Malgrim

Yog'Moi's page

302 posts. Alias of Solicitor.


Race

Cleric 20 - HP 288/288, AC 40 - Perception +30 - F: +32/ R: +29 / W: +33 - Speed: 35 - Hero Points: 2/2, Active Conditions: n/a ; Default Exploration Activity: Scout

About Yog'Moi

Name Yog'Moi
Ancestry Hobgoblin Heritage Elfbane Background Cook
Class Cleric Deity Hei Feng
Alignment CN Size M Traits Goblin, Humanoid
Perception [+30]
Languages Tien, Goblin
--------------------------------------------------------------------------- -----------------------------------------------------
AC 40,Fort [32],Ref [20],Will [33]
Shield - Hardness 15 Max HP -
Resistances & Immunities
HP 288
Class DC 44
--------------------------------------------------------------------------- -----------------------------------------------------
Speed 35 (25 base, 5 fleet, 5 magic shoes), 15 climb, 20 swimming
Melee Nine-Ring Sword, +27 Damage 2D8+4
Ranged None Damage -
--------------------------------------------------------------------------- -----------------------------------------------------
Str 14 Dex 18 Con 21 Int 10 Wis 22 Cha 19
Skills
Religion (T) +28
Perform (T) +27
Medicine (L) +35 (+1 from staff)
Athletics (L) +30 (+2 when jumping, jump higher/further)
Crafting (T) +23
Hobgoblin Lore (T) +22
Intimidation (L) +34 (+2 from mask)
Acrobatics (T) +26
Survival (T) +28
Cooking Lore (T) +22
Nature (T) +23
Alcohol Lore (T) +22
--------------------------------------------------------------------------- -----------------------------------------------------
Ancestry Feats & Abilities
Ancestry 1 Hobgoblin Lore (become trained in Athletics and Crafting)
Ancestry 5 Stone Face (+1 vs Fear saves, +2 to Will DC vs Intimidation)
Ancestry 9 Pride In Arms (Reaction, when an ally within 30ft downs a foe, grant ally temp hp equal to their CON bonus for one round)
Ancestry 13 War Conditioning (20ft swim speed)
Ancestry 17 Rallying Cry (2 Actions, once per day. All allies within 30 feet that can hear you gain a number of temporary Hit Points equal to your level. In addition, these allies become quickened for 1 minute but can only use the extra action to Step, Stride, or Strike.)
Skill Feats
Background Seasoned (+1 to craft food and drinks, +2 if master)
Skill Feat 2 Skill Assurance (Athletics) (receive a result of 10 + your proficiency bonus)
Skill Feat 4 Intimidating Glare (no penalty to intimidate if you do not speak their language)
Skill Feat 6 Hefty Hauler (+2 to bulk)
Skill Feat 8 Battle Cry (When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll.)
Skill Feat 10 Battle Medicine (can use Treat Wounds in combat with 1 action)
Skill Feat 10 Ward Medic (When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.)
Skill Feat 14 Wall Jump
Skill Feat 16 Water Sprint
Skill Feat 18 Scare to Death
Skill Feat 20 Cloud Jump
General Feats
General 3 Toughness (gain level to HP)
General 7 Fleet (+5ft movement speed)
General 11 Continual Recovery (can use Treat Wounds every 10 minutes)
General 15 Legendary Medic
General Feat 19 Canny Acumen (Fortitude Mastery)
Class Feats & Abilities
Bonus 1 Domain Initiate (Indulgence - gain the Overstuff focus spell)
Cleric 2 Versatile Font (can prepare both heal and harm)
Cleric 4 Sorcerer Dedication (Elemental bloodline, gain Intimidation and Survival, gain Electric Arc and Dancing Lights as Primal cantrips)
Cleric 6 Cast Down (Metamagic, Harm or Heal, 1 action: the target is knocked prone if it takes any damage from the spell. If the target critically fails its save against the spell, it also takes a –10-foot status penalty to its Speed for 1 minute.)
Cleric 8 Channeled Succor (You can sacrifice one heal spell you’ve prepared in your extra slots from healing font to cast one of the following spells instead: remove curse, remove disease, remove paralysis, or restoration. The spell is heightened to the same level as the heal spell you sacrificed.)
Cleric 10 Basic Blood Potency - Dangerous Sorcery (When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level.)
Cleric 12 Defensive Recovery (metamagic, 1 action, next heal gives target +2 status to AC & Saves for 1 round)
Cleric 14] Ebb and Flow (metamagic, 1 action, next 1 or 2 action heal or harm can affect both an ally and an enemy)
Cleric Feat 16 Basic Sorcerer Casting
Cleric Feat 18 Echoing Channel
Cleric Feat 20 Metamagic Channel
Bonus Feats
--------------------------------------------------------------------------- -----------------------------------------------------
Magic Tradition Divine (DC 42), Primal DC 36)
Spell Attack Roll Divine +32, Primal +26
Spell DC Divine (DC 42), Primal DC 36)
Cantrips
D Forbidding Ward, Divine Lance, Light, Shield, Guidance | P Electric Arc, Dancing Lights
Spells ([u] means it has been used up)
1 (3): Sanctuary, Sanctuary, Mending
2 (3): Dispel Magic, Faerie Fire, Dispel Magic
3 (3): Harm, Fear+, Fear +
4 (3): Air Walk, Freedom of Movement, Heal+
5 (3): Heal+, Breath of Life, Harm+
6 (3): Chain Lightning, Spirit Blast, Heal+
7 (3): Regenerate, Chain Lightning+, Chain Lightning+
8 (3): Spiritual Weapon+, Dispel Magic+, Dispel Magic+
9 (3): Foresight, Wail of the Banshee, Regenerate
10 (1): Avatar
Font (10): Heal, Heal, Heal, Heal, Harm
Staff (10): x

Sorcerer
1 (2): Feather Fall
2 (2): Longstrider (8 hours)
3 (2): Haste

--------------------------------------------------------------------------- -----------------------------------------------------
Items
Nine-Ring Sword, Explorer’s Clothes, Adventurer’s Pack (backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin), Silver Religious Symbol, Bandolier (A bandolier holds up to eight items of light Bulk within easy reach and is usually used for alchemical items or potions. If you are carrying or stowing a bandolier rather than wearing it around your chest, it has light Bulk instead of negligible. A bandolier can be dedicated to a full set of tools, such as healer’s tools, allowing you to draw the tools as part of the action that requires them), Belt Pouch (can hold up to 4 light bulk items), MW Healer’s Tools (+1 to the check), Material Component Pouch, Money Pouch (contains 36gp)

Rune of Armor Potency +2, Rune of Resilient +1
Rune of Weapon Potency +1, Rune of Striking +1
Potion of Flying (1 minute 40ft fly speed), Potion of Swimming (10 minutes, speed equal to land speed)
Wand of Ant Haul (level 1) L
Wand of Longstrider (heightened 2) L
Wand of Remove Curse
Dust of Appearance (anti-invis stuff)
Emerald Grasshopper (when rolling a high jump check, if you succeed, you leap higher)
Boots of Bounding (+5ft item bonus to speed, +2 to athletics to high jump and long jump. When you jump, you jump 5 feet further or 3 feet higher)
Gloves of Storing (1 action to draw/store a 1 bulk item)(contains staff of healing)
Greater Holy Prayer Beads (You recover 1d4 Hit Points instead of 1 Hit Point when casting divine spells from your spell slots. If the spell you cast was a healing spell, you can grant this additional healing to one of the spell’s targets instead of yourself. Can cast the 4th-level versions of bless, divine wrath (matching one component of your deity’s alignment), heal, neutralize poison, and remove disease once per day.)
Greater Staff of Healing (+2 to Heals, 2nd Heal, Restoration, Restore Senses, 3rd Heal, Remove Disease) 1
Greater Demon Mask (+2 item bonus to Intimidation, once a day, 2 action, Cast 3rd level fear vs DC 29) L
Ring of Climbing (This ring grants you a climb Speed equal to half your land Speed. Penalties to your Speed (including those from your armor) apply before halving.)
Bulk
5B 1L (capacity is 7 plus backpack)