About Storm AdderStorm Adder Oracle 20
Perception +31; Low-Light Vision Darkvision
Abilities Str +4, Dex +0, Con +3, Int +1, Wis +2, Cha +6 Items +2 Resilient Studded Leather, Adventurer's Pack, Healer's Gloves (Greater), Healer's Tools, Boots of Bounding, Lifting Belt, Healing Potion (Moderate), iron medallion, greater holy prayer beads, bag of holding III, greater ring of cold resistance, greater ring of electricity resistance, scroll of tongues, major staff of illusions, scroll of ethereal jaunt, mask of the banshee, Troubadour's Cap. third eye, necklace of fireballs (IV)[/i] 582 gp + 1400 gp AC 40, Fort +29, Ref +27, Will +33; Resolve, Resist cold 10, electricity 10
Speed 30 feet
Actions and Activities:
◆ Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine. Requirements 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. ◇ Bespell Weapon Frequency once per turn. Requirements Your most recent action was to cast a noncantrip spell. You siphon the residual energy from the last spell you cast into one weapon you're wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just cast.
◇ Conduct Energy (w/Conducting Wish Blade) Requirements Your last action or spell this turn had the acid, cold, electricity, fire, or sonic trait.
◆ or ◆◆ Doctor's Visitation (Flourish) Prerequisites Medic Dedication. You move to provide immediate care to those who need it. Stride, then use one of the following: Battle Medicine or Treat Poison. You can spend a second action to instead Stride and then Administer First Aid or Treat a Condition (if you have it). ◆ Elemental Assault (Arcane, Concentrate, Evocation, Suli) Frequency once per hour. You shroud your arms and held weapons in elemental magic. Choose one element. Until the end of your next turn, your Strikes deal an additional 1d6 damage of the indicated type and have the trait corresponding to the element: electricity for air, bludgeoning for earth, fire for fire, or cold for water. ◆◆ Treat Condition (Healing, Manipulate, Skill) Prerequisites Medic Dedication Requirements You are holding healer's tools, or you are wearing them and have a hand free. You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your Medicine modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a good character gains from carrying an unholy weapon) has no effect as long as the circumstances continue.
Items
◆ Lifting Belt (Invested, Magical, Transmutation) Activate Interact; Effect You lift an object of up to 8 Bulk as though it were weightless. This requires two hands, and if the object is locked or otherwise held in place, you can attempt to Force it Open using Athletics as part of this activation. The object still has its full weight and Bulk for all other purposes-you just ignore that weight. The effect lasts until the end of your next turn. Divine Known Spells DC 45, attack +35
Innate Arcane Spells DC 45, Spell Attack +35: Read omens, Invisibility (H+2) Focus Spells (3 points)
◆Tempest Touch Range touch; Targets 1 creature Saving Throw Fortitude Your touch calls forth a churning mass of icy water that clings to your target, dealing 1d4 bludgeoning damage and 1d4 cold damage. The target must attempt a Fortitude save.
◆◆Debilitating Dichotomy Range 30 feet; Targets 1 creature other than you Save Will You reveal a glimpse of the impossible conflicts between the divine anathema behind your curse, forcing you to reckon with another's conflicts as well. You and the target each take 27d6 mental damage with a basic Will save, and the target is stunned 1 if it critically fails its save. You get a degree of success one better than you rolled for your saving throw.
◆◆ Thunderburst Range 100 feet; Area 30-foot burst; Saving Throw Fortitude
Critical Success The creature is unaffected.
Mystery and Curse:
Mystery Benefit You can see perfectly through wind and water, and you send electric charges through both air and water. You never take penalties to Perception from wind, rain, fog, or other precipitation, or from looking through water or being underwater, and such conditions don't cause anything to be concealed from you. Curse of the Perpetual Storm
Minor Curse An aura of a whirling storm whips up in a 5-foot emanation around you and in your space. The aura puts out small non-magical fires 1 round after they're lit or brought into your aura. Electrical energy builds up within your storm, turning you into a lightning rod; you gain weakness 2 to electricity, and electricity spells or effects that have additional effects for a creature wearing or holding metal treat you as though you were wearing metal. Moderate Curse Your minor curse's aura expands to a 10- foot emanation and carries rain on the winds. The whirling winds impose a –2 circumstance penalty on ranged attack rolls using physical ammunition that target you or originate from you. Your weakness to electricity increases to 5 or half your level, whichever is greater, but torrential rain grants you an equal amount of fire resistance. Major Curse Your minor curse's aura expands to a 15-foot emanation and grows stronger. High winds blowing outward in the aura impede creatures' progress. The aura is difficult terrain for Large and smaller creatures on the ground, and for Huge or smaller flying creatures. You aren't affected by this difficult terrain. The electricity arcing through you becomes dangerous. Any creature that touches you, including with a touch spell or a melee unarmed attack, takes 1d6 electricity damage. Ancestry Feats
Class Feats
General Feats
Skill Feats
Additional Specials Assurance (Medicine), Bite (Gnoll), Major Curse, Mystery (Tempest), Mystery Domain Spell (Air), Oracular Curse, Revelation Spells, Signature Spells, Advanced First Aid, Assurance (Medicine), Continual Recovery, Divine Access (Diomazul), Elemental Embellish, Genie Weapon Familiarity, Genie Weapon Flourish, Impressive Performance, Medic Dedication, Suli, Untrained Improvisation, Ward Medic Macros:
[dice=Perecption]1d20+25[/dice] [dice=Fortitude]1d20+27[/dice] [dice=Reflex]1d20+24[/dice] [dice=Will]1d20+30[/dice] and Resolve [dice=Spell Attack]1d20+29[/dice]
Notes: Divine Access: 1) 1st phantom pain, 2nd slough skin, 4th weapon storm |