Kazim

Vivekanandra Samurthy's page

34 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 | Active Spells: Mystic Armor

Gender

female (she/her) Human Wizard (Evoker) 1 (Emissary)

About Vivekanandra Samurthy

# 105836-2004
Female (she/her) human Wizard (Evoker)
Traits Human, Humanoid
Perception +6 (trained)
[dice=Perception]1d20 + 6[/dice]
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.

Trained Skill Dicebots:

[dice=Arcana]1d20 + 7[/dice]
[dice=Crafting]1d20 + 7[/dice]
[dice=Diplomacy]1d20 + 4[/dice]
[dice=Lore (Almas)]1d20 + 7[/dice]
[dice=Medicine]1d20 + 6[/dice]
[dice=Nature]1d20 + 6[/dice]
[dice=Occultism]1d20 + 7[/dice]
[dice=Religion]1d20 + 6[/dice]
[dice=Society]1d20 + 7[/dice]
[dice=Stealth]1d20 + 4[/dice]
[dice=Survival]1d20 + 6[/dice]

Untrained Skills Acrobatics +1, Athletics +0, Deception +1, Intimidation +1, Performance +1, Thievery +1
Untrained Skill Dicebots:

[dice=Acrobatics]1d20 + 1[/dice]
[dice=Athletics]1d20 + 0[/dice]
[dice=Deception]1d20 + 1[/dice]
[dice=Intimidation]1d20 + 1[/dice]
[dice=Performance]1d20 + 1[/dice]
[dice=Thievery]1d20 + 1[/dice]

Str 0 Dex 1 Con 0 Int 4 Wis 3 Cha 1
Items Explorer's Clothing, Spiked Gauntlet, Dagger, Light Mace, Crossbow, 20 bolts, earplugs, Healer's Toolkit.
Pathfinder Provisions:
Bulk: 2.5 (3.5 if carrying familiar)
Encumbered bulk: 5
Cash: 2.5 GP

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

Save Dicebots:
[dice=Fortitude]1d20 + 3[/dice]
[dice=Reflex]1d20 + 4[/dice]
[dice=Will]1d20 + 8[/dice]

Speed 25 feet
Melee Spiked Gauntlet +3 (1d4, P, agile), Dagger +4 (1d4, P or S, agile, Finesse, Versatile P S), Light Mace +4 (1d4 B, Agile, Finesse, Shove)
Ranged Thrown Dagger +4 (1d4 P, range 10 ft.), Crossbow +4 (1d8 P, range 120 ft, Reload 1)
Melee Dicebots:

[Dice=Spiked Gauntlet]1d20 + 3[/dice]
[dice=Damage, P]1d4[/dice]
[Dice=Dagger]1d20 + 4[/dice]
[dice=Damage, P]1d4[/dice]
[dice=Damage, S]1d4[/dice]
[Dice=Light Mace]1d20 + 4[/dice]
[dice=Damage, B]1d4[/dice]
[Dice=Thrown Dagger]1d20 + 4[/dice] (range 10 ft)
[dice=Damage, P]1d4[/dice]
[Dice=Crossbow]1d20 + 4[/dice] (range 120 ft)
[dice=Damage, P]1d8[/dice]

Arcane Prepared Spells DC 17, Attack +7; Wizard Class DC 17 [dice=Spell Attack]1d20 + 7[/dice]
Cantrips (1st) [5 + 1 evoker] Caustic Blast, Detect Magic, Electric Arc, Light, Telekinetic Hand, curriculum: Shield
1st Rank [2 + 1 evoker] Force Barrage, Carry All, Curriculum: Mystic Armor
School of Battle Magic Spells 1 Focus point, DC 17
Cantrips Shield
1st Mystic Armor

Magic Dicebots:
[dice=Spell Attack]1d20 + 7[/dice]
[dice=Force Barrage, 1 shard]1d4 + 1[/dice]
[dice=Force Barrage, 2 shards]2d4 + 2[/dice]
[dice=Force Barrage, 3 shards]3d4 + 3[/dice]
[dice=Casutic Blast Damage, acid]1d8[/dice]

Background Emissary (Int, Wis), Society, Lore (Almas), multilingual skill feat
Ancestry Feat Natural Skill
Heritage Feat Versatile Human (Read Lips)
Human Feat Natural Skill (Medicine, Stealth)
Ethnicity Vudrani
Wizard Feats Familiar (Monkey)
General Feats Read Lips
Class Abilities Thesis (Improved Familiar Attunement), School (School of Battle Magic), Arcane Bond (Familiar)

Spells in Spellbook
Cantrips Caustic Blast, Daze, Detect Magic, Electric Arc, Figment, Light, Phase Bolt, Slashing Gust, Telekinetic Hand, Telekinetic Projectile, Warp Step
1st Rank Carryall, Fleet Step, Gust of Wind, Hydraulic Push, Pummeling Rubble, Thunderstrike
Plus spells listed below as Curriculum Spells

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

Familiar:
Female Capuchin Monkey named Chhaya.
Traits: Tiny Animal
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 grants an extra ability each day.

Familiar Abilities
Amphibious: It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed).
Burrower: It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
Climber: It gains a climb Speed of 25 feet.
Damage Avoidance: Choose one type of save. It takes no damage when it succeeds at that type of save; this doesn’t prevent effects other than damage.
Darkvision: It gains darkvision.
Fast Movement: Increase one of the familiar’s Speeds from 25 feet to 40 feet.
Flier: It gains a fly Speed of 25 feet.
Kinspeech: It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level.
Manual Dexterity: It can use up to two of its limbs as if they were hands to use manipulate actions.
Scent: It gains scent (imprecise, 30 feet).
Speech: It understands and speaks a language you know.

