Spell Sovereign

Vardarel's page

428 posts. Organized Play character for BretI.


Race

| HP 51/51 | AC 21 (22 w/ shield cantrip) | F +10 R +10 W +13 | Resist Void 1 | Speed 35’

Classes/Levels

| Font 5/5| Hero Points 2 | Exploration: Search | Conditions:

Gender

Male elven cleric of Ketephys 5

About Vardarel

Description:

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:
Recognize Spell
[dice=Arcana]d20+8[/dice]
[dice=Nature]d20+11[/dice]
[dice=Occultism]d20+8[/dice]
[dice=Religion]d20 +13[/dice] Expert
Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM's choice.

Perception and Saves

[dice=Perception]d20+11[/dice] low-light vision +2 circumstance bonus to Sense Motive Ancestral Suspicion

[dice=Fort]d20+10[/dice]
[dice=Reflex]d20+10[/dice]
[dice=Will]d20+13[/dice] +2 circumstance bonus Ancestral Suspicion, +1 circumstance bonus vs Unholy or Holy
Success vs Controlled becomes Critical Success

Combat

Melee
[dice=Dagger]d20+10[/dice] Agile, Finesse, thrown 10’, versatile S
[dice=Piercing damage]d4[/dice]
[dice=Slashing damage]d4[/dice]

Ranged
[dice=+1 Striking Longbow]d20+11[/dice] 100’, Deadly d10, Volley 30’
[dice=Piercing damage]2d8[/dice]
[dice=If crit, Deadly]d10[/dice]

[dice=+1 Striking Longbow, Volley]d20+10-2[/dice] 100’, Deadly d10, Volley 30’
[dice=Piercing damage]2d8[/dice]
[dice=If crit, Deadly]d10[/dice]

Spells
[dice=Daze, Mental damage]2d6[/dice] DC 21 basic will save, range 60’

Divine Lance, range 60’, 4d4 Holy Spirit
[dice=Divine Lance]d20+11[/dice] range 30’
[dice=Holy Spirit damage]4d4[/dice] crit: double damage

Purifying Icicle
[dice=Purifying Icicle]d20+11[/dice] CS double damage and -10’ speeds for 1 round
[dice=Piercing damage]2d6[/dice]
[dice=Cold damage]d6[/dice]
[dice=Vitality damage if Undead]d4[/dice]

Spiritual Armament
Range 120’, Sustain to make an attack, MAP applies
[dice=Spiritual Armament]d20+11[/dice]
[dice=Holy Piercing or Spiritual Damage]2d8[/dice]

Divine Font, healing
Divine Castigation allows it to be Holy Spirit damage
[dice=Heal, ◆, range touch]3d10[/dice]
[dice=Heal, ◆◆, range 30’]3d10+24[/dice]
[dice=Heal vs undead, ◆◆, range 30’]3d10[/dice] DC 21 basic Fort save
[dice=Heal vs Unholy, ◆◆, range 30’, holy spirit damage]3d10[/dice] DC 21 basic Fort save
[dice=Heal, ◆◆◆, 30’ emanation]3d10[/dice] undead or unholy DC 21 basic Fort save

Skills

[dice=Acrobatics]d20 +9[/dice]
[dice=Arcana]d20+8[/dice]
[dice=Athletics]d20 +7[/dice]
[dice=Diplomacy]d20 +9[/dice]
[dice=Nature]d20+11[/dice]
[dice=Occultism]d20+8[/dice]
[dice=Religion]d20 +14[/dice] Expert Includes symbol of conflict
[dice=Society]d20+8[/dice]
[dice=Survival]d20 +13[/dice] Expert

[dice=Elven Lore]d20+10[/dice] Expert
[dice=Politics Lore]d20+8[/dice]
[dice=Pathfinder Society Lore]d20+8[/dice]

Male Elven Cleric 5 of Ketephys The Hunter
Medium human (holy humanoid elf)
Senses Perception +13 E; low-light vision
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Defense
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HP 51 (6+(8+1)*5)
AC 21; (10 +3 Dex + 1 Mystic Armor +2 Trained +5 Level)
Speed 35’
Fort +10 E Reflex +10 T Will +13 E
+1 circumstance bonus to saves against Holy and Unholy effects
Success vs control effect
Resist Void 1 (Pearly White Spindle)

With Drakeheart mutagen
AC 23
Perception +12
Reflex +9 Will +12
-1 to all Recall Knowledge checks

