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Takarias Higharrow's page

105 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Takarias Higharrow

Race

HP 136 | AC 33 or 34 | F+19, R+21, W+20 | Per +20

Classes/Levels

Commander 13

Gender

male elf

Deity

Lorris

Location

Kyonin

Languages

Boggard, Common, Elven, Aklo, Chthonian, Fey, Necril

Strength 2
Dexterity 4
Constitution 2
Intelligence 5
Wisdom 1
Charisma 1

About Takarias Higharrow

[ spoiler=Quick stats]
HP 136/136, piercing resistance 2
AC 33 (34 with buckler raised)
Fort +19, Ref +21, Will +20; +2 vs. disease and poisons; +1 vs. inhaled threats
Hero points: 2
Prepared tactics: Strike Hard!, Shields Up, Buckle-Cut, Stupefying Raid
Effects:
[/spoiler]

[ ooc]Defiant Banner/Quickening Banner, Fortunate Blow, TACTIC[/ooc]
RECONFIGURE ARMOR?
[dice=+2 greater striking astral vitalizing composite shortbow]1d20+25[/dice]
[dice=Piercing (ghost touch)]3d6+4[/dice]
[dice=Spirit (+1 spirit damage is holy)]1d6+1[/dice]
[ ooc]+1d6 extra persistent vitality damage to undead; plus enfeebled 1 until the end of my next turn on a crit [/ooc]
[dice=Or crit? (holy spirit damage)]2d4[/dice]
[dice=Deadly?]1d10[/dice]
Crit? Shame the Sin?
[ ooc]Fortunate Blow: You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.[/ooc]
[ ooc]Crit? If the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can’t move from its space until it succeeds. The creature doesn’t become stuck if it is incorporeal, is liquid, or could otherwise escape without effort (such as by being large enough that the missile would not be an impediment.)[/ooc]
[ ooc] When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a DC 30 Will save to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute. Success The creature regains the full number of Hit Points that would be healed. Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it. Critical Failure The creature doesn’t regain any Hit Points.[/ooc]

If used to attack a creature that's possessing another creature, this weapon deals no damage to the possessed creature. On a critical hit against a creature possessing another creature, the possessing creature must succeed at a DC 26 Will save or be expelled and unable to possess a creature for 1d4 rounds.

Transcendence—Arrow Splits Arrow [one-action] (transcendence) Requirements Your previous action was to Strike with the unfailing bow; Effect You repeat your motions exactly, your attack landing in the same location as your previous shot. You make a Strike against the same target. The result of your d20 roll is the same as the result of the required shot, though any penalties (such as your multiple attack penalty) apply normally to this shot and you don’t automatically adjust the degree of success if the initial roll was a natural 1 or 20.

Through the Needle’s Eye [two-actions] Transcendence—Blinding of the Needle [two-actions] (transcendence) You aim your weapon in a superficial cut above your opponent’s eye. Make a Strike with the imbued ikon. If that Strike is successful, the target must succeed at a Fortitude save against your class DC or become blinded for 1 round or until it uses an Interact action to clear the blood from its vision.

[ ooc] Defiant Banner [one-action] (Brandish, Flourish, Manipulate, Visual) You and all allies affected by your commander’s banner when you use this action gain resistance 12 to bludgeoning, piercing, and slashing damage (equal to your Intelligence modifier + half your level.)[/ooc]

[ ooc]Quickening Banner [one-action, 1/10 minutes] (Brandish, Visual) The sight of your banner urges your allies to strike now. Each ally within the aura of your commander’s banner is quickened for 1 round and can use this extra action to Strike or Stride. [/ooc]

[dice=+1 striking elven curve blade (finesse, forceful)]1d20+24[/dice]
[dice=Slashing]2d8+5[/dice]
[dice=+1 striking elven curve blade (finesse, forceful), iterative]1d20+24-5[/dice]
[dice= Slashing]2d8+7[/dice]

