Skills Acrobatics +0, Arcana +13, Athletics +12, Diplomacy +11, Intimidation +11, Lore: Scouting +10, Lore: Soralyon +10, Nature +11, Occultism +10, Religion +9, Society +10, Survival +9
Str +4, Dex +0, Con +2, Int +2, Wis +1, Cha +3
Items +1 Full Plate, Clothing (Ordinary), Religious Symbol (Wooden), Hat of the Magi, Doubling Rings, Wayfinder, Cheetah's Elixir (Lesser), Repair Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sturdy Shield (Minor) (Hardness 10, HP 96, BT 48)
AC 25 (27 with shield raised), Fort +12, Ref +8, Will +11
HP 92
Recognize Spell ↺:
Prerequisites trained in Arcana, Nature, Occultism, or Religion
Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.
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.
(Flourish, Open) With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Rage ◆:
(Barbarian, Concentrate, Emotion, Mental) [/b]Requirements[/b] You aren’t fatigued or raging.
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging: You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile. ; You take a –1 penalty to AC. ; You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.; After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
Wayfinder ◆:
(Uncommon, Evocation, Invested, Magical) Activate command; Effect The wayfinder is targeted by a 1st-level light spell.
Range touch
Targets 1 willing living creature or 1 undead creature
Your hands become infused with positive energy, healing a living creature or damaging an undead creature with a touch. If you use lay on hands on a willing living target, you restore 6 Hit Points; if the target is one of your allies, they also gain a +2 status bonus to AC for 1 round. Against an undead target, you deal 1d6 damage and it must attempt a basic Fortitude save; if it fails, it also takes a -2 status penalty to AC for 1 round.
Heightened (+1) The amount of healing increases by 6, and the damage to an undead target increases by 1d6.