Valius Elihyndri's page

No posts. Alias of Reckless.


About Valius Elihyndri

Valius ElihyndriBarbarian 16
N Medium Elf Ancient Elf Humanoid

Perception +24 (+2 initiative); Low-Light Vision

Languages Common, Elf, Shoari

Skills Acrobatics +29, Arcana +17, Athletics +27, Crafting +17, Deception +16, Diplomacy +18, Intimidation +18, Lore: Warfare +19, Medicine +22, Nature +22, Occultism +17, Performance +16, Religion +20l Society +17, Stealth +27, Survival +22, Thievery +23

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

Items Bracers of Armor II, Boots of Bounding (Greater), Handwraps of Mighty Blows (+3 Greater Striking, Extending(Greater)), Eye of Fortune, Goz Mask (Major), Ring of Energy Resistance (Greater) - Acid, Ring of Energy Resistance (Greater) - Fire, Ring of Energy Resistance (Greater) - Cold, Ring of Energy Resistance (Greater) - Electricity, Ring of Energy Resistance (Greater) - Sonic, Potion of Leaping (4)

AC 37 (36 when raging), Fort +30, Ref +27, Will +28; Greater Juggernaut, Indomitable Will
HP 278 (+20 THP Raging); Resistances sonic 10, fire 10, acid 10, cold 10, electricity 10; piercing 7 slashing 7 while raging

Speed 60 feet

Melee +3 Greater Striking Extending (Greater) Bear Bite +30 (Unarmed, Magical, Transmutation), Damage 3d12+23 P

Melee +3 Greater Striking Extending (Greater) Bear Claw +30 (Agile, Unarmed, Magical, Transmutation), Damage 3d8+23 S +1d6 precision (sneak attack)

Ranged +2 Greater Striking Flaming (Greater) Composite Longbow +29 (Deadly d10, Propulsive, Volley 30 ft., Conjuration, Fire, Magical), Damage 3d8+8 (P) 1d6 (Fire)

Predator's Pounce (Flourish, Instinct, Rage) Prerequisites animal instinct Requirements You are unarmored or wearing light armor. You close the distance to your prey in a blur, pouncing on the creature before it can react. You Stride up to your Speed and make a Strike at the end of your movement.

Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine RequirementsYou are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not 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 temporarily immune to your Battle Medicine for 1 day.

Kip Up (General, Skill) Prerequisites master in Acrobatics You stand up. This movement doesn’t trigger reactions.

Sudden Charge (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.

Renewed Vigor (Concentrate, Rage) You pause to recover your raging vigor. You gain temporary Hit Points equal to half your level plus your Constitution modifier.

Rage (Barbarian, Concentrate, Emotion, Mental) Requirements 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.

Flurry of Blows (Flourish, Monk) Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

Mighty Rage (Barbarian) Trigger You use the Rage action on your turn. Use an action that has the rage trait. Alternatively, you can increase the actions of the triggering Rage to 2 to instead use a 2-action activity with the rage trait.

Extending (Greater) Rune (Magical, Transmutation) Activate Interact; Effect You extend your weapon for an instant, giving you an impossible reach. You Strike with the weapon, and you have reach 120 feet for the Strike.

Eye of Fortune (Divination, Invested, Magical) Activate envision (fortune); Trigger You attack a concealed or hidden creature and haven't attempted the flat check yet; Effect You can roll the flat check for the concealed or hidden condition twice and use the higher result.
Goz Mask (Major) (Uncommon, Invested, Magical, Transmutation) Activate Interact; Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 hour and have darkvision.

Precision Damage Sneak Attack 1d6

Arcane Innate Spells DC 28, attack +18 4th Fly; 3rd ; 2nd ; 1st ; Cantrips

Additional Feats Adopted Ancestry(Human), Aerobatics Mastery, Aeromancer, Battle Medicine, Clever Improviser, Fleet, Flurry of Blows, Foil Senses, Gang Up (Advanced Trickery), Incredible Initiative, Mobility (Basic Trickery), Monk Dedication(Multitalented), Monk Moves, Monk's Flurry, Nimble Crawl, Nimble Elf, Predator's Pounce, Quick Jump, Quick Squeeze, Rogue Dedication (Ancient Elf), Second Wind, Sneak Attacker, Sudden Charge, Titan Wrestler, Toughness, Underwater Marauder, Untrained Improvisation, Wall Jump

Additional Specials Adopted Ancestry (Human), Critical Brutality, Deny Advantage, Instinct (Animal Instinct), Instinct (Bear), Powerful Fist, Raging Resistance, Sneak Attack, Surprise Attack