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About VardarelDescription: Deep tan. His black hair is cut short and his goatee and mustache neatly trimmed. The elf has no armor, but all of his clothing looks sturdy and practical. He wears a brown and green hunting jerkin with a light green shirt under it and brown trousers. He has a pendant depicting a hawk perched on a crescent. The only obvious weapons he carries are a dagger and a longbow with a quiver of arrows. There is also a pack on his back. Botting:
Symbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺) Reaction:
Perception and Saves [dice=Perception]d20+11[/dice] low-light vision +2 circumstance bonus to Sense Motive Ancestral Suspicion [dice=Fort]d20+10[/dice]
Combat Melee
Ranged
[dice=+1 Striking Longbow, Volley]d20+10-2[/dice] 100’, Deadly d10, Volley 30’
Spells
Divine Lance, range 60’, 4d4 Holy Spirit
Purifying Icicle
Spiritual Armament
Divine Font, healing
Skills [dice=Acrobatics]d20 +9[/dice]
[dice=Elven Lore]d20+10[/dice] Expert
Male Elven Cleric 5 of Ketephys The Hunter
With Drakeheart mutagen
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Melee
Ranged
Divine Spells: Cantrips:
After Agent’s Obligation, switch Light out for Shield 1st Rank:
2nd Rank:
3rd Rank:
Healing Font 5/day, healing hands so use d10 for healing Focus:
Reactions Recognize Spell↺ ————
Skills
Lore Elven +11 E
Languages: Common, Elven, Hallit, Gnomish, Mahwek, Abyssal, Necril
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Combat Gear: Explorer's Clothing, Dagger, Silver Religious Symbol, +1 Striking Longbow Other Gear: Adventurer’s Pack, Religious Text, Pup Tent, Wayfinder Consumables
Arrows 22 Invested items:
Picked up along the way: 3rd Rank Heal scroll ————
Ketephys
First Doctrine (1st): You gain the Domain Initiate cleric feat.
Domain Initiate Feat 1
Your deity bestows a special spell related to their powers. Select one domain—a subject of particular interest to you within your religion—from your deity's list. You gain an initial domain spell for that domain, a spell unique to the domain and not available to other clerics. Domain spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and can't be cast using spell slots. Your focus pool can hold one Focus Point for each focus spell you have, up to 3 points. The full rules for focus spells appear on page 298. Special You can select this feat multiple times, selecting a different domain each time and gaining its domain spell. Domain: Nature Healing Hands Feat 1
Your vitality is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s. Divine Castigation Feat 1
Your deity's grace doesn't extend to your sworn enemies. When you cast a harm or heal spell, you can add your holy or unholy trait to it. If you do, the spell deals damage to creatures with the opposing trait, even if it wouldn't normally damage them. The spell deals spirit damage when used this way. For example, if you are holy, you could add the holy trait to a heal spell and deal spirit damage to a fiend that has the unholy trait. ————
Woodland Elf You're adapted to life in the forest, the deep jungle, or a similar environment, and you know how to climb trees and use foliage to your advantage. When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn't affect you if you're using a climb Speed. You can always use the Take Cover action when you are within forest terrain to gain cover, even if you're not next to an obstacle you can Take Cover behind. LOW-LIGHT VISION You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light. Kyonin Emissary
Choose two ability boosts. One must be to Charisma or Intelligence, and one is a free ability boost. You're trained in the Society skill, and the Politics Lore skill. You gain the Multilingual skill feat. Elven Lore Feat 1
You've studied traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also gain the Additional Lore general feat for Elf Lore. Ancestral Suspicion Feat 5
Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead. ————
Multilingual Feat 1
You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
Recognize Spell↺ Feat 1
If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd rank 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 rank 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.
Skill Training Feat 1
You become trained in the skill of your choice.
Fleet Feat 1
You move more quickly on foot. Your Speed increases by 5 feet. ————
Drakeheart Mutagen Item 1+
Usage held in 1 hand; Bulk L
Your skin grows tough scales like a drake, your eyesight become sharp and your pupils slitted, and your limbs grow wiry and quick, but your mind and reflexes become slow. Benefit You gain the listed bonus to AC, a Dexterity cap of +2 (as usual, use your lowest Dexterity cap if you have more than one), and an item bonus to Perception checks. If you're wearing armor, you still calculate your proficiency bonus to AC based on your proficiency in the armor you're wearing, even if the drakeheart mutagen has a higher item bonus. You also gain the Final Surge action. Final Surge [one action]
Drawback You take a –1 penalty to Will saves, Reflex saves, and all skill checks to Recall Knowledge. Type lesser; Level 1; Price 4 gp The item bonus to AC is +4, the item bonus to Perception is +1, and the duration is 1 minute or until you use Final Surge, whichever comes first. Characfer Creation and Plans:
Primary skills: Religion, Nature Cleric feats: Cast Down (6th) Isn’t trained in Medicine! Look at getting a TRINITY GEODE spellheart for 60gp, allow him to cast Scatter Scree. Can’t put it on Explorer’s clothing, so will want to go with Bracers of Armor when at the right level for that. ————
Str +0 Dex +3 Con +1 Int +2 Wis +4* Cha +2 Str +0
Ancestry: Elf (Wood Elf)
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