Reactions
[ ooc]React to Opportunistic Accusation; Trigger A demon you’re aware of within 30 feet of you suffers from its sin vulnerability or critical fails at a saving throw against a mental effect You make a quick cutting remark against the demon that takes advantage of the fiend’s momentary disadvantage. The demon must attempt a Will save against your class DC.
Critical Success The demon is unaffected and likely to focus its attention on you in combat from this point forward.
Success The demon takes 2d6 mental damage.
Failure The demon takes 4d6 mental damage and is off-guard until the start of its next turn.
Critical Failure As failure, but the off-guard condition lasts until the end of the next round. The demon also takes 2d6 persistent mental damage.[/ooc]

Takarias Higharrow
Birthplace: El, Sovyrian, Castrovel
Gender & Pronouns: Male, he/him
Ancestry: Elf (beastkin-wasp)
Background: Story Collector
Class Commander; Level: 13
Medium, Elf, Humanoid,
Deity: Lorris
Languages: Boggard, Common, Elven, Aklo, Chthonian, Fey, Necril

2 Str 1a 1f
4 Dex 1a 1b 1f 5f
2 Con -1a 1f 5f 10f
5 Int 1a 1b 1c 1f 5f 10f
1 Wis 5f
1 Cha 10f
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SENSES
Perception: [dice=Perception (master)]1d20+20[/dice]
Special Senses:
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DEFENSES

Hit Points: 136/136 (8 class, 2 Con, 6 ancestry)
AC: 33 (+4 armor, +2 Dex, 4 expert, 13 level)
Armor +1 malleable scale mail (+4 AC, +2 Dex cap, -2 check penalty, +2 Str, 2 Bulk, Composite)
Armor proficiencies expert in all armors, armor specialization

SAVING THROWS
Fortitude: [dice=Fortitude (expert)]1d20+ 19 [/dice]
Reflex: [dice=Reflex (expert)]1d20+ 21 [/dice]
Will: [dice=Will (master), commanding will]1d20+ 20[/dice]
Notes: +2 vs. disease and poisons; +1 vs. inhaled threats; +1 status vs. fear; success on Will saves, saves. vs. inhaled threats become crit successes
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OFFENSE
Class DC: 30 (expert)

Speed: 30 ft.

Weapon proficiencies master in simple, martial, unarmed; get critical specialization; weapon specialization (+3 dmg at master; +4 at legendary)

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SKILLS

Acrobatics (T, Dex)
[dice=Acrobatics (trained)]1d20+ 21 [/dice]
Includes +2 item bonus, greater arboreal boots

Arcana (T, Int)
[dice=Arcana (trained)]1d20+ 20 [/dice]

Athletics (E, Str)
[dice=Athletics (expert)]1d20+ 19 [/dice]

Crafting (U, Int)
[dice=Crafting (untrained)]1d20+ 5 [/dice]

Deception (U, Cha)
[dice=Deception (untrained)]1d20+ 1[/dice]

Diplomacy (T, Cha)
[dice=Diplomacy (trained)]1d20+ 16 [/dice]

Intimidation (U, Cha)
[dice=Intimidation (untrained)]1d20+ 1 [/dice]

Lore (demon) (T, Int)
[dice=Lore (demon) (trained)]1d20+ 20 [/dice]

Lore (warfare) (M, Int)
[dice=Lore (warfare) (master)]1d20+ 24 [/dice]

Medicine (E, Wis Int)
[dice=Medicine (expert)]1d20+ 22[/dice]

Nature (U, Wis)
[dice=Nature (untrained)]1d20+ 1 [/dice]

Occultism (T, Int)
[dice=Occultism (trained)]1d20+ 20 [/dice]

Performance (U, Cha)
[dice=Performance (untrained)]1d20+1 [/dice]

Religion (T, Wis)
[dice=Religion (untrained)]1d20+ 16 [/dice]

Society (M, Int)
[dice=Society (master)]1d20+24 [/dice]

