| Full Name |
Taerine Doumont |
| Race |
HP 128 | AC 28/31 | F+18, R+18, W+15 | Per +14 | |
| Classes/Levels |
Human runesmith 10 |
| Gender |
F |
| Size |
Medium |
| Age |
27 |
| Deity |
Arazni, Nocticula |
| Location |
Corentyn, Cheliax |
| Languages |
Common, , Giant, Ignan, Infernal |
| Strength |
5 |
| Dexterity |
3 |
| Constitution |
3 |
| Intelligence |
5 |
| Wisdom |
0 |
| Charisma |
0 |
About Taerine Doumont
[ spoiler=Quick stats]
HP 128/128, mental resistance 2, resistance 2 to damage from hazardous terrain and environmental hazards
AC 28 (31 with shield raised); can’t be flanked
Fort +18, Ref +18, Will +15
Hero points: 1
Etched runes: xx, xx, Holtrik (shield), Cruonign (asp coil), Ichelsu (permanent tattoo)
Effects:
[/spoiler]
[ ooc] ◇ Diabolic Certitude (Recall Knowledge about devil), ◇ Tracing Trance (quickened to Trace Rune), ◆◆ Trace Rune, ◆ Engraving Strike (Strike; if hit Trace Runes on target), ◆ Fortifying Knock (Raise a Shield, Trace Runes on it), [/ooc]
[dice=+1 striking shock asp coil (reach)]1d20+19[/dice]
[dice=slashing (versatile P), cruonign rune (+3 void)]2d6+6+3 void[/dice] [ ooc]and I gain 3 temp HP for 1 round[/ooc]
Esvadir: +2 persistent bleed, 5d8 slashing to adjacent creature if invoked
REACTIONS
* Rune ward (targeted by a spell)
* Vengeance strike (enemy within reach damages me)
* Trail tattoo (enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically)
* Wave tattoo (enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; or enter an area I can’t breathe)
SAVING THROWS
Fortitude: [dice=Fortitude (expert, forged endurance)]1d20+18 [/dice]
Reflex: [dice=Reflex (expert)]1d20+18 [/dice]
Will: [dice=Will (expert, haughty obstinancy)]1d20+15[/dice]
Notes: If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. When you roll a success on a Fortitude save, you get a critical success instead. Can activate tattoo vs. an enemy, hazard, environment
Mitigation mail: Activate—Salve [two-actions] (concentrate, healing, manipulate, vitality); Frequency once per day; Effect You restore 5d10+10 Hit points.)
Taerine Doumont
Birthplace: Western Isger
Gender & Pronouns: Female; Age: 26
Ancestry: Human (versatile)
Background: Defiant Noble
Class Runesmith; Level: 10
Medium, Human, Humanoid
Deity: Arazni and Nocticula
Languages: Common, Diabolic, Empyrean, Goblin, Gnomish, Fey, Azlanti
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SENSES
Perception: [dice=Perception (expert), see the unseen]1d20+14[/dice]
Special Senses: See the unseen
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DEFENSES
Hit Points: 128 (8 class, 3 Con, 1 Toughness, 8 human)
AC: 28 (5 armor, 1 Dex, 10 level, 2 trained)
Armor mitigation mail (+1 resilient chain)
Shield lesser reinforcing steel shield (Hardness 8, 72 Hit Points, BT 36)
Armor proficiencies trained in light, medium, unarmed
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OFFENSE
Class DC: 29 (expert)
Speed: 30 ft.
