Theldrat

Torisen Frextrim's page

52 posts. Alias of ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).


Full Name

Torisen Frextrim

Race

HP 116/116 | AC 32 | F +17 R +21 W +22 (Res. void/spirit 6) | Perc +21 (+25 Ini)|

Classes/Levels

speed 25 ft | focus 3/3| Mythic 1/3 | Omen: Hammers | Active Conditions:

About Torisen Frextrim

Torisen Frextrim Animist (Seer) 12
◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺
Medium Human Versatile Human Humanoid
Perception +21 (+4 initiative);
Languages Common, Jotun, Thassilonian

Skills Acrobatics +18, Arcana +15, Athletics +15, Diplomacy +18, Lore: Astrology +15, Lore: Battlegrounds +17, Lore: Fortune-
Telling +19, Lore: Genealogy +17, Lore: Heraldry +17, Lore: Mountain +17, Medicine +25, Nature +19, Occultism +15, Religion +19

Str +3, Dex +4, Con +0, Int +1, Wis +5, Cha +2

Items +2 Armor Resilient Unarmored, Healer's Gloves (Greater), Harrow Deck (Fine), Coyote Cloak (Greater), Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Spacious Pouch II, Healing Potion (Moderate), Frozen Lava (Level 9), Antidote (Moderate), Antiplague (Moderate)

AC 32; Fort +17, Ref +21, Will +22 (+2 vs haunts/incorporeal undead)
HP 116; Resistances: Void 6, spirit 6

↺ Correct the Story Trigger An enemy critically succeeds at an attack roll or saving throw. You know the story of your journey well and can correct it when your enemy tells it incorrectly. Spend a Mythic Point. The enemy must reroll the triggering attack roll or save and take the new result.

↺ Avoid Dire Fate Requirements you have an active harrow omen; Trigger you fail or critically fail a check associated with your harrow omen's suit; Effect Treat the failure as a success or a critical failure as a failure. You no longer have an active harrow omen.

↺ Sidestep Through Time Trigger You are about to attempt a Reflex saving throw against an area effect; Effect You slip through time to avoid a dangerous outcome. Teleport up to 10 feet in any direction. If this would take you outside of the area’s effect, you don’t need to attempt the Reflex save against it. You are then off-guard for 1 round.

Speed 30 feet
Melee +2 Striking Returning Frost Cold Iron (Standard-Grade) Starknife +22 (Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S, Magical, Cold, Magical), Damage 2d4+3 P +1d6 Cold

◆-◆◆◆ Apparition's Reflection (Animist, Apparition, pellshape) Frequency once per hour Your apparition infuses your body with additional power. You regain one expended apparition spell slot that is at least 2 ranks lower than your highest-rank spell slot and takes 1, 2, or 3 actions to Cast. You then immediately cast an apparition spell that can be cast using that slot. The number of actions required for Apparition's Reflection is equal to the action cost of the spell cast. Maintaining control after such a surge is difficult, however; after casting the spell, you're confused until the end of your next turn.

Mythic Casting (Mythic, Spellshape) You can infuse mythic power directly into your spells to make them exceptionally potent. Spend a Mythic Point; if the next action you use is to Cast a Spell, use mythic proficiency to determine your spell attack rolls and save DC for that spell.

◆Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't 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 immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

◆Godspeed (Mythic) Mythic power grants you speed to rival beasts and demigods. Spend a Mythic Point; for the next minute, you gain a +10-foot status bonus to all your Speeds and are quickened. You can use the extra action each round to Stride, Step, or Leap.

◆Channeler's Stance (Animist, Stance) You enter a stance that allows power to flow through you. While in this stance, whenever you cast or Sustain an apparition spell or vessel spell that deals energy damage, you gain a status bonus to the spell's damage equal to the spell's rank. Each time you Cast a Spell that has the vitality or void traits and that restores Hit Points while in this stance, the spells' targets gain a status bonus to the initial amount of healing received equal to the spell's rank. This bonus healing does not apply to healing over time effects (such as fast healing or regeneration).

◆Circle of Spirits (Animist, Apparition, Concentrate) Frequency once per round With a thought, word, or gesture, you reach your mind out to another spirit. Choose another apparition from among those you've attuned to; it becomes your primary apparition, replacing your current one. Special: The number of Focus Points in your focus pool is equal to the number of focus spells you have or the number of apparitions you are attuned to, whichever is higher (maximum 3).

