Kazim

Vivekanandra Samurthy's page

No posts. Organized Play character for Clebsch73.


Full Name

Vivekanandra Samurthy

Race

Perc +6, AC 15; Fort +3, Ref +4, Will +8 HP 14/14 | Focus Points 1/1

Gender

female (she/her) Human Wizard 1

About Vivekanandra Samurthy

# 105836-2004
Female (she/her) human Wizard
Perception +6 (trained)
Languages Common, Vudra, Jalmaray, Katapesh, Draconic, Ignan, Terran
Trained Skills Arcana +7, Crafting +7, Diplomacy +4, Lore (Almas) +7, Medicine +6, Nature +6, Occultism +7, Religion +6, Society +7, Stealth +4, Survival +6.
Untrained Skills Acrobatics +1, Athletics +0, Deception +1, Intimidation +1, Performance +1, Thievery +1
Str 0 Dex 1 Con 0 Int 4 Wis 3 Cha 1
Items TBD

AC 15; Fort +3, Ref +4, Will +8
HP 14

Speed 25 feet
Melee
Ranged

Arcane Prepared Spells DC 17, Attack +7;
Cantrips (1st) [5] Caustic Blast, Detect Magic, Electric Arc, Light, Warp Step
1st Rank [2] Force Barrage, Thunderstrike
School of Battle Magic Spells 1 Focus point, DC 17
Cantrips Shield
1st Mystic Armor

Ancestry Feat Natural Skill
Heritage Feat Versatile Human
Class Feats Familiar
General Feats Read Lips
Class Abilities Thesis (Improved Familiar Attunement), School (School of Battle Magic), Arcane Bond (Familiar)

Spells in Spellbook
Cantrips Caustic Blast, Detect Magic, Electric Arc, Light, Shield, Warp Step
1st Rank Chilling Spray, Floating Disk, Force Barrage, Gust of Wind, Hydraulic Push, Mystic Armor, Thunderstrike

Curriculum Spells
Cantrips Shield, Telekinetic Projectile
1st Rank Breathe Fire, Force Barrage, Mystic Armor
Focus Spells Force Bolt

Familiar:
Monkey
Perception +5 Acrobatics +5 Stealth +5
Default Abilities
Climber 25 feet
Ambassador Your familiar knows how to act cute or focused on cue, helping you make a good impression. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Diplomacy check to Make an Impression (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.
Manual Dexterity Your familiar can use up to two of its limbs as if they were hands to perform manipulate actions.

Improved Familiar Attunement You've long held that fine-tuning the magic that bonds a wizard and their familiar can improve the mystic connection and yield greater results, compared to the safe yet generic bond most wizards currently use. You've formed such a pact with your familiar, gaining more advantages from it than most wizards. You gain the Familiar wizard feat. Your familiar gains an extra ability, and it gains an additional extra ability when you reach 6th, 12th, and 18th levels.
Your connection with your familiar alters your arcane bond class feature so that you store your magical energy in your familiar, rather than an item you own; you also gain the Drain Familiar free action instead of Drain Bonded Item. Drain Familiar can be used any time an ability would allow you to use Drain Bonded Item and functions identically, except that you draw magic from your familiar instead of an item.

Familiar Feat 1
Trait Magus Sorcerer Thaumaturge Wizard
Source Player Core pg. 201
You make a pact with a creature that serves you and assists your spellcasting. You gain a familiar.

Familiars
Source Player Core pg. 212
Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You gain the Pet general feat (page 259), except that your pet has special abilities. Common choices for familiars include bats, cats, foxes, ravens, and snakes. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar has the plant or fungus trait instead of animal. A familiar is different from a basic pet in the following ways.
Modifiers and AC
Source Player Core pg. 212
For Perception, Acrobatics, and Stealth, you can have your familiar use your spellcasting attribute modifier + your level instead of 3 + your level if it’s higher.
Communication
Source Player Core pg. 212
Your familiar can communicate empathically with you as long as it’s within 1 mile of you, sharing emotions. It doesn’t understand or speak languages normally, but it can gain speech from a familiar ability.
Selecting Familiar and Master Abilities
Source Player Core pg. 212
Instead of choosing two abilities only when you gain your familiar as you do with a normal pet, you can choose the two abilities each day during your daily preparations. You can choose from familiar abilities and master abilities. You can choose the pet abilities from the feat as familiar abilities as well. You can’t swap out abilities that are innate to your familiar. For example, you couldn’t choose not to give a raven familiar flying. Improved Familiar Attunement grands an extra ability each day.

Familiars: A Practical Guide