Weapon proficiencies expert in simple, martial, unarmed
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SKILLS
Acrobatics (T, Dex)
[dice=Acrobatics (trained)]1d20+ 15 [/dice]
Arcana (T, Int)
[dice=Arcana (trained)]1d20+ 17 [/dice]
Athletics (M, Str)
[dice=Athletics (master)]1d20+ 20 [/dice]
Crafting (E, Int)
[dice=Crafting (expert)]1d20+ 19 [/dice]
Deception (U, Cha)
[dice=Deception (untrained)]1d20+ 0[/dice]
Diplomacy (U, Cha)
[dice=Diplomacy (untrained)]1d20+ 0 [/dice]
Intimidation (T, Cha)
[dice=Intimidation (trained)]1d20+ 12 [/dice]
Lore (Cheliax) (M, Int)
[dice=Lore (Cheliax) (master)]1d20+ 21 [/dice]
Lore (Devil) (M, Int)
[dice=Lore (Devil) (master)]1d20+21 [/dice]
Lore (Hell) (M, Int)
[dice=Lore (Hell) (master)]1d20+21 [/dice]
Lore (Warfare) (T, Int)
[dice=Lore (Warfare) (trained)]1d20+17 [/dice]
Medicine (T, Wis)
[dice=Medicine (trained)]1d20+ 12[/dice]
Nature (T, Wis)
[dice=Nature (trained)]1d20+ 12 [/dice]
Occultism (T, Int)
[dice=Occultism (trained)]1d20+ 15 [/dice]
Performance (U, Cha)
[dice=Performance (untrained)]1d20+0 [/dice]
Religion (T, Wis)
[dice=Religion (trained)]1d20+ 12 [/dice]
Society (E, Int)
[dice=Society (expert)]1d20+19 [/dice]
Stealth (T, Dex)
[dice=Stealth (trained)]1d20+15[/dice]
Survival (T, Wis)
[dice=Survival (trained)]1d20+12[/dice]
Thievery (U, Dex)
[dice=Thievery (untrained)]1d20+0[/dice]
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FEATS:
Ancestry Feats and Abilities
* 1st: Haughty Obstinancy: Your powerful ego makes it harder for others to order you around. If you roll a success on a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead. If a creature rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (so it can’t try to Coerce you again for 1 week).
*5th: Natural Ambition: You gain a 1st-level class feat for your class
* 9th: Multitalented: You gain a 2nd-level multiclass dedication feat.
Class Feats and Abilities
Feature 1st: Trace Rune (concentrate, magical, manipulate) [1 or 2 actions] Your fingers dance, glowing light leaving behind the image of a rune. You apply one rune to an adjacent target matching the rune's Usage entry. You can have any number of runes traced at a time, but each rune remains only until the end of your next turn. If you spend 2 actions to Trace a Rune, you draw the rune in the air, causing it to appear on a target within 30 feet.
Feature 1st: Invoke Rune (invocation, magical) [1 action] You utter the names of up to two of your runes within 30 feet, and each of which blazes with power, applying the effect in its Invocation entry. An invoked rune then fades away, its task completed. Though you can invoke up to two runes with a single Invoke Rune action, creatures that would be affected by multiple copies of the same rune are affected only once, as normal for duplicate effects.
Feature 1st: Shield Block
Feature 1st: Runic Crafter: At 4th level and every 2 levels thereafter, you learn the formula for an armor or weapon property rune of your choice. The rune must be of your level or lower, and can be a common rune or another rune to which you have access.
* 1st: Engraving Strike (flourish) [one-action] You draw a rune onto the surface of your weapon in reverse, the mark branding or bruising itself into your target at the moment of impact. Make a melee Strike with the weapon. On a success, you Trace a Rune onto the target of the Strike
* 2nd: Fortifying Knock (flourish) [one-action] Your shield is a natural canvas for your art. In one motion, you Raise a Shield and Trace a Rune on your shield.
* 3rd (from ancestry): Rune Ward [reaction] Trigger You are targeted by a spell. You quickly sketch a rune in the air to gain a modicum of protection against the triggering magic. You gain a +1 circumstance bonus to your saving throw and AC against the spell.
* 4th: Runic Tattoo: By drawing your favorite rune in your flesh, you know you’ll never be without it. Choose one rune you know, which you apply as a tattoo to your body. The rune is always etched on your body and does not count toward your maximum limit of etched runes. You can invoke this rune like any of your other runes, but once invoked, the rune fades significantly and is drained of power until your next daily preparations. You can magically alter your runic tattoo to change it to another rune you know (or remove it altogether) with 1 day of downtime.
* 6th: Diacritic Fluency [free action] (concentrate) 1/10 minutes; When you intensify your attention, you can modify a rune with great speed. The next time you Trace a Rune this turn, you can also Trace a diacritic Rune on that rune.