Master Abilities
Cantrip Connection: You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.
Extra Reagents: Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability.
Familiar Focus: Once per day, your familiar can use 2 actions with the concentrate trait to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this.
Lifelink: If your familiar would be reduced to 0 HP by damage, as a reaction with the concentrate trait, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar.
Spell Battery: You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability.
[i]Spell Delivery: If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn’t reach the target to touch it this turn, the spell has no effect.

Familiars: A Practical Guide

Bulk 1 if carried.

Chronicles and Accounting:
#1
1
Pathfinder Society Quest #3: Grehunde’s Gorget
XP: +1, Total 1
Grand Archive Rep: +1, Total 1
Starting Cash: 0.7 gp
Income: 3.6 gp
Total Cash: 4.3 gp (saving up for a Healer's Toolkit 5 gp)
Boon: Legacy of the Gorget (General): You have made close friends in the Lands of the Linnorm Kings by
retrieving Grehunde’s gorget and the body of her heroic descendant, Hlavard. This boon has special benefits when slotted during Pathfinder Society Scenario #1-10: Tarnbreaker’s Trail, and may have other benefits in scenarios and quests that feature Grehunde’s descendants.

2
Pathfinder Society Quest #6: Archaeology in Aspenthar
XP: +1 Total 2
Grand Archive Rep: +1, Total 2
Starting Cash 3.6 gp
Income: 3.5 + 0.4 = 3.9 gp
Total Cash: 7.5 gp
Purchase: Healer's Toolkit 5 gp
Remaining Cash: 2.5 gp
Boon: Secrets of the Jistkan Alchemists (General, Limited-Use): Your forays into the ancient alchemical testing site of the Jistka Imperium has left you with knowledge and materials for a few handy tricks. Whenever you Craft an item with the alchemical trait during Downtime, after rolling, you can check a box that precedes this boon to increase your degree of success by one (from critical failure to failure, from failure to success, or from success to critical success).
0 Boxes checked of 2.


Gear:

Clothing (Explorer's)
Item 0
Trait: Comfort
Source Player Core pg. 287 2.0
Price 1 sp
Bulk L
Explorer’s clothing is sturdy enough that it can be reinforced to protect you, even though it isn’t a suit of armor. It comes in many forms, though the most common sorts look like clerical vestments, monk’s garments, or wizard’s robes, as members of all three classes are likely to avoid wearing armor. Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with armor potency rune.
Comfort: The armor is so comfortable that you can rest normally while wearing it.

Healer's Toolkit
Item 0+
Source Player Core pg. 288 2.0
Price 5 gp
Hands 1 or 2; Bulk 1
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. If you wear your healer's toolkit, you can draw and replace them as part of the action that uses them.

Spiked Gauntlet
Trait: Agile, Free-Hand
Source Player Core pg. 277 2.0
Price 3 sp; Damage 1d4 P; Bulk L
Hands 1
Type Melee; Category Simple; Group Brawling
Providing the same defensive function as a standard gauntlet, this version has a group of spikes protruding from the knuckles to deliver piercing damage with a punch.

Agile: The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Free-Hand: This weapon doesn’t take up your hand, usually because it is built into your armor. A free-hand weapon can’t be Disarmed. You can use the hand covered by your free-hand weapon to wield other items, perform manipulate actions, and so on. You can’t attack with a free-hand weapon if you’re wielding anything in that hand or otherwise using that hand. When you’re not wielding anything and not otherwise using the hand, you can use abilities that require you to have a hand free as well as those that require you to be wielding a weapon in that hand. Each of your hands can have only one free-hand weapon on it.

Dagger
Traits: Agile, Finesse, Thrown 10 ft., Versatile S
Source Player Core pg. 277 2.0
Price 2 sp; Damage 1d4 P; Bulk L
Hands 1
Type Melee; Category Simple; Group Knife
This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.
Finesse: You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still calculate damage using Strength.
Thrown 10 ft.: You can throw this weapon as a ranged attack; it is a ranged weapon when thrown. You add your Strength modifier to damage as you would for a melee weapon. When this trait appears on a melee weapon, it also includes the range increment. Ranged weapons with this trait use the range increment in the weapon’s Range entry.
Versatile S: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type.

Light Mace
Traits: Agile Finesse Shove
Source Player Core pg. 277 2.0
Price 4 sp; Damage 1d4 B; Bulk L
Hands 1
Type Melee; Category Simple; Group Club
A light mace has a short wooden or metal shaft ending with a dense metal head. Used much like a club, it delivers heavy bludgeoning blows, but with extra power derived from the head's metal ridges or spikes.
Shove: You can use this weapon to Shove with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Shove using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure.

Crossbow
Source Player Core pg. 280 2.0
Price 3 gp; Damage 1d8 P; Bulk 1
Hands 2; Range 120 ft.; Reload 1
Type Ranged; Category Simple; Group Crossbow
Ammunition Bolts
This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt.

Bolts
Source Player Core pg. 280 2.0
Price 1 sp (price for 10); Bulk L
Type Ranged; Category Ammunition; Group Bow
Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows.