Lamishal

Ving Tran's page

57 posts. Organized Play character for philipjcormier.


Full Name

Ving Tran

Race

Human(Tien-Dan)

Classes/Levels

Sorcerer (Imperial)/3 [HP: 32/32] [AC: 17(18)] [fort: 7; reflex: 7; will: 7] [perception/initiative: +5] [Hero Point: 0/1]

Gender

male

Size

M (5'6"; 150#)

Age

20

Alignment

NG

Deity

Apsu

Languages

Common, Draconic, Goblin, Hallit, Jotun, Sylvan, Tien-Dan

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

About Ving Tran

HP: 32 AC: 17(18) Initative: +5 Perception: +5
Fort: 7 Reflex: 7 Will: 7

Ancestry: Human
Heritage: Skilled
Background: Merchant:

Bargain Hunter:
You can Earn Income (page 236) using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically snifing out a great bargain on an item; this works as if you were using Earn Income with Diplomacy, except instead of gaining money, you purchase the item at a discount equal to the money you would have gained, gaining the item for free if your earned income equals or exceeds its cost. Finally, if you select Bargain Hunter during character creation at 1st level, you start play with an additional 2 gp.

Staff: +5; 1d4(1d8); (B; 2-Handed=1d8)
Dagger: +7; 1D4; (versitile, thrown(10'), agile, finesse)

SKILLS: acrobatics (T; 7); arcana (E; 8); athletics (T; 5); diplomacy (T; 9); Lore (architecture; T; 6); Lore (mercantile; T; 6); ; nature (T; 5); Occultism (T; 6); performance (T; 9); religion (T; 5); society (T; 6).

ANCESTRY FEATS: Natural Skill

SKILL FEATS: Multilingual

GENERAL FEATS: Multilingual

CLASS FEATS AND ABILITIES: Bloodline: Imperial

Imperial:
One of your ancestors was a mortal who mastered magic. Such magical blood can remain latent for generations, but in you it manifested in full.

Bloodline Skills: Arcana, Society
Granted Spells: cantrip: detect magic; 1st: magic missile; 2nd: dispel magic; 3rd: haste; 4th: dimension door; 5th: prying eye; 6th: disintegrate; 7th: prismatic spray; 8th: maze; 9th: prismatic sphere
Bloodline Focus Spells initial: ancestral memories; advanced: extend spell; greater: arcane countermeasure
Blood Magic A surge of ancestral memories grants you or one target a +1 status bonus to skill checks for 1 round.

– Bonus Spells –

Cantrip—detect magic
1st level—magic missile
2nd level—dispel magic
3rd level—haste
4th level—dimension door
5th level—prying eye
6th level—disintegrate
7th level—prismatic spray
8th level—maze
9th level—prismatic sphere

Ancestral memories : The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell’s duration, use the lower proficiency modifier.

Heightened (6th): You temporarily become an expert in the skill you choose.

Extend spell: You call upon your blood’s knowledge of the ancients to extend your magic. If your next action is to Cast a Spell with a duration of 1 minute on a single target, and the spell isn’t of the highest spell level you can cast, the spell instead lasts 10 minutes. You can have only one active spell at a time extended in this way.

Arcane countermeasure: You undermine the target spell, making it easier to defend against. You reduce the spell’s level by 1, and targets of the spell gain a +2 status bonus to any saving throws, skill checks, AC, or DC against it. You can’t reduce the spell’s level below its minimum. For example, a 5th-level cone of cold would remain 5th-level, but a 5th-level fireball would become 4th-level. Targets still gain all the other benefits, even if you don’t reduce the spell’s level.

– Added Abilities –
Blood Magic (Imperial) (1st level): Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell’s initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast.

Imperial
A surge of ancestral memories grants you or one target a +1 status bonus to skill checks for 1 round.

Ancestral memories:

Spoiler:
Whenever you cast a bloodline spell using Focus Points or a granted spell from your bloodline using a spell slot, you gain a blood magic effect. If the blood magic offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell’s initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell level refer to the level of the spell you cast.

Imperial: A surge of ancestral memories grants you or one target a +1 status bonus to skill checks for 1 round.

