domenica 10 novembre 2024

Fiona For Gestalt, Level 1

Fighter/cleric with a crusader attitude and fire-based powers: Fiona is very at ease with this build for Gestalt and with the Sun domain!

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Character Name

Level

Lineage

Culture

Class (Primary)

Class (Secondary)

Fiona Wylde

1

Human (Half-Elf)

Theocratic

Fighter

Cleric

Keywords: Humanoid, Human, Elf, Fighter, Cleric, Divine Magic, Martial, Spellcaster, Dedicated-Sun

Oaths

  1. I will defend equity and justice among different lineages.
  2. I will find, protect and honor my relatives from both sides of my family.
  3. (Domain) I shall not let an undead or unholy creature go unpunished.

Ability Modifiers

STR

+2

DEX

+1

CON

+2

INT

+1

WIS

+2

CHA

+1


Hero Dice Pool

5 / 10

Defenses

HP: 37 (25+ [12 x 1])

AC: 17 (10 + 4 Prof + 1 Dex + 2 Armor)

Speed: 30 ft.

Size: Medium; Reach: 5 ft

Saves:

  • Fort: +6
  • Ref: +5
  • Will: +6

Initiative: +5

Senses

Acute senses


Defenses

Ability Score

Proficiency

Bonus

Defense Prof.

DEX

Prof

+5

Fortitude Save

CON

Prof

+6

Reflex Save

DEX

Prof

+5

 Will Save

WIS

Prof

+6

Trained Armor: Light, Medium, Heavy

Defensive Abilities/Qualities:

Offense

Attack

To Hit

Damage

Special

Melee

Longsword (One-Handed)

+12

1d8+2 S/P

Bastard, Critical (19-20)

Longsword (Two-Handed)

+12

1d10+2 S/P

Bastard, Critical (19-20)

Ranged

Shortbow

+11

1d6 P

Ranged (300 ft), Ammo (Arrows), Critical (19-20)


Other Proficiencies

(Weapons, Spellcasting)

Ability Score

Proficiency

Bonus

All Manufactured Weapons

Str/Dex

Excep

+12/+11

Spellcasting

Wis

Prof

+6


Special Actions

Action Cost

Effect

Cast Spell

2

Cast a divine spell you know



















Skills

Skills

Ability Score

Proficiency

Bonus

Academia

INT

Un

+1

Acrobatics

STR/DEX

Un

+2/+1

Animal Husbandry

DEX/WIS

Un

+1/+2

Aquatic

DEX/INT

Un

+1/+1

Arcane Lore

INT

Prof

+5

Athletics

STR/CON

Prof

+6/+6

Bluff

CHA

Un

+1

Fieldcraft

WIS

Un

+2

Intimidate

STR/CHA

Un

+2/+1

Investigation

INT/WIS

Un

+1/+2

Medicine

INT/WIS

Un

+1/+2

Merchant Lore

INT/CHA

Un

+1/+1

Military Lore

INT

Prof

+5

Perception

WIS

Un

+2

Perform

INT/CHA

Un

+1/+1

Profession

INT/WIS/CHA

Un

+1/+2/+1

Politique

INT/CHA

Sk

+2/+2

Religion

INT/WIS

Excep

+8/+9

Stealth

DEX

Un

+1

Tech. Lore

DEX/INT

Un

+1/+1




Primary Class Features

Signature- Seasoned Soldier: Spend 1 Hero Dice to grant yourself 1 additional action this turn. This can only be done once per turn and this action must be made to use the “attack”, “combat maneuver”, “measured attack”, or “rapid shot” actions.

This action can be combined with unspent actions to allow the Fighter to use the following other actions: “charge”, “knockout!”, “power attack”, and “slay”.

  • Warrior-at-Arms: You gain a +3 bonus on attack rolls with manufactured weapons. Boost: You can expend 1 Hero Dice to cause an attack roll with a manufactured weapon to have an Absolute bonus.
  • Soldier: You ignore the movement speed reductions of armor and all armors have their maximum Dexterity cap increased by 3.

Secondary Class Features

  • Spellcasting: You can cast spells drawn from the divine spell list. You have 5 + your Wisdom modifier in mana to cast Cleric spells. Casting a spell costs 1 mana. You recover all mana after a long rest. Your Cleric Spellcasting is based on your Wisdom.

You start with 3 spells of your choosing from the divine spell list and the spell cleanse corruption. At 3rd level, and every odd level thereafter, you gain 1 new spell from the divine spell list.

  • Domain: Choose which domain you draw divine power from (Sun).

Feats


Honors


Lineage Traits

  • Hybrid Vigor: Select a save (Fortitude, Reflex, or Will) and improve your proficiency in it by 1 step (Unskilled> Skilled> Professional> Exceptional).
  • Acute Senses (Elven): The range of all your senses are double that of a normal creature. If you are granted a sense, its range is double what it normally would be.

Cultural Traits

  • Cosmological Studies: When making skill checks to recall information about outsiders, to socially interact with outsiders, or detect outsiders, you get 1 Free Hero Dice. Additionally, you get 1 Free Hero Dice on saves against effects caused by outsiders.

Languages

Common, Exalted, Cosmic

Gear

Weapon

Dmg Dice

Dmg Type

Crit

Qualities

Bulk

Group

Longsword

d8

S or P

None

Critical (19-20), Bastard

1

Blade

Shortbow

d6

P

None

Ranged (300 feet), Ammo (arrows), Critical (19-20)

1

Bow


Armor

AC

Max Dex

Qualities

Threshold

Light Shield

+2

+6

None


Other Gear

Bulk





Gold:

Bulk: x/7

Sundries Allotment: 50/50

Spells

Mana: 7/day

Divine Spells

Spell DC: 16 (10 + spellcasting progression)

Spells Known

  • Cleanse Corruption (instant, touch): Select one creature or item that has been suppressed. Make a Spellcasting check against a DC 15 + the highest mental ability score of the creature that suppressed your target. If you succeed, the effect that suppressed your target immediately ends. If it is not caused by a creature (e.g., a “natural corruption”) the DC is assumed to be Challenging (20).
  • Cure Wounds (healing, touch, instant): You can touch an adjacent creature and heal them for 1d6 points of damage per 2 character levels (minimum 1d6) + your highest mental ability modifier. This is “life damage” (which heals living creatures and causes damage to things like undead). If a creature does not wish to be healed (or if healing would hurt them) they can attempt a Will save to avoid the spell entirely.
  • Divine Bolt (instant): You conjure a divine bolt of power to strike your foes from above. Designate a 10 ft x 10 ft area within 30 feet of you. Creatures in that area take 1d6 divine damage per 2 character levels (minimum 1d6) + your highest mental ability modifier. A Reflex save negates the damage.
  • Forbid (curse, mental, corruption): A creature within 30 feet of you gains an oath not to do a specific thing for the next 3 rounds. This oath should be simple (~10 words or less) and cannot directly conflict with existing oaths they have. The target gains a Will save to negate the effect.


Biography

Fiona’s mother was a noble human girl who fell in love with a wood elf and escaped from her home to be with him. The two were found and forcibly separated some months after, and the mother’s family kept the “scandal” hidden when the baby girl was born. Fiona’s mother was later forced to marry a dispotic human knight and her daughter was forever treated as a bastard child. Fiona resents her stepfather, especially after her mother’s death, and is proud of her mixed blood. Raised as a knight, she joined an abbey of warrior friars to become emancipated. Her purpose in life is to find her real father and claim her elven heritage openly.