* 7th: Runic optimization: You've learned to draw upon the magic of weapon runes to deal greater damage. You deal 2 additional damage with weapons bearing a striking rune. This damage increases to 3 if the weapon bears a greater striking rune and 4 if it bears a major striking rune.
* 8th: Tracing Trance [free action] Your hands flow unbidden, tracing runes as if by purest instinct. You become quickened until the end of your turn and can use the extra action only to Trace a Rune (including to supply 1 action if using the 2-action version of Trace Rune). Focused on the act of creation, you can’t use invocation actions this turn.
* 9th: You're so used to tracing and etching runes in the field that when given the peace and quiet of a proper workshop, it's hard for things to go too astray. When you roll a check to Craft a magic item in downtime and that item is a permanent rune, you get the outcome one degree of success better than the result of your Crafting check.
* 10th: Runic Reprisal (invocation) When you Raise your Shield, you can bury a runic trap into it, which is set off by the clash of an enemy weapon. When you use Fortifying Knock, you can Trace a Rune with a damaging invocation on your shield, even if it normally couldn’t be applied to a shield. The traced rune doesn’t have its normal effect, instead fading into your shield. If you Shield Block with the shield against a melee Strike, you can Invoke the Rune as part of the reaction, causing the rune to detonate outward and apply its invocation effect to the attacking creature.
Free Archetype Feats
* 2nd: Sister of the Golden Erinyes Dedication: You gain the Additional Lore general feat for Devil Lore. You gain access to the asp coil. You have familiarity with the asp coil and scourge, treating them as simple weapons for the purposes of proficiency.
* 4th: Eye For Weakness: When you successfully Recall Knowledge about a creature you can see, you automatically learn if it has a weakness to holy or unholy in addition to any other results. If you critically succeed at the check to Recall Knowledge, that creature is off-guard to you until the end of your turn.
* 6th: Vengeance Strike [reaction] Trigger An enemy damages you and is within your reach. You lash out at the foe who dared to attack you. Make a melee Strike against the triggering enemy. If you hit and deal damage, the enemy is off-guard to you until the end of your next turn.
* 8th: Hellknight Dedication: You've started walking the path toward becoming a true Hellknight, though you're currently considered only an armiger. You've been taught how to terrorize others into compliance, but you also continually study the structure and hierarchy of Hell. You must survive painful tests of your body and mind called reckonings that steady your willpower against all sorts of trauma. You gain resistance to mental damage equal to 1 + your number of archetype class feats from the Hellknight archetype. You become trained in Intimidation. In addition, you gain the Additional Lore general feat for Hell Lore.
* 9th (from ancestry feat): Monk Dedication: You become trained in unarmed attacks and gain the powerful fist class feature.
* 10th: Diabolic Certitude [free action] Trigger Your turn begins, and you can observe a devil. Your Hellknight training drilled details of Hell's denizens deep into your mind. Attempt a check to Recall Knowledge about a devil you're observing. If you critically fail this check, you fail instead. If you succeed at this check, you critically succeed instead.
General Feats
* 1st (heritage): Canny Acumen (Perception) (retrain to a save at 17th)
* 3rd: Toughness: Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.
* 7th: Fleet: Speed increases by 5 feet
Skill Feats
* Background: Student of the Canon/Courtly Graces
* 2nd (class): Magical Crafting
* 2nd: Titan Wrestler: You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
* 4th: Quick Jump
* 6th: Quick Repair: For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.
* 8th: Powerful Leap
* 10th: Additional Lore (Cheliax)
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EQUIPMENT
Magical Gear: +1 striking shock asp coil, +1 striking dagger, mitigation mail*, greater boots of the secret blade*, lesser reinforcing steel shield, wave warding tattoo*, trail warding tattoo*
Gear: adventurer’s pack, sterling artisan’s toolkit (50 gp), expanded healer’s toolkit (50 gp)
Gold 50 gp
Formulas known: fundamental armor runes (armor potency and resilient), fundamental shield rune (reinforcing), and fundamental weapon runes (weapon potency and striking); merciful, shifting, greater preserving, greater invisibility
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RUNES
1st:
* Esvadir, Rune of Whetstones (drawn on a weapon or unarmed attack that deals piercing or slashing damage): This cuspate rune, when placed on a blade, ensures it won't go dull. Strikes with the weapon or unarmed attack deal an extra 2 persistent bleed damage per weapon damage die. Invoke: A blast of cutting energy is released outward from the rune, dealing 1d8 slashing damage to a creature adjacent to the rune-bearer, with a basic Reflex save. Level (+2) The damage of the invocation increases by 1d8.