◆Harrow Casting (Metamagic) Requirements You have an active harrow omen. You draw a card from your harrow deck just before you cast a spell to infuse your magic with its destined potential. If your next action is to Cast a Spell, the suit of the card you draw enhances the spell in one of the following ways. If the card you draw matches the suit of your active harrow omen, the effect is enhanced further as detailed below. When you Harrow Cast, attempt a DC 11 flat check. If you fail this check, you lose your active harrow omen at the end of your turn. Hammer The force of the spell is enhanced. This effect only enhances single-target offensive spells that require you to make a successful spell attack or require a saving throw from the target to resist. If you hit the target, or if they fail their saving throw, the spell inflicts additional force damage equal to the spell's level. This additional damage doubles if your harrow omen is Hammers.; Key Some of the magic remains behind, infusing your defenses. Until the start of your next turn, you gain a +1 status bonus to your AC and all saving throws. If your harrow omen is Keys, this increases to a +2 status bonus.; Shield As the spell's magic takes effect, it heals you as well, restoring Hit Points equal to 2d6 + the spell's level. If your harrow omen is Shields, the Hit Points restored increases to 4d6 + twice the spell's level.; Book The spell's magic infuses your mind with sudden insights about the target. You can attempt to Recall Knowledge about the target as a free action, using your spell attack roll to make the check. You gain a +2 status bonus to this roll if Books is your harrow omen.; Star The spell's magic bolsters those it aids. This affect only enhances single-target spells cast on willing subjects. The magic restores Hit Points to the ffected target equal to 2d6 + the spell's level. If your harrow omen is Stars, the magic also grants the target a +2 status bonus to all saving throws until the start of your next turn.; Crown The spell's magic is hidden and subtle, and observers may not realize you're doing anything more than manipulating cards in your harrow deck. Attempt a Fortune-Telling Lore check against all observer's Perception DCs. If your check is successful against an observer's Perception DC, that observer doesn't notice you are Casting a pell, even though normally spells have sensory manifestations. This hides only the spell's spellcasting actions and manifestations, not its effects. If your harrow omen is Crowns, you gain a +2 status bonus to your Fortune-Telling Lore check.;

◇Incredible Improvisation (Human) Frequency once per day Trigger You attempt a check using a skill you're untrained in. A stroke of brilliance gives you a major advantage with a skill despite your inexperience. Gain a +4 circumstance bonus to the triggering skill check.

◇Apparition's Quickening (Animist, Apparition, Concentrate, Spellshape) Frequency once per round Requirements You are attuned to at least 2 apparitions. If your next action is to cast a cantrip or a spell that is at least 2 ranks lower than the highest-rank spell slot you have, you can draw power from one of your attuned apparitions to reduce the number of actions to cast it by 1 (minimum 1 action). The chosen apparition is dispersed until you can re-attune to it at your next daily preparations, but you can't disperse an apparition in this way if you would no longer be attuned to any apparitions afterward. Special This can only be used on a cantrip or spell from the class matching the one you gained this feat from.

◇Rewrite Fate (Uncommon, Fortune, Mythic) Trigger You roll a skill check or saving throw and don't like the result. Destiny, fate, or some other force bends around you as your mythic power swells, manifesting in a flash of light or visible surge of energy emanating from your body as you cast aside the chains of fate. You expend a Mythic Point and reroll the check or save with mythic proficiency, taking the new result.

Harrowing Suits:

Associated Suit Checks
Suit Associated Check
1—Hammers (Str) Strikes (both melee and ranged)
2—Keys (Dex) Reflex saving throws
3—Shields (Con) Fortitude saving throws
4—Books (Int) Skill checks
5—Stars (Wis) Will saving throws
6—Crowns (Cha) All other checks (including flat checks)

Mythic Calling:

DOOMSAYER’S CALLING
RARE CALLING MYTHIC
As long as people have dwelt in the world, there have been those who foresaw, feared, or worked toward that world’s end. You know all things must end and have long felt that at some point in your life, you would stand on the precipice of Golarion’s final fate—not to usher it along, but to deny the agents of this doomsday the satisfaction of seeing
your world end. Until then, you’ll do your best to keep the world and your allies in shape to face these ultimate threats. When you attempt a check to Repair, Administer First Aid, or Treat Wounds (but not when you use Battle Medicine), you can spend a Mythic Point to attempt the check at mythic proficiency. The first time each day that you critically succeed on a check to Repair or Administer First Aid, you regain a Mythic Point.
Edicts help to prevent (or at least forestall) doomsday by keeping allies (and their gear) in good health (or repair), console those who are despondent
Anathema knowingly aid in any plot to end the world, mock or deride those who predict the end of the world

Mythic Destiny: Timewracked:

The current of time shifts subtly in your field of view. You have learned to tread these temporal eddies, moving forward and pushing backward in small strokes—sometimes even gaining the ability to move your allies and enemies through time as you choose. Whether or not you’ll ever be fully restored to your proper timeline, you can’t predict—but until then you continue to manipulate your estrangement from time to move unseen, defy your opponents in combat, and occupy future or past versions of yourself to escape distress. With practice you could gain the ability to rehearse a speech at the same tie you deliver it or attack distant foes without spending the time to move between them. Eventually, you might gain the power to vanish from existence altogether while you hop forward and backward in time or even become immortal.

