This is the last Gestalt post and build for now and the last member of the party (who wasn’t even stated for PF1 yet). This will become the fastest cleric alive!
This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!
Character Name |
Level |
Lineage |
Culture |
Class (Primary) |
Class (Secondary) |
Karo Meldur |
1 |
Elf |
Elven |
Cleric |
Paragon |
Keywords: Humanoid, Elf, Cleric, Paragon, Divine Magic, Support, Spellcaster, Martial, Dedicated-Infinity
Oaths
- I fight for peace. I fight for love. I fight for those who can’t fight for themselves.
- Together, nothing is impossible.
- (Domain) I will seek to understand infinity, the fundamental forces of the universe, and universal truths.
Ability Modifiers
STR |
+1 |
DEX |
+2 |
CON |
+1 |
INT |
+1 |
WIS |
+2 |
CHA |
+2 |
Hero Dice Pool
5 / 10
Defenses
HP: 28 (20+ [8 x 1])
AC: 18 (10 + 4 Prof + 2 Dex + 2 Armor)
Speed: 30 ft.
Size: Medium; Reach: 5 ft
Saves:
- Fort: +5
- Ref: +6
- Will: +6
Initiative: +6
Senses
Acute senses
Defenses |
Ability Score |
Proficiency |
Bonus |
Defense Prof. |
DEX |
Prof |
+6 |
Fortitude Save |
CON |
Prof |
+5 |
Reflex Save |
DEX |
Prof |
+6 |
Will Save |
WIS |
Prof |
+6 |
Trained Armor: Light, Medium
Defensive Abilities/Qualities:
Offense
Attack |
To Hit |
Damage |
Special |
Melee |
|||
Nunchaku (One-Handed) |
+6 |
1d8+1 |
Double, Hinged, Finesse, Bastard |
Nunchaku (Two-Handed) |
+6 |
1d10+1 |
Double, Hinged, Finesse, Bastard |
Ranged |
|||
Shortbow |
+6 |
1d6 P |
Ranged (300 ft), Ammo (Arrows), Critical (19-20) |
Other Proficiencies (Weapons, Spellcasting) |
Ability Score |
Proficiency |
Bonus |
Simple Weapons |
Str/Dex |
Prof |
+5/+6 |
Bows |
Dex |
Prof |
+6 |
Nunchaku |
Dex |
Prof |
+6 |
Caster Weapons |
Str |
Excep |
+8 |
Spellcasting |
Wis |
Excep |
+9 |
Special Actions |
Action Cost |
Effect |
Cast Spell |
2 |
Cast a divine spell you know |
Skills
Skills |
Ability Score |
Proficiency |
Bonus |
Academia |
INT |
Prof |
+5 |
Acrobatics |
STR/DEX |
Un |
+1/+2 |
Animal Husbandry |
DEX/WIS |
Un |
+2/+2 |
Aquatic |
DEX/INT |
Un |
+2/+1 |
Arcane Lore |
INT |
Prof |
+5 |
Athletics |
STR/CON |
Sk |
+2/+2 |
Bluff |
CHA |
Un |
+2 |
Fieldcraft |
WIS |
Un |
+2 |
Intimidate |
STR/CHA |
Un |
+1/+2 |
Investigation |
INT/WIS |
Un |
+1/+2 |
Medicine |
INT/WIS |
Un |
+1/+2 |
Merchant Lore |
INT/CHA |
Un |
+1/+2 |
Military Lore |
INT |
Un |
+1 |
Perception |
WIS |
Un |
+2 |
Perform |
INT/CHA |
Un |
+1/+2 |
Profession |
INT/WIS/CHA |
Un |
+1/+2/+2 |
Politique |
INT/CHA |
Prof |
+5/+6 |
Religion |
INT/WIS |
Excep |
+8/+9 |
Stealth |
DEX |
Un |
+2 |
Tech. Lore |
DEX/INT |
Un |
+2/+1 |
Primary Class Features
Signature- Chosen: You become Exceptional in Spellcasting.
- 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 (Infinity).
Secondary Class Features
- Advancements: Unlike other classes that split the benefits from their class into “class features” and “talents/orders”, the paragon does not. The paragon gains a “paragon advancement” at each level normally reserved for such an ability.
Expanded Mana: Increase the size of your mana pool by +2.
Feats
Honors
Lineage Traits
- Flexible: You move at normal speed while squeezing through tight spaces or over difficult terrain.
- Graceful: You are Professional with Reflex saves. If you’d already be Professional from your classes, you become Exceptional instead.
- Acute Senses: 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
- Elven Archer: You gain the martial keyword and are Professional with all bows.
Languages
Common, Elven, Cosmic
Gear
Weapon |
Dmg Dice |
Dmg Type |
Crit |
Qualities |
Bulk |
Group |
Nunchaku |
d8 |
B |
None |
Hinged, Finesse, Double, Bastard |
2 |
Club |
Shortbow |
d6 |
P |
None |
Ranged (300 ft), Ammo (Arrows), Critical (19-20) |
1 |
Bow |
Armor |
AC |
Max Dex |
Qualities |
Threshold |
Light chainmail |
+2 |
+6 |
None |
— |
Other Gear |
Bulk |
|
|
Gold: —
Bulk: x/6
Sundries Allotment: 50/50
Spells
Mana: 9/day
Divine Spells
Spell DC: 19 (10 + spellcasting progression)
Spells Known
- Circle of Protection (holy or unholy): You pray for protection and create a runic circle in a 10-foot radius burst that protects you from antagonistic forces while you reside in the radius. When cast, you must decide if this is cast as a “Holy” spell or an “Unholy” spell. If cast as a Holy spell, you gain Resist 10 against Unholy creatures and spells, and vice versa. This lasts for 1 minute or until you leave the circle.
- 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.
- Rebuke (divine, holy/unholy, instant): You channel the divine wrath of the Divine Tempest into a powerful blast that burns your foes. If cast as a Holy spell this affects creatures with the Unholy keyword, and vice versa. Affected creatures within 30 feet take 1d6 divine damage per 2 character levels + your highest mental ability modifier. A Will save negates the damage.
Biography
Karo is an aristocratic elf from the seclusive elven capital in the ancient woods, prohibited to people of other ancestries. Ironically, the elves of that city are said to be both the most pure-blooded of their kind and to have blood of other peoples in their veins, being almost “humans”. Karo was Virdena’s teacher at the time of her training; the girl gave him all her heart and vowed to become one day worthy of him thanks to her heroic deeds. She left without knowing that Karo reciprocated her love. He is keeping watch on her from afar now, waiting for her return and ready to go to help if there’s need.
Nessun commento:
Posta un commento