Tulrin Endessell

Sundamar's page

40 posts. Organized Play character for GHembree.


Race

HP 38 | AC 21 (23 w/shield) | F +8 R +7 W +8 | Perc +8 | Stealth +7 |

Classes/Levels

speed 30ft | Hero 2/3 | focus 1/1 | Active Conditions: ---

Gender

NN Ancient Elf Magus 4th level |

Homepage URL

Char Sheet PDF

About Sundamar

Sundamar Fafir:

Ethnicity: Elf
Nationality:
Birthplace:
Age: 125
Gender & Pronouns: male, he, him
Height:
Weight:
Physical Appearance:A silver-haired Elf outfitted with eastern-style breastplate armor, shield, and Katan. He gently scratches the chin of a tiny owl sitting on his shield rim, the elf speaking to it, No you can’t pick over their dead bones, they are fellow pathfinders! I’ll get you a mouse after the mission”

ancestry Ancient Elf
Background Martial Disciple
class Magus / Witch; Level: 4
size traits Medium Elf Hunanoid
alignement, True Netural
Associations: Pathfinder Society
Languages: Common, Draconic, Elven, Tien, Sylvan
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ABILITY SCORES

STR 18 (+4), DEX 12 (+1), CON 10 (+0)
INT 16 (+3), WIS 10 (+0), CHA 12 (+1)
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SENSES
Perception: +8 ((wis) + (prof) + (item)) [E]
Special Senses: low Light
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DEFENSES

HIT POINTS: 38

ARMOR CLASS
AC: 21 (10 + 1(dex) + 6(prof) + 4(item))
Shield: +2 Hardness 5 Max HP 10 / BT 5 Current HP 10 (destroyed)

Unarmored: [T], Light: [T], Medium: [T], Heavy: [U]

SAVING THROWS
Fortitude: +8 ((con) + (prof) + (item)) [E]
Reflex: +7 ((dex) + (prof) + (item)) [T]
Will: +8 ((wis) + (prof) + (item)) [E]
Notes: 1/Slashing
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OFFENSE

Class DC: 20 (10 + (key stat STR) + (prof) + (item)) [T]

Speed: 30 Movement Types: land

Melee Strikes
+1 Striking Katana +11 ((str) + (prof) + (item) [T]
damage (2d6+4) S (traits) Deadly d8, Two-handed D10, Versatile P, Magical

Dagger +10 ((str) + (prof) + (item) [T]
damage (1d4+4) [P] (traits) Agile, Fitness, Thrown 10ft, Versatile S

Shield Boss +10 ((str) + (prof) + (item) [T]
damage (1d6+4) S (traits) Attached to Shield

Ranged Strikes
weapon +# ((dex) + (prof) + (item) [T]
damage (dice + (special)) [B/P/S] (traits)

Weapon Proficiencies
Simple: [T], Martial: [T], Other (weapon): [U]
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MAGIC

Magic Traditions
Arcane: +9
Divine: #
Occult: +9
Primal: #

Spell Attack Roll Arcane/Occult: +9 = ((key) + (prof)) [T]
Spell DC Arcane/Occult: 19 = (10 + (key) + (prof)) [T]

Focus Points: 1/1 (maximum)

Arcane Prepared Spells[b] DC 19, attack +9;
..[b]2nd
Shocking Grasp (H+1 3d12+), False Life
..1st True Strike, True Strike
..Cantrips Electric Arc, Gouging Claw, Produce Flame, Prestidigitation, Telekinetic Projectile, Mage Hand, Gale Blast
Occult Prepared Spells DC 19, attack +9;
..1st Soothe;
..Cantrips Shield
Arcane Innate Spells DC 17, attack +7; Cantrips Detect Magic
Primal Innate Spells DC 17, attack +7; Cantrips Acid Splash

Focus Spells (1 points) Shielding Strike As you attack a foe, warding magic transforms your momentum into action and lifts your shield. Make a melee Strike. You can then either Raise your Shield if you're wielding one or cast shield if you have the spell.

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SKILLS

Acrobatics: 7= (dex) + (prof) + (item) - (armor) [T]
Arcana: 8= (int) + (prof) + (item) [T]
Athletics: 10= (str) + (prof) + (item) - (armor) [T]
Crafting: 11= (int) + (prof) + (item) [T]
Deception: 7= (cha) + (prof) + (item) [T]
Diplomacy: 1= (cha) + (prof) + (item) [U]
Intimidation: 1= (cha) + (prof) + (item) [U]
Lore (type): 9= (int) + (prof) + (item) [T]
Medicine: 0 = (wis) + (prof) + (item) [U]
Nature: 0= (wis) + (prof) + (item) [U]
Occultism: 9= (int) + (prof) + (item) [T]
Performance: 1= (cha) + (prof) + (item) [U]
Religion: 0 (wis) + (prof) + (item) [U]
Society: 9= (int) + (prof) + (item) [T]
Stealth: 7= (dex) + (prof) + (item) - (armor) [T]
Survival: 0= (wis) + (prof) + (item) [U]
Thievery: 1= (dex) + (prof) + (item) - (armor) [U]
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FEATS:

Ancestry Feats and Abilities
Special 1st: Elemental Wrath
Heritage 1st: Ancient Elf
1st: Witch Dedication

Skill Feats
Background: Cat Fall
2nd: Arcane Scense

General Feats
3rd: Canny Acumen (perception)

Class Feats and Abilities
Feature 1st:Spellbook
Feature 1st: Low-Light Vision
1st: Cantrip Expansion

Bonus Feats
Shield Block
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EQUIPMENT

Combat Gear: Breastplate, Steel Shield w/sheild Boss, +1 Striking Katana, Dagger
Other Gear: Backpack, Bedroll, Chalk, Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Material Component Pouch, Repair Kit
Magic Items: Wayfinder, Aeon Stone (Pearly White Spindle)

Invested Items:

1. Wayfinder
2. Aeon Stone (pearly White Spindle)

Found items on Elves: alchemist’s tools, formula book, holy water, shovel

Bulk: 6 (Encumbered at: 9 = 5 + (str); Maximum at: 14 = 10 + (str))

Feat Descriptions:

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.

Spellstrike (Magus) Frequency until recharged (see below). You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical. After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell (page 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.

Arcane Cascade (Concentrate, Magus, Stance) Requirements You used your most recent action to Cast a Spell or make a Spellstrike. . You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. . If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn’t deal damage, this stance’s bonus damage depends on the spell’s school. Abjuration or Evocation force; Conjuration or Transmutation same type as your weapon or unarmed attack; Divination, Enchantment, or Illusion mental; Necromancy negative;

Wayfinder (Uncommon, Evocation, Invested, Magical) Activate command; Effect The Wayfinder is targeted by a 1st-level light spell.

Additional Feats Arcane Sense, Basic Witch Spellcasting, Canny Acumen, Cantrip Expansion, Cat Fall, Elemental Wrath, Witch Dedication

Additional Specials Canny Acumen (Perception), Conflux Spells, Hybrid Study (Sparkling Targe), Patron (Fate), Spellbook, Spellstrike Specifics