* Holtrik, Rune of Dwarven Ramparts (drawn on a shield): Similarity in the Dwarven words for “wall” and “shield” ensure that this angular rune, once used to shore up tunnels, can apply equally well in the heat of battle. A creature that has the shield raised gains a +1 status bonus to AC. Invoke: You call the shield to its rightful place. You Raise the Shield bearing the rune, as if the rune-bearer had used Raise a Shield, and the shield's status bonus to AC lasts until the beginning of the creature's next turn.
* Ranshu, Rune of Thunder (Electricity, Primal, drawn on a creature or object) This vertical rune is often carved on tall towers to draw lightning and shield the buildings below it. If the rune-bearer doesn't take a move action at least once on its turn, a small bolt of static finds it, dealing 3 electricity damage. Invoke: The preliminary streaks of lightning braid together into a powerful bolt. The rune-bearer takes 1d8 electricity damage with a basic Fortitude save. Level (+2) The damage from the bolt of static increases by 1, and the damage of the invocation increases by 1d8.
* Thullax, Rune of Corrosion (acid, arcane, drawn on a creature or object) The swooping lines of this rune seem to melt into each other as if their edges were hazy and indistinct, though the meaning is clear to you. The rune-bearer's resistance to each physical damage type is reduced by 1 (if it has any such resistances). Its immunities are unaffected. Invoke: The bearer takes 1d6 acid damage with a basic Fortitude save; on a critical failure, it takes 1 persistent acid damage. Level (+2) The reduction in physical resistance increases by 1, the damage of the invocation increases by 1d6, and the persistent damage increases by 1.
5th:
* En-, Diacritic Rune of Expansion (Diacritic, Magical, drawn on a rune that deals damage) This diacritic surrounds a rune with outward-facing arrows to magnify and direct power outward. When the base rune is invoked, the rune-bearer is affected by it as usual, and each other creature in a 15-foot emanation around the rune-bearer also takes the damage and other effects from the base rune (and can attempt a saving throw if possible). An individual creature can be affected by the rune only once, even if the rune could normally affect more creatures than just the rune-bearer.
* Sun-, Diacritic Rune of Preservation (Diacritic, Magical, drawn on a rune) This spiraling diacritic channels the magic of a rune outwards, then back to the same location, allowing a rune to reconstitute itself. After the base rune is invoked, the base rune automatically traces itself back upon the same target. You can have only one copy of sun-, diacritic rune of preservation applied at a given time, and once you invoke it, you can't Etch or Trace the Rune again for 10 minutes.
9th:
* Cruonign, Rune of Leeching (Death, Magical, Void, drawn on a slashing or piercing weapon) The jagged shape of this rune resembles a vampire's fangs. Strikes with the rune-bearing weapon deal an additional 3 void damage. Whenever a living creature is damaged by one of these Strikes, the rune-bearer gains temporary Hit Points equal to the void damage the target took (after applying resistances and the like). These temporary Hit Points last 1 round. Invoke: The rune lashes out in a 30-foot cone from the wielder of the weapon, dealing 4d10 void damage to each creature in the area, with a basic Fortitude save. If any creatures take damage, the wielder regains 12 Hit Points. Level (+2) The additional void damage increases by 1, the damage of the invocation increases by 1d10, and the healing increases by 3.
* Ichelsu, Rune of Observation (Occult, drawn on a creature) A ring of dotted circles, this rune allows a creature marked with it to see all. The target is affected by see the unseen and gains all-around vision, which prevents it from being flanked. Invoke: The eyes of the rune fly outwards, attaching to all creatures in a 20-foot emanation. A creature with an eye attached to it that would be invisible is concealed instead, and one that would be concealed for any other reason is not concealed. This effect lasts for 2 rounds.
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CAMPAIGN NOTES