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Travis Proudfoot's page

85 posts. Organized Play character for PJP.


Full Name

Travis Proudfoot

Race

Halfling

Classes/Levels

Neutral Good halfling cleric 1

Gender

Male

Size

Small

Age

24

Alignment

Neutral Good

Strength 8
Dexterity 14
Constitution 10
Intelligence 12
Wisdom 18
Charisma 16

About Travis Proudfoot

Travis Proudfoot
PFS# 150786-2002
NG small male halfling cleric of Chaldira 2
Languages Common, Elven, Halfling

Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 12 (+1), Wis 18 (+4), Cha 16 (+3)

Perception (E) +7; low-light vision (+9 when using the Seek action to sense unseen creatures within 30ft., +9 when using Sense Motive to notice enchanted or possessed characters.) (+4 Prof, Trained per Cleric. Alert makes this Expert)

AC 16; (+2 level +4 expert Unarmored defense (E))
HP 22 (+8 Cleric +6 Halfling +0 Con / +8 Cleric)
Hero Points 1
Speed 25 feet

Fort: +5 [smaller](+2 level +2 Trained +0 Con +1 Level)
Ref: (E) +7 (+2 level +2 Trained +2 Dex +1 Level)
Will: +10 (Resolve: When a success, instead it is a critical success) (+2 level +4 Expert +4 Wis +1 Level)

Ranged [1] dart +4 (agile, thrown 20 ft.), Damage 1d4-1 piercing

Skills
Acrobatics (T) +6 (+2 level +2 trained +2 Dex)
Crafting (T) +5 (+2 level +2 trained +1 Int)
Diplomacy (T) +7 (+2 level +2 trained +3 Cha)
Lore, Alcohol (T) +5 (+2 level +2 trained +1 Int)
Lore, Halfling (T) +5 (+2 level +2 trained +1 Int)
Medicine (T) +6 (+2 level +2 trained +2 Wis)
Religion (T) +8 (+2 level +2 trained +4 Wis)
Society (T) +5 (+2 level +2 trained +1 Int)
Stealth (T) +6 (+2 level +2 trained +2 Dex)
Thievery (T) +6 (+2 level +2 trained +2 Dex)

Halfling/Heritage Feats
Halfling Lore
Cleric Feats
Domain Initiate: Trickery (Spell: Sudden shift)
Cantrip Expansion (prepare 2 extra cantrips per day)
Skill Feats
Hobnobber
Acrobatic Performer

Gear dart, dart, dart, dart, dart, dart, backpack, bandolier, bedroll, belt pouch, belt pouch, caltrops (2), chalks (10), flint and steel, rations (1 week)s (2), religious symbol, wooden, rope (foot)s (50), sling bullets (11), soap, torchs (5), waterskin, purse, healer's tools (27 gp; 12 sp; 3 cp + whatever from King in Thorns)

Divine Spellcasting DC 18 (10 + 4 Wis +2 level +2 trained)
Divine Spell attack 1d20+8 (10 + 4 Wis +2 level +2 trained)
Spells from Divine Font (1+3): Heal, Heal, Heal, Heal

Focus Spells: (1 of 1 focus) Sudden shift)

Prepared 1st (3)
Air bubble (reaction, V)
Fleet Step
Magic Weapon (2 action, SV)

Cantrips (7) Heightened to 1st level detect magic, disrupt undead, divine lance, light, read aura, shield, stabilize

Spells:

Fleet Step Spell 1
Transmutation
Source Core Rulebook pg. 338 2.0
Traditions arcane, primal
Deities Baalzebul, Cayden Cailean, Chaldira, Lahkgya, Yog-Sothoth
Cast Two Actions somatic, verbal
Duration 1 minute
You gain a +30-foot status bonus to your Speed.

