Arlindil

Xathiel Vos's page

51 posts. Organized Play character for notpsychoyet.


Race

Male Ancient Aiudeen Elf Druid 2 |HP 22/22|AC 15|F+4 R+5 W+9|Perc+7|Low Light Vision|Focus 1/1

Classes/Levels

Spells DC 17 Slotted 1st Heal Summon Animal Hydraulic Push|Hero Points 0/3 |Spell Effects:

About Xathiel Vos

Xathiel is a druid of the Wild order who, after centuries of interacting with civilization, has finally taken it upon himself to advocate for the beings of the natural world. He has become a fixture in Absalom, much to his distaste, as he attempts to use the legal system to gain recognition for beings that are normally overlooked by society. After several...incidents...of vandalism at some local farms and ranches he joined the Pathfinder society as member of the Verdant Wheel.

Xathiel Vos

Society Profile:
XP(12);Fame(8);18146-2003
Field Commissioned Agent
Primary Reputation: Verdant Wheel (T0,8)

Bot Instructions:
Xathiel belongs to a sect of the Wild Order that cherishes all natural life on Golarion. In an encounter with all ancestries, all animals and all plant life diplomacy and peaceful resolution will be his primary goal. He will not hesitate to use wild empathy with group impression to resolve any potential conflict. He will cast charm on any of the above if necessary to deescalate the situation. Xathiel will not hesitate to engage in hostilities with undead as he sees them as an abomination. He will also freely engage with summoned beings, aberrations and extraplanar entities as he understand their nature and the fact they are only projections into the natural plane. When it comes to all other forms of life Xathiel will weigh in favor of diplomacy but will freely defend himself and his companions if necessary.

Once combat breaks out, Xathiel will attempt to avoid melee and use his electric arc or disrupt undead cantrips offensively. He will cast heal as required and will attempt to perform first aid as required. Should melee be unavoidable he will cast Shillelagh on his staff and attempt to support as much as he can.

[dice=Normal Staff attack]1d20+5[/dice] [dice=Potential Bludgeon Damage]1d8+1[/dice]
[dice=Shillelagh Staff attack]1d20+6[/dice] [dice=Potential Bludgeon Damage]2d8+1[/dice]
[dice=Shillelagh Staff attack vs undead]1d20+6[/dice] [dice=Potential Bludgeon Damage]3d8+1[/dice]
[dice=Shillelagh Staff attack vs aberration]1d20+6[/dice] [dice=Potential Bludgeon Damage]3d8+1[/dice]
[dice=Shillelagh Staff attack vs extraplanar]1d20+6[/dice] [dice=Potential Bludgeon Damage]3d8+1[/dice]

Spells:
Spells DC 17, spell attack +7
First Level
Charm[2 actions] Range 30 feet, 1 target, duration 1 hour, Will save
Target's Saving Throw Result:
Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identifying Magic page 305).
Failure The target’s attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can’t use hostile actions against you.
Critical Failure The target’s attitude becomes helpful toward you, and it can’t use hostile actions against you.

To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.

You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.

Heal[1-3 actions] Targets:1 willing living creature or 1 undead creature
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.

[one-action] (somatic) The spell has a range of touch.

[two-actions] (verbal, somatic) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.

[three-actions] (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.

Shillelagh[2 actions] Target 1 non-magical club or staff you hold
The target grows vines and leaves, brimming with primal energy. The target becomes a +1 striking weapon while in your hands, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. Additionally, as long as you are on your home plane, attacks you make with the target against aberrations, extraplanar creatures, and undead increase the number of weapon damage dice to three.

Male elf druid 2
LN, Medium, Elf, Humanoid
Perception +7; low-light vision
Languages Common, Druidic, Elven, Gnoll, Sylvan
Skills Arcana +6, Deception +6, Diplomacy +6, Elven Lore +6, Intimidation +6, Legal Lore +6, Medicine +7, Nature +7, Occultism +6, Performance +6, Society +6, Stealth +5, Survival +7
Str 12 (+1), Dex 12 (+1), Con 10 (+0), Int 14 (+2), Wis 16 (+3), Cha 14 (+2)
Other Items staff, backpack, bandolier, bedroll, belt pouch, belt pouch, chalks (10), flint and steel, healer's tools, holly and mistletoe, rations (1 week)s (2), rope (foot)s (50), soap, torchs (5), waterskin, purse (52 gp; 2 sp)
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AC 15; Fort +4; Ref +5; Will +9
HP 22 Focus Points 1 Hero Points 1
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Speed 30 feet
Melee [1] staff +5 (two-hand (1d8)), Damage 1d8+1 bludgeoning
Primal Druid Spells DC 17; 1st charm, heal, shillelagh Cantrips (1st) detect magic, disrupt undead, electric arc, know direction, light
Occult Bard Spells DC 16; Cantrips (1st) mage hand, shield
Focus Spells 1 Focus Point, DC 17; 1st Wild Morph, Wild Shape, Wild Shape (Animal Form), Wild Shape (Pest Form)
Feats Bard Dedication, Call Of The Wild, Elven Lore, Group Impression, Shield Block, Survey Wildlife, Wild Shape
Other Abilities anathema, component substitution, component substitution, druidic language, druidic order, enigma, field-commissioned agent, muses, primal spellcasting, shield block, verdant wheel champion, wild, wild empathy