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 1 (Emissary)

About Vivekanandra Samurthy

# 105836-2004
Female (she/her) human Wizard
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] Caustic Blast, Detect Magic, Electric Arc, Light, Telekinetic Hand, curriculum: Shield
1st Rank [2] 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, Warp Step
1st Rank Chilling Spray, Floating Disk, Gust of Wind, Hydraulic Push, 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 grands an extra ability each day.

Familiars: A Practical Guide

Bulk 1 if carried.

Chronicles and Accounting:
#1
1
Pathfinder Society Quest #3: Grehunde’s Gorget
XP: +1, Total 2
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.