Combat Options
Unarmed attacks (T) +3 (+2 level +2 trained -1 Str)
Simple Weapons (T) +3 (+2 level +2 trained -1 Str)
Shortsword (T) +3 (+2 level +2 trained -1 Str)

Deity:

Doctrine: Cloistered Cleric (gain Domain Initiate cleric feat)

Chaldira (The Calamitous Turn) [NG]
Source Gods & Magic pg. 58
Chaldira Zuzaristan, the Calamitous Turn, is a plucky, impulsive goddess venerated primarily by halflings. She embodies two aspects halflings see in themselves: a strong affinity for luck and bold determination to protect friends. Chaldira is hotheaded and cannot abide bullies in any form, and many of her worshippers are similarly impetuous, spoiling for any opportunity to leap fist-first at oppressors and tyrants. While many people consider this to be more of a vice than a virtue, Chaldira and her followers feel it is far better to run headlong into trouble than it is to meekly concede to evil out of fear or convenience. Chaldira is also the goddess of light-hearted mischief, insisting that harmless fun, even at others’ expense, brings joy and strengthens ties within a community. While not all of Chaldira’s followers are inveterate pranksters, most at least know some sleight-of-hand tricks. Chaldira is most often depicted as a halfling woman who matches the appearance of the local halfling community, with curly hair, freckles, and a patchwork red-and-green coat held together by several mismatched buttons.

Edicts seek out and challenge oppressors and tyrants, defend friends and the innocent, engage in mischief that doesn’t harm others
Anathema suffer a bully’s insults to you or another without retort, abandon a friend in need, attribute a lucky turn of events to your own skill
Areas of Concern battle, fortune, mischief
Follower Alignments LG, NG, CG
Devotee Benefits
Divine Ability Dexterity or Charisma
Divine Font heal
Divine Skill Thievery
Favored Weapon shortsword
Domains confidence, luck, trickery, zeal
Cleric Spells 1st: fleet step, 2nd: misdirection, 5th: cloak of colors

Divine Intercession
The Calamitous Turn’s pleasure most often manifests as improbably good luck, while her displeasure creates startling misfortune.
Source Gods & Magic - Web Supplement pg. 5

Minor Boon: Once, you can choose the result of the next ordinary coin you flip or ordinary die you roll. If this ability is used for personal gain at the expense of someone innocent or less fortunate, Chaldira levies her moderate curse on you as punishment.
Moderate Boon: You gain a lucky impetuousness, allowing you to roll for initiative twice and use the higher result once per day. This is a fortune effect.
Major Boon: Chaldira’s major boon grants truly improbable luck in combat. Your movement doesn’t trigger reactions. You always succeed at flat checks you make to hit opponents with attack actions; this is a fortune effect.

Minor Curse: Any time you refuse a request made in good faith, you vomit up a frog, mouse, or other small animal. This deals no damage and causes no conditions, but is obvious to all bystanders.
Moderate Curse: You are plagued with ill luck just when fortune is most needed. You must always roll flat checks twice and use the worse result. This is a misfortune effect.
Major Curse: Ill luck causes even once-certain aid to fail with frustrating regularity. You cannot benefit from circumstance or status bonuses, or from fortune effects.

History:

Character Creation:
Ancestry (Halfling): Dexterity +2, Wisdom +2, Free +2, Strength -2
Halfling Lore gives trained Acrobatics, Stealth, Halfling Lore
Heritage: Twilight halfling (gain low light vision)
Background: Barkeep (Trained in Diplomacy, Alcohol Lore, Hobnobber)
Cleric Wisdom +2
Trained in Fort, Ref, Expert in Will
Trained in Religion, Picked: Medicine, Society, Crafting
Deity gives trained Thievery

S: 10 -2 halfling = 8
D: 10 +2 Halfling +2 choice = 14
C: 10
I: 10 +2 choice = 12
W: 10 +2 halfling +2 cleric +2 barkeep +2 choice = 18
Ch: 10 +2 halfling free +2 Barkeep +2 choice = 16

Chronicles
#1. #1-01 Absalom Initiative (+4 XP, +14.05 GP, +4 Fame)
Spent 5gp on Healer's tools
#2. Quest #3 Grehunde's Gorget (+1 XP, +3.52 GP)
Misc: Hireling
Misc: Hireling Translator
Misc: Secondary Initiation
#3: #2-00 King in Thorns (+4 XP, +4 Radiant Oath, +14 GP)
#4: #2-01 Citadel of Corruption (+4 XP, +4 HH, +14.08 GP)
Level up to 2: Gain 8 HP, cleric feat: cantrips extended, skill feat: acrobatic performer
#5: #2-05 Balancing the scales (+4 XP, +4 HH, +14.08 GP)