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Offense
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Divine Spell DC 21 T
Divine Spell Attack +11 T
Class DC 21

Melee
Dagger +10 (d4 P) Agile, Finesse, thrown 10’, versatile S

Ranged
+1 Striking Longbow +11 (2d8 P) 100’, Deadly d10, Volley 30’

Divine Spells:

Cantrips:
Daze: range 60’, 2d6 nonlethal mental damage
Detect Magic
Divine Lance, range 60’, 4d4 Holy spirit, CS: Double
Light
Stabilize

After Agent’s Obligation, switch Light out for Shield

1st Rank:
Mystic Armor
Bless
Infuse Vitality

2nd Rank:
Invisibility
Noise Blast
Spiritual Armament

3rd Rank:
Dispel Magic
Holy Light

Healing Font 5/day, healing hands so use d10 for healing

Focus:
1 focus point

Vibrant Thorns

Reactions

Recognize Spell↺

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Statistics
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Str +0 Dex +3 Con +1 Int +2 Wis +4* Cha +2

Skills
Acrobatics +10 T
Arcana +9 T
Athletics +7 T
Diplomacy +9 T
Nature +11 T
Occultism +9 T
Performance +9 T
Religion +14 E Includes Symbol of Conflict
Society +9 T
Survival +13 E

Lore Elven +11 E
Lore Politics +9 T
Lore Pathfinder Society +9 T

Languages: Common, Elven, Hallit, Gnomish, Mahwek, Abyssal, Necril
Background: Kyonin Emissary
Patron Deity: Ketephys the Hunter
Home Region: Iadara, Kyonin, Shining Kingdoms

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Gear
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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
lesser drakeheart mutagen
Minor healing potion x3
Holy Water x2
Scroll See the Unseen
Scroll Resist Energy

Arrows 22

Invested items:
Wayfinder w/ Pearly White Spindle Aeon Stone
Symbol of Conflict

Picked up along the way:

3rd Rank Heal scroll

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Class Abilities
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Ketephys
The Hunter
Edicts Hunt and kill demons and undead, maintain the health of the forest, provide for your community
Anathema Take more than needed from the wilderness, hunt an animal for sport, aid Treerazer or his minions
Favored Weapon Longbow
Domains darkness, moon, nature, secrecy
Cleric spells 1st: pass without trace, 2nd invisibility, 3rd animal vision

First Doctrine (1st): You gain the Domain Initiate cleric feat.
Second Doctrine (3rd): Your proficiency rank for Fortitude saves increases to expert.

Domain Initiate Feat 1
Cleric

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
Cleric
Prerequisites healing font

Your vitality is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s.

Divine Castigation Feat 1
Cleric
Prerequisites holy or unholy trait

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.

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Ancestry and Background
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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
Background
Region Shining Kingdoms
You were trained to be an ambassador of the elven land of Kyonin, and you have now been sent out into the wider world to build alliances between Kyonin and the neighboring kingdoms.

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
Elf

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
Elf

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.

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General and Skill Feats
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Multilingual Feat 1
General, Skill
Prerequisites trained in Society

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.
Special You can select this feat multiple times. Each time, you learn additional languages.

Recognize Spell↺ Feat 1
General Secret Skill
Prerequisites trained in Arcana, Nature, Occultism, or Religion
Trigger A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.

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.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM's choice.

Skill Training Feat 1
General Skill
Prerequisites Intelligence +1

You become trained in the skill of your choice.
Special You can select this feat multiple times, choosing a new skill to become trained in each time.

Fleet Feat 1
General

You move more quickly on foot. Your Speed increases by 5 feet.

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Gear notes
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Drakeheart Mutagen Item 1+
Alchemical Consumable Elixir Mutagen Polymorph

Usage held in 1 hand; Bulk L
Activate [one-action] Interact

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]
You Stride twice. The drakeheart mutagen's duration ends.

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.

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Character Creation
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Str +0 Dex +3 Con +1 Int +2 Wis +4* Cha +2

Str +0
Dex +3 AF5
Con +1 A-F5
Int +2 A5
Wis +4 ABCF5
Cha +2 BF

Ancestry: Elf (Wood Elf)
Elven Lore, Ancestral Suspicion
Background: Kyonin Emissary
Lore Politics, Multilingual
Class: Cleric (Cloistered)
Sanctified
Domain Initiate (Nature)
Healing Hands
Divine Castigation
Skill:
Skill Training
Recognize Spell
General:
Fleet