Your Speed increases by 5 feet for each mode of movement available to you. You can spend a Mythic Point to roll any check made to determine your initiative at mythic proficiency. If your initiative roll result is tied with an opponent’s initiative roll, you can choose to go first. In
addition, you gain the following reaction.

Sidestep Through Time [reaction] (concentrate, occult,
teleportation) Trigger You are about to attempt a Reflex
saving throw against an area effect; Effect You slip
through time to avoid a dangerous outcome. Teleport up
to 10 feet in any direction. If this would take you outside
of the area’s effect, you don’t need to attempt the Reflex
save against it. You are then off-guard for 1 round.


Items:

◆Healer's Gloves (Greater) (Invested, Magical) Activate Healer's Touch (manipulate) Frequency once per day; Effect You soothe the wounds of a willing, living, adjacent creature, restoring 4d6+15 Hit Points to that creature. This is a healing vitality effect. You can't harm undead with this healing.

Mythic Spellcasting
Arcane Known Spells DC 31, attack +21; 6th Blazing Bolt (H+4), Illusory Creature (H+4), Charm (H+5) (5 slots); 5th (0 slots); 4th (0 slots); 3rd (0 slots); 2nd (0 slots); 1st (0 slots); Cantrips

Animist Spellcasting
Attuned Spirits: Imposter in Hidden Places, Witness to Ancient Battles, Speaker in Sibilance (primary)
Divine Known Spells DC 31, attack +21; 6th Phantasmal Calamity, Phantasmal Calamity, Petrify (1 slots); 5th Illusory Scene, Invoke Spirits, Slither (1 slots); 4th Vision of Death, Weapon Storm, Snake Fangs (2 slots); 3rd Curse of Lost Time, Ghostly Weapon, Hypercognition (2 slots); 2nd Dispel Magic, Enlarge, Stupefy (2 slots); 1st Déjà Vu ☆, Sure Strike, Ill Omen, Harm, Heal (2 slots); Cantrips Figment, Shield, Puff of Poison

Divine Prepared Spells DC 31, attack +21; 6th Mystic Armor (H+5), Dispel Magic (H+4); 5th Invoke Spirits, Divine Immolation; 4th Cleanse Affliction (H+2), Fly; 3rd Heroism, Familiar's Face; 2nd See the Unseen, Revealing Light; 1st Bless, Bless; Cantrips Needle Darts, Vitality Lash

Divine Innate Spells DC 28, attack +18; 6th Heal (H+5) (Mortal Herald)

Focus Spells (3 points)

Crown of Prophets:

Saving Throw Fortitude; Duration sustained up to 1 minute
Serpents sprout from your head, equally ready to bite your foes or offer you counsel. You gain a fangs unarmed attack that deals 1d6 piercing damage and has the agile, finesse, and versatile poison traits. The first time you Cast or Sustain this spell each round, you can perform one of the following as a free action.
--Serpentine Advice The snakes compete to offer you counsel. You gain the Dubious Knowledge feat until the end of your turn, then you Recall Knowledge.
--Toxic Prophacy (poison) Requirements A creature within 15 feet damaged you since the end of your last turn; Effect The snakes spit toxic curses at the required creature, dealing 2d4 poison damage (basic Fortitude save). (7d4 poison)
Heightened (+1) The poison damage dealt by Toxic Prophecy increases by 1d4.

Feats:

Animist Class Feats
Apparition Sense
Apparition's Quickening
Apparition's Reflection
Channeler's Stance
Circle of Spirits
Embodiment of the Balance
Medium's Awareness
Spirit Familiar

Archetype Feats
Harrower Dedication
Harrow Casting
Reading the Signs
Restore Omen
Familiar Master Dedication (Enhanced Familiar)
Incredible Familiar

Ancestry Feats
Clever Improviser
Incredible Improvisation
Natural Ambition

General Feats
Incredible Initiative
Toughness
Untrained Improvisation
Weapon Proficiency

Skill Feats
Advanced Firs Aid
Assurance: Medicine
Battle Medicine
Continual Recovery
Risky Surgery
Stitch Flesh
Ward Medic

Mythic Feats
Correct the Story
Ears that Hear the Truth
Godspeed
Mythic Casting
Mythic Magic

Mythic Calling: Doomsayer

Mythic Destiny?

Geoffrey (Familiar):

Tiny, Minion, Familiar
Perception +17, Low-Light Vision
Languages Common
Skills Acrobatics +17, Occultism, +17, Stealth +17, All Others +12

AC 32; Fort +17, Ref +21, Will +22
HP 60

Speed 25 feet
Speech (Common)
Skilled (Occultism)
Damage Avoidance (Reflex)
Recall Familiar
Manual Dexterity
Master's Form