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Alias: Delver

Real name: Victor Restrom 

 

Age: Mid twenties

 

Height: 6”0’

Weight: Around 200lb

 

Occupation: Relic Hunter (Pathfinder Society Dropout) 

 

Delver's Appearance

 

Personality: Has a bit of a carefree attitude, but knows when to “Nut up and shut up” to get the job done. Always on the lookout for the next best thing, and hopes to one day be able to re-register with the Pathfinder Society and get some sort of thesis written to become recognised in the annals of history. 

 

Background: Born and raised in Absalom, specifically the Puddles District, Victor is used to living in backlogs of society, where the next days meal isn’t always a guarantee. Victor was used to fighting in order to obtain his next meal, job opportunities and at times even for a single copper to pay for leftovers from stores. 

 

Despite his rough upbringing, the young man developed a keen interest in history, both written and verbal kinds and eventually this interest blossomed into an opportunity to enlist with the Pathfinder Society as a Recruit. While he excelled at taking notes for various professors and assisting with other menial duties, there are times you can’t take the life of the streets out of a man and it wasn’t long until Victor began coming into blows with his other Recruits, after one too many fights the young man was expelled from the institute..

 

Victor became something of a roaming vagabond after his expulsion. Travelling from Settlement to Settlement in search of work, before receiving a message via courier, sly bastards always able to find you regardless of where you go, informing him that an old contact from his Pathfinder Society days; a Wrin Svinxi, had a job offer waiting for him in the coastal settlement of Otari... Never missing out on a chance for coin or potentially a way to get back into the good graces of the Society, Victor headed out immediately..

Edited by Enigmatic-Vale (see edit history)
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  • 2 weeks later...

Character Sheet Details

 

Feats

 

 

Background Feat

Ruin Delver; Cat Fall - Prerequisites trained in Acrobatics
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Ancestry

Level 1 Versatile Heritage; Toughness - You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value (page 459).

Level 1 Gloomseer - Gloom holds few terrors for you. You gain low-light vision.

 

General Feats

Level 3 Additional Lore (Otari) - You become trained in an additional Lore skill. 

Class Abilities and Feats

 

Spellstrike - action_double.png?v=dm-1 Magus

Frequency;  until recharged (see below).

You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell (page 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.
 

Spellstrike Specifics

 

Spellstrike Specifics
 
 
 
Though the base Spellstrike rules cover most spells, various modifications apply to more complicated spells when loaded into your fist, blade, or other attack. .

One Target: The spell targets only the target of your Strike, even if it normally allows more targets. Some feats let you affect more creatures. .

Reach: The coupled spell affects the target using the reach of the weapon or unarmed attack you make your Spellstrike with. For instance, shocking grasp would affect a creature beyond the reach of your hand if you used a weapon with reach, and ray of frost would affect only a creature in your weapon’s reach, even though the spell’s range is longer. .

Ancillary Effects: Your spell still has any non-targeted effects that might affect creatures other than the target, as well as any ongoing effects starting from the moment you hit with the Strike. For example, acid splash would still deal its splash damage to creatures other than the target and tanglefoot’s circumstance penalty would last for its normal duration. The spell takes effect after the Strike deals damage; if the Strike has other special effects, the GM determines whether they happen before or after the spell. .

Multiple Defenses: Any additional rolls after the initial spell attack still happen normally, such as the Fortitude save attempted by the target of a disintegrate spell. Similarly, a spell that allows you to attack with it again on subsequent rounds would only combine a Strike with its initial attack roll, not with any later ones. .

Invalid or Immune Target: If the target you hit wouldn’t be a valid target for the spell, the spell is still expended but doesn’t affect the target. If the target is immune to your attack but not the spell, it can still be affected by the spell. .

Variable Actions: Some spells have different effects based on the number of actions you spend to cast them. You choose whether to use the effects of the 1- or 2-action version of the spell when you use Spellstrike. A spell has to take exactly 1 or 2 actions; you can’t use Spellstrike with a spell that takes a free action, reaction, or 3 or more actions. .

Metamagic: You typically can’t use metamagic with Spellstrike because metamagic requires the next action you take to be Cast a Spell, and Spellstrike is a combined activity that doesn’t qualify.
 
 

 

Arcane Cascade - action_single.png?v=dm-1 Concentrate Magus Stance

Requirements; You used your most recent action to Cast a Spell or make a Spellstrike. .

You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. .

If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn’t deal damage, this stance’s bonus damage depends on the spell’s school.
  • Abjuration or Evocation force
  • Conjuration or Transmutation same type as your weapon or unarmed attack
  • Divination, Enchantment, or Illusion mental
  • Necromancy negative

 

Hybrid Study; Inexorable Iron Once you begin along a path, nothing can stop you from reaching its end. You transform the mass of a greataxe, greatsword, or polearm into an unstoppable force to augment your own striking power or keep you standing on the battlefield.

When you enter Arcane Cascade stance and at the start of each of your turns while you’re in that stance, if you’re wielding a melee weapon in two hands, you gain temporary Hit Points equal to half your level (minimum 1 temporary HP).

Conflux Spell thunderous strike

 

Level 2 Magus Feat; Expansive Spellstrike -Magus

You've adapted a wider array of spells to work with your attacks. Rather than needing to use a spell that has a spell attack roll for a Spellstrike, you can use a harmful spell that can target a creature or that has an area of a burst, cone, or line (abiding by any other restrictions of Spellstrike). When you Cast a Spell that doesn't have a spell attack roll as part of a Spellstrike, it works in the following ways.
  • • If your Strike critically fails, the spell is lost with no effect.
  • Creatures use their normal defenses against the spell, such as saving throws.
  • If the spell lets you select a number of targets, it instead targets only the creature you attacked with your Strike.
  • If the spell has an area, the target must be in that area. A burst is centered on a corner of the target's square, or the square corner closest to the center of the target, if the target is Large or larger; you choose the corner if more than one is eligible. A cone or line emits from you and must include the target; if you're not adjacent to the target (using a reach weapon or starlit span, for example), choose any square adjacent to the target as the source. The spell affects all creatures in the area as normal, but the Strike still targets only one creature.

 

 

 

 

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Spells

 

Cantrips

Telekinetic Projectile Cantrip 1

Attack Cantrip Evocation 
Source Core Rulebook pg. 377 4.0
Traditions arcane, occult
Cast  somatic, verbal
Range 30 feet; Targets 1 creature


You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.

Critical Success You deal double damage.
Success You deal full damage.

Gouging Claw Cantrip 1

Attack Cantrip Morph Transmutation 
Source Secrets of Magic pg. 109 1.1
Traditions arcane, primal
Cast  somatic, verbal
Range touch; Targets 1 creature


You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target's AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage.


Heightened (+1) The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4.

 

Acid Splash Cantrip 1

Acid Attack Cantrip Evocation 
Source Core Rulebook pg. 316 4.0
Traditions arcane, primal
Bloodline demonic
Cast  somatic, verbal
Range 30 feet; Targets 1 creature


You splash a glob of acid that splatters your target and nearby creatures. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.


Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2.
Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2.
Heightened (7th) The initial damage increases to 3d6 + your spellcasting ability modifier, the persistent damage increases to 4, and the splash damage increases to 3.
Heightened (9th) The initial damage increases to 4