Stealth (T, Dex)
[dice=Stealth (trained)]1d20+19[/dice]

Survival (U, Wis)
[dice=Survival (untrained)]1d20+1[/dice]

Thievery (M, Dex)
[dice=Thievery (master), infiltrator’s toolkit]1d20+23+1[/dice]
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FEATS:

Ancestry Feats and Abilities
* Heritage: The blood of a beast flows through your veins, granting you the ferocity and might of animals. Only creatures with the humanoid trait can take the beastkin versatile heritage (wasp). You gain the Change Shape ability. A beastkin's hybrid form is their natural shape. You can choose from beastkin feats and feats from your ancestry whenever you gain an ancestry feat.
* 1st: Animal Senses: You gain darkvision.
* 5th: Animalistic Resistance: Your animalistic connections help you resist natural afflictions. You gain a +2 circumstance bonus to saves to resist diseases and poisons.
* 9th: Shame the Sin [one-action] Frequency once per hour; Trigger You critically hit a demon with a Strike; Your conviction against the sins that all demons grow from is so strong that you can force a demon to suffer from its sins when you strike a sound blow against them. In addition to doing the normal damage for your critical hit, the demon also suffers the effects of its special vulnerability. If the demon has no special vulnerability, it instead takes an additional 1d6 mental damage. This increases to 2d6 mental damage at 13th level and to 3d6 mental damage at 17th level.

Class Feats and Abilities
* Feature 1st: Commander’s banner: you and all allies in a 30-foot emanation gain a +1 status bonus to Will saves and DCs against fear effects. You pause or resume this effect as part of any action you would typically use to stow or retrieve your banner, such as Interacting to stow it. If your banner is destroyed or stolen, allies within 30 feet become frightened 1. This effect has the aura, commander, emotion, mental, and visual traits.
* Feature 1st: Drilled reactions: Once per round, when you use a tactic, you can grant one ally of your choice benefiting from that tactic an extra reaction. This reaction has to be used for that tactic, and is lost if not used.
* Feature 1st: Shield Block
* Feature 3rd: Warfare expertise: You can use Warfare Lore to Recall Knowledge about most creatures regardless of type, but typically only to determine whether they can be reasoned with, their most notable offensive abilities, and whether one of their saving throws is particularly weak. The GM can decide to allow additional questions to be answered when Recalling Knowledge with Warfare Lore as appropriate to the situation. In addition, as long as you are observing at least one opponent when initiative is rolled, you can use Warfare Lore for your initiative roll.
* 1st: Officer’s Medical Training: You’re trained in battlefield triage and wound treatment. You are trained in Medicine and can use your Intelligence modifier in place of your Wisdom modifier for Medicine checks. You gain the Battle Medicine feat.
* 2nd: Guiding Shot [one-action] (flourish) Your ranged attack helps guide your allies into striking your enemy’s weak point. Attempt a Strike with the required weapon. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn gains a +1 circumstance bonus to their roll, or a +2 circumstance bonus if your Strike was a critical hit.
* 4th: Rapid Assessment [free-action] Trigger: You roll initiative. You quickly evaluate the strengths and weaknesses of your enemies. Attempt a check to Recall Knowledge against one creature you are observing.
* 6th: Reactive Strike
* 8th: Defiant Banner [one-action] You vigorously wave your banner to remind yourself and your allies that you can and must endure. You and all allies affected by your commander’s banner when you use this action gain resistance to bludgeoning, piercing, and slashing damage equal to your Intelligence modifier + half your level.
* 10th: Targeting Strike: Your Guiding Shot creates a deadly opening for your allies. Whenever you hit with a ranged strike using Guiding Shot, the next attack made by an ally against that target is made with a +2 circumstance bonus (even if the Strike was not a critical hit), and the Strike deals an amount of additional precision damage equal to your Intelligence modifier.
*12th: Fortunate Blow [one-action] You set an enemy up for a devastating follow-through from your allies. Attempt a Strike against an opponent. If the Strike hits, the next creature other than you to attack the same target before the start of your next turn rolls twice on their attack roll and takes the higher result; this is a fortune effect.
* 14th: Quickening Banner [one-action, 1/10 minutes] (Brandish, Visual) The sight of your banner urges your allies to strike now. Each ally within the aura of your commander’s banner is quickened for 1 round and can use this extra action to Strike or Stride.

