Lamishal

Ving Tran's page

87 posts. Organized Play character for philipjcormier.


Full Name

Ving Tran

Race

Human(Tien-Dan)

Classes/Levels

Sorcerer (draconic; cloud)/5 [HP: 45/53] [AC: 20(21)(22)] [fort: 11; reflex: 10; will: 10] [perception/initiative: +8] [Hero Point: 0/2] [Focus Point: 1/1]

Gender

male

Size

M (5'6"; 150#)

Age

20

Alignment

NG

Deity

Apsu

Languages

Common, Draconic, Dwarven, Elven, Fey, Goblin, Hallit, Jotun, Tien.

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

About Ving Tran

HP: 53 AC: 20(21)(22) Initative: +8 Perception: +8
Fort: 11 Reflex: 10 Will: 10 Resist: negative energy:1

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

SKILLS: acrobatics (T; 10); arcana (E; 11); athletics (T; 7); diplomacy (E; 13); intimidation (T; 11); Lore (mercantile; T; 9); Lore (pathfinder society; T; 9); Occultism (T; 9); performance (E; 13); society (T; 9); stealth (T; 10).

ANCESTRY HERITAGE: Skilled Human

Spoiler:
Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill. Chosen: Performance.

ANCESTRY FEATS: Dragon Spit

Spoiler:
Prerequisites: Tian-Dan ethnicity
Many Tian-Dan claim to have dragon blood in their veins, and in your case, this is true — you can spit energy, and you might have an especially visible sign of your draconic heritage. Choose one of the following cantrips: acid splash, electric arc, produce flame, or ray of frost. You can cast this spell as an innate arcane spell at will, and when you cast it, the spell’s energy emerges from your mouth. Chosen: electric arc.

General Training:

Spoiler:
Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.
Special: You can select this feat multiple times, choosing a different feat each time.Chosen: Toughness.

Toughness:

Spoiler:
Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

GENERAL FEATS: Multilingual (x2):

Spoiler:
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. Chosen: Draconic, Fey, Goblin, Hallit.

BACKGROUND: Merchant:

Spoiler:
In a dusty shop, market stall, or merchant caravan, you bartered wares for coin and trade goods. The skills you picked up still apply in the adventuring life, in which a good deal on a suit of armor could prevent your death.
Choose two attribute boosts. One must be to Intelligence or Charisma, and one is a free attribute boost.
You’re trained in the Diplomacy skill and the Mercantile Lore skill. You gain the Bargain Hunter skill feat.

Bargain Hunter:

Spoiler:
Prerequisites: trained in Diplomacy
You can Earn Income using Diplomacy, spending your days hunting for bargains and reselling at a profit. You can also spend time specifically sniffing 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.

CLASS FEATS AND ABILITIES: Bloodline: Draconic

Spoiler:
The blood of dragons flows through your veins. These beasts are both fearsome in combat and skilled at magic.
Spell List: arcane Bloodline Skills: Arcana, Intimidation
Granted Spells: cantrip: shield; 1st: true strike; 2nd: resist energy; 3rd: haste; 4th: spell immunity; 5th: chromatic wall; 6th: dragon form; 7th: mask of terror; 8th: prismatic wall; 9th: overwhelming presence
Bloodline Spells: initial: dragon claws; advanced: dragon breath; greater: dragon wings
Blood Magic: Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.
Dragon Type: Chosen: Cloud (electricity; cone);
At 1st level, choose the type of dragon that influenced your bloodline. You can’t change your dragon type later. This affects how some of your bloodline spells function. The good metallic dragons and their damage types are brass (fire), bronze (electricity), copper (acid), gold (fire), and silver (cold). The evil chromatic dragons and their damage types are black (acid), blue (electricity), green (poison), red (fire), and white (cold).

Cantrip Expansion:

Spoiler:
You better understand the basic powers of your bloodline. Add two additional cantrips from your spell list to your repertoire.

Reach Spell:

Spoiler:
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.

FOCUS SPELL: Flurry of Claws

Spoiler:
two-actions Uncommon; Attack; Concentrate; Focus; Manipulate; Sorcerer
Bloodline: draconic Range: 30 feet; Targets: 2 creatures no more than 10 feet from each other Defense: AC
Vicious dragon claws appear and slash at two nearby foes. Make a spell attack roll against each creature. This counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until you've made both attacks. On a hit, the creatures takes 1d8 slashing plus 1d4 additional damage of a type determined by the magical tradition related to the dragon that influenced your bloodline: arcane: force, divine: spirit, occult: mental, or primal: fire.
Heightened (+1) The initial damage increases by 1d8 and the additional damage increases by 1d4.

SPELLS: Spell type: Arcane Spell Attack Roll: +11 Spell SC: 21

Signature Spells: force barrage; blazing bolt; lightning bolt.

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: electric arc

Spells: 1L: 3/4; 2L: 2/4; 3rd: 0/3

CANTRIPS: Spell Level: 3: caustic blast; daze; detect magic; light; live wire; read aura; shield.

1L: force barrage*; horizon thunder sphere; mystic armor; true strike.
2L: blazing bolt* resist energy; see the unseen; water breathing.
3L: haste; lightning bolt*; paralyze.

EQUIPMENT: dagger; staff; backpack; bedroll; clothing (explorer's); flint & steel; mirror; soap; writing kit; rations (week; 2/2); waterskins (2/2); wayfinder (pearly white spindle); musical instrument (minor (Wooden Flute)); potion of minor healing (2/2); wand of mystic armor; sleeves of storage.

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.