/day) (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance—doing so removes the effects of exhaustion and fatigue from the listener. Listening to lyraken's performance removes the effects of exhaustion and fatigue.
Agile Feet: (8/day) (Su) Ignore difficult terrain for 1 round.

Cleric Domain:
Freedom: Granted Powers: Liberty's Blessing ... Replacement Domain Spells: 1st—sanctuary, 5th—plane shift.
Travel: Granted Powers: Increase your base speed by 10 feet.

Spell-Like Abilities: (CL 3rd; concentration +8)
Constant: detect evil, detect magic, freedom of movement
At will: dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day: cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week: commune (6 questions, CL 12th)

Cleric Spells Prepared: (CL 3rd; concentration +8)
2nd Selected: 2+1
communal ant haul[UC], communal endure elements[UC], remove paralysis[D],
Other Options: blessing of courage and life[APG] (DC 17), blinding ray[ARG] (DC 17), burst of radiance (DC 17), consecrate, cure moderate wounds, delay poison, make whole, lesser restoration, weapon of awe[APG] (DC 17), zone of truth (DC 17)

1st Selected: 4+1
divine favor, firebelly (DC 16),shield of faith, Bless, remove fear[D],
Other Options: air bubble[UC], bane (DC 16), blend with surroundings, bless water (DC 16), burning disarm (DC 16), cause fear (DC 16), command (DC 16), cure light wounds, deathwatch, diagnose disease[UM], dream feast (2), endure elements, entropic shield, forbid action[UM] (DC 16), ice armor, ironbeard[ARG], magic weapon, peace bond, sanctuary (DC 16)

0 (at will)Selected: 4
detect poison, guidance, purify food and drink (DC 15), read magic,
Other Options: create water, resistance, spark[APG] (DC 15), stabilize

Statistics:
Str 9, Dex 20, Con 15, Int 12, Wis 20, Cha 20

Feats: Agile Maneuvers, Improved Initiative, Scribe Scroll, Two-weapon Fighting, Weapon Finesse
Skills: Acrobatics +13 (+17 to jump), Bluff +11, Diplomacy +11, Fly +26, Heal +13, Knowledge (Religion) +9, Perception +14, Perform (Double Recorder) +11, Spellcraft +10, Stealth +22
Languages: Truespeech (Celestrial, Draconic, Infernal) Reading/Writing

Gear: +1 darkleaf cloth lamellar (leather) armor[UC], +1 returning starknife, +1 returning starknife
Scrolls: Cure Moderate Wounds x2, Lessor Restoration x3, Remove Disease