Component Substitution: If you’re a sorcerer Casting a Spell from the magical tradition that matches your bloodline, you can draw on the magic within your blood to replace any material component with a somatic component.

Reach Spell: You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

EQUIPMENT: dagger; staff; backpack; bedroll; clothing (explorer's); belt pouch; flint & steel; material component pouch; mirror; soap; pup tent; writing kit; rations (week; 2/2); waterskins (2/2); wayfinder; scroll case; musical instrument (minor (Wooden Flute)); potion of minor healing (2/2); wand of mage armor.

PFS SCHOOL: Spells: 3/3;

Spoiler:
Spells:For the Lore skill, choose from Academia Lore, Architecture Lore, or Herbalism Lore. For the bonus skill feat, choose from Arcane Sense, Assurance, Quick Identification, or Recognize Spell.

PC Level - Scroll Level - Item Options
1 - 1 - Burning hands, charm, fear, harm, heal, mage armor, magic fang, magic missile, magic weapon, soothe
3 - 2 - Barkskin, comprehend languages, dispel magic, invisibility, remove fear, remove paralysis, resist energy, restoration, see invisibility, water breathing
5 - 3 - Fireball, haste, heroism, lightning bolt, searing light
7 - 4 - Air walk, fly, stoneskin, suggestion
9 - 5 - Banishment, breath of life, cone of cold, crushing despair
11 - 6 - Phantasmal calamity, stone to flesh, tangling creepers, true seeing, vampiric exsanguination
13 - 7 - Energy aegis, sunburst, true target
15 - 8 - Divine aura, horrid wilting, uncontrollable dance
17 - 9 - Foresight, implosion, overwhelming presence
19 - 9 - —

FOCUS SPELL: Ancestral Memories (Heightened: (2): 1/1:

Spoiler:
Uncommon, Divination, Sorcerer Traditions: Arcane Cast: [1] verbal Duration: 1 minute Description: The memories of long-dead spellcasters grant you knowledge in a specific skill. Choose any non-Lore skill, or a Lore skill related to the ancient empire from which your bloodline sprang. You temporarily become trained in that skill and might gain other memories associated with an ancestor who was trained in that skill. If you attempt a task or activity that lasts beyond this spell’s duration, use the lower proficiency modifier.
Heightened (6th) You temporarily become an expert in the skill you choose.

SPELLS: Spell type: Arcane Spell Attack Roll: +9 Spell SC: 19

Signature Spells: Shocking Grasp; Acid Arrow.

Spoiler:
You’ve learned to cast some of your spells more flexibly. For each spell level you have access to, choose one spell of that level to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher level than its minimum, you can also cast all its lower-level versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell level at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that level without swapping any spells; this takes as much time as retraining a spell normally does.

INNATE SPELL: Light

Spells: 1L: 4/4; 2L: 2/3

CANTRIPS: Spell Level: 3: detect magic; electric arc; ray of frost; read aura.

1L: feather fall; mage armor; magic missile; shocking grasp.
2L: acid arrow; dispel magic; see invisibility.

Scenario #1–11: Flames of Rebellion Boon A:
Achievement Point Reward:Devil’s Keep (Advanced) You are the rightful master of the infernal keep known as Diggen’s Rest. Once per adventure, you can use
the following reaction.
Infernal Detonations [reaction] Trigger A creature within 30 feet of you targets you or an ally with an attack; Effect The creature
takes fire damage equal to 1d6 + your level (basic Reflex save). The DC of the Reflex save is equal to your spell DC or your class
DC, whichever is higher.

Scenario #1–22: Doom of Cassomir:
Achievement Point Reward:[ ] Doom Averted (General): In defeating a growing cult of Groetus in Cassomir, your spirit is filled with a renewed resistance against
the same prophecies of doom that his priests shout from the rooftops. When your dying value is increased to exactly the amount
that would kill you, this boon automatically activates. Check the box that precedes this boon and decrease your dying value by one.

Information: Tian-Dan traveling merchant representing the Kao-Lai-Yi Monastery. Know for their intricately carved teak wooden instruments.