Wood Golem

Val Delsuunes's page

No posts. Organized Play character for Michael_Hopkins.


Race

| HP 18 | AC 17 | F: +7, R: +4, W: +7 | Perc: +5 | Speed 25ft | DC 22 | Status:

Classes/Levels

| Medium Automaton (Warrior) Cleric of Torag 1 (Warpriest)

Deity

Torag

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

About Val Delsuunes

Val Delsuunes
PFS # 97978-2017 - Vigilant Seal
XP - 0
Automaton (Warrior) Cleric 1 (Warpriest)
Perception +5; Low Light
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Defense
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AC 17, (+3 armor, +1 dex, +1 level, +2 trained)
- Steel Shield 19 (Hardness 5, BT 10, HP 20)
- Spell Shield 18 (Hardness 5)
hp 18
Fort +7, Ref +4, Will +7
Armor Automaton Chassis (Unarmored, Trained)
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Offense
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Speed 25 ft.
Melee Warhammer +6 (1d6+3 Bludgeoning) Shove
- Unarmed +6 (1d6+3 Bludgeoning) Agile, Finesse, Nonlethal, Unarmed

Gear: Adventurer's Pack, Steel Shield
Money 8gp 5sp
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Spells
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Cantrip
- Light
- Presdigitation
- Shield
- Detect Magic
- Divine Lance +5 (2d4 Spirit) 60ft

1st Rank
- Bless
- Benediction

Healing Font
- Heal 1d8, 1d8+8, 1d8
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Statistics
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Str 16, Dex 12, Con 14, Int 12, Wis 14, Cha 10
Languages Common, Dwarven, Utopian
Magic Items
Other Gear Backpack, Repair Kit
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Skills:
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Acrobatics -T- +4
Arcana -U- +1
Athletics -T- +6
Crafting -T- +4
Deception -U- +0
Diplomacy -U- +0
Intimidation -U- +0
Lore: Pathfinder Society -T- +4
Lore: Plane of Metal -T- +4
Medicine -T- +5
Nature -T- +5
Occultism -U- +0
Performance -U- +0
Religion -T- +5
Society -U- +1
Stealth -U- +1
Survival -U- +2
Thievery -U- +1

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Consumables:
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Character Build:
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Level 1
Ancestry: Automaton
Background: Alloysmith (Specialty Crafting - Blacksmithing)
Class: Cleric (Warpriest)
Heritage: Warrior Automaton (Unarmed Strikes)
Ancestry Feat: Reinforced Chassis (+3 item, +1 dex, trained)
Skill Feat: Specialty Crafting


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Special Abilities:
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Anathema: Acts fundamentally opposed to your deity's ideals are anathema to your faith. Learning or casting spells, committing acts, and using items that are anathema to your deity remove you from your deity's good graces.

Casting spells with the unholy trait is almost always anathema to deities who don't allow unholy sanctification, and casting holy spells is likewise anathema to those who don't allow holy sanctification. Similarly, casting spells that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, casting a spell to create undead would be anathema to Pharasma, the goddess of death. Many actions that are anathema don't appear in any deity's formal list. For borderline cases, you and your GM determine which acts are anathema.

If you perform enough acts that are anathema to your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include your divine font and all cleric spellcasting. These abilities can be regained only if you repent by conducting an atone ritual.

Divine Font: Through your deity's blessing, you gain additional spells that channel either the life force called vitality or its counterforce, the void. When you prepare your spells each day, you can prepare additional heal or harm spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity; if both are listed, you can choose between heal or harm. Once you choose, you can't change your choice short of divine intervention.

Healing Font: You gain 4 additional spell slots each day at your highest rank of cleric spell slots. You can prepare only heal spells in these slots. At 5th level, the number of additional slots increases to 5, and at 15th level, the total number of additional slots increases to 6.

Warpriest: You have trained in the more militant doctrine of your church, focusing on both spells and battle.

First Doctrine (1st): You’re trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat, a reaction to reduce damage with a shield. If your deity’s weapon is a simple weapon or an unarmed attack, you gain the Deadly Simplicity cleric feat. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.
Second Doctrine (3rd): You’re trained in martial weapons.
Third Doctrine (7th): You gain expert proficiency with your deity's favored weapon, martial weapons, simple weapons, and unarmed attacks. When you critically succeed at an attack roll using your deity's favored weapon, you apply the weapon's critical specialization effect; You can use your spell DC in place of your class DC.
Fourth Doctrine (11th): Your proficiency ranks for the spell attack modifier and spell DC statistics increase to expert.
Fifth Doctrine (15th): Your proficiency rank for Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead.
Final Doctrine (19th): You gain master proficiency with your deity's favored weapon, spell attack modifier, and spell DC.

Warrior Automaton: Sporting a bulkier, powerful design, your body has been designed for combat. You have a bulky, humanoid shape. The damage die for your fist increases to 1d6 instead of 1d4. You don't take a penalty when making a lethal attack with your fist or any other unarmed attack.


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Boons:
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Automaton Boon Purchase


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Scenarios:
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