Free Archetype Feats
* 2nd: Exemplar Dedication: spark of inherent divine power has lit itself within you. You become trained in martial weapons. You gain one ikon from those listed on page 43, the ability to use the ikon’s immanence and transcendence actions and effects, and the Shift Immanence action (page 30). Because you have only a single ikon, when you Spark Transcendence, your divine spark recedes back to the depths of your soul and must be recalled with Shift Immanence to re-empower your ikon. You become trained in exemplar class DC.
* Ikon: Unfailing Bow
* 4th: Basic Glory (Sanctified Soul): You’ve drawn a line in the sand in the cosmic struggle between good and evil and chosen a side. You gain the holy trait. All your exemplar abilities that deal spirit damage gain the sanctified trait, allowing you to apply your holy trait to them to better affect your chosen enemies.
* 6th: Advanced Glory (Red-Gold Mortality): Immanence When you successfully damage an enemy with the ikon, a marking appears around the wound, painted in the red of mortal blood and the gold of divine ichor. When the target would regain Hit Points, such as from a healing effect or an ability like fast healing or regeneration, it must attempt a Will save against your class DC to determine the effects, and then the marking fades. The marking otherwise fades after 1 minute.
Success The creature regains the full number of Hit Points that would be healed.
Failure The creature regains only half the number of Hit Points as the contradictory energies swirl within it.
Critical Failure The creature doesn’t regain any Hit Points.
* 8th: Advanced Glory (Through the Needle’s Eye) [two-actions] Transcendence—Blinding of the Needle [two-actions] (transcendence) You aim your weapon in a superficial cut above your opponent’s eye. Make a Strike with the imbued ikon. If that Strike is successful, the target must succeed at a Fortitude save against your class DC or become blinded for 1 round or until it uses an Interact action to clear the blood from its vision.
* 10th: Exemplar Expertise: Your soul has been further tempered in divine power. Your proficiency in exemplar class DC increases to expert.
* 12th: Mortal Herald Dedication: Become sanctified holy, bound by anathema (Ignore the needs of others when they ask for your help, take from widows or orphans, contribute to the destruction of housing for the unfortunate)
In addition, once per day, you can cast heal as a 6th-rank innate divine spell. You can only target yourself with the spell, but you gain the benefits of the 2-action version when you spend 1 action to cast it. In addition, if you would be reduced to 0 Hit Points but not immediately killed, you can cast the spell as a free action before you become unconscious. This spell is automatically heightened to a rank equal to half your level.
* 14th: Mortal Ascension: Your power uplifts you, breaking the bonds between you and the ground. You gain a fly Speed equal to your Speed.

General Feats
* 3rd: Robust Health: Your physiology responds well to first aid. You gain a circumstance bonus to the number of Hit Points you regain equal to your level from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.
* 7th: Breath Control: You can breathe even in hazardous or sparse air. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.
* 11th: Fast Recovery: Your body quickly bounces back from afflictions. You regain twice as many Hit Points from resting. Each time you succeed at a Fortitude save against an ongoing disease or poison, you reduce its stage by 2, or by 1 against a virulent disease or poison. Each critical success you achieve against an ongoing disease or poison reduces its stage by 3, or by 2 against a virulent disease or poison. In addition, you reduce the severity of your drained condition by 2 when you rest for a night instead of by 1.

Skill Feats
* Background: Trick Magic Item
* Bonus: Battle Medicine
* 2nd: Courtly Graces: You were raised among the nobility or have learned proper etiquette and bearing, allowing you to present yourself as a noble and play games of influence and politics. Unless you are intentionally presenting yourself differently, anyone who speaks with you will assume you are a noble or closely associated with the nobility (such as a prominent servant). You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a type of noble or a specific individual noble. If you use the normal skills in those situations, you receive a +1 circumstance bonus to the check instead.
* 4th: Wary Disarmament: If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.
* 6th: Steady Balance: You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
* 8th: Biographical Eye
* 10th: Quick Unlock: You can Pick a Lock using 1 action instead of 2.
*12th: Skill Training: Religion
* 14th: Underwater Marauder: You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

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EQUIPMENT

Magical Gear: +1 striking astral composite shortbow with greater phantasmal doorknob, +1 malleable scale mail, +1 striking elven curve blade, greater arboreal boots (ignore difficult terrain from plants and fungi, also gain a 10-foot climb Speed while climbing plants or fungi and don't need to use your hands to Climb them), retrieval belt, fearless sash (one action, 1/day, you and each ally in a 5-foot emanation reduce your frightened values by 1)
Consumables: 5 shining ammunition, 1 moderate healing potion (3d8+10), potion of water breathing)
Gear: adventurer’s pack, buckler, healer’s toolkit, infiltrator thieves’ toolkit
14 gp

Tactics folio: 4 prepared
Basic
* Strike Hard! [two-actions] You command an ally to attack. Choose a squadmate who can see or hear your signal. That ally immediately attempts a Strike as a reaction.
* Pincer Attack [one-action] You signal an aggressive formation designed to exploit enemies’ vulnerabilities. Signal all squadmates affected by your commander’s banner; each can Step as a free action. If any of your allies end this movement adjacent to an opponent, that opponent is off-guard to melee attacks from you and all other squadmates who responded to Pincer Attack until the start of your next turn.
* End It! [one-action] Requirements You and your allies currently outnumber enemies on the battlefield and you or a squadmate have reduced an enemy to 0 Hit Points since the start of your last turn. At your proclamation that victory is already at hand, your allies march forward with an authoritative stomp, scattering your enemies in terror. Signal all squadmates affected by your commander’s banner; you and each ally can Step directly toward a hostile creature they are observing as a free action. Any hostile creatures within 10 feet of you or a squadmate after this movement must attempt a Will save against your class DC; on a failure they become fleeing for 1 round and on a critical failure they become fleeing for 1 round and frightened 2. This is an emotion, fear, and mental effect.
* Shields Up! [one-action] You signal your allies to ready their defenses. Signal all squadmates affected by your commander’s banner; each can immediately Raise a Shield or cast shield as a reaction. Squadmates can instead position a parry weapon defensively as a free action.
* Tactical Takedown [two-actions] You direct a coordinated maneuver that sends an enemy tumbling down. Signal up to two squadmates within the aura of your commander’s banner. Each of those allies can Stride up to half their Speed as a reaction. If they both end this movement adjacent to an enemy, that enemy must succeed at a Reflex save against your class DC or fall prone.
--
Expert
* Buckle-Cut Blitz [two-actions] Your squad dashes past enemies, slicing their boot laces and breaking their belt buckles. Signal up to two squadmates within the aura of your commander’s banner; these squadmates can Stride up to their Speed as a reaction. Each enemy they are adjacent to at any point during this movement must attempt a Reflex save against your class DC or become clumsy 1 for 1 round (clumsy 2 on a critical failure).
* Stupefying Raid [two-actions] Your team dashes about in a series of maneuvers that leave the enemy befuddled. Signal up to two squadmates within the aura of your commander’s banner; these squadmates can Stride up to their Speed as a reaction. Each enemy they are adjacent to at any point during this movement must attempt a Will save against your class DC or become stupefied 1 for 1 round (stupefied 2 on a critical failure); this is a mental effect.

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CAMPAIGN NOTES

War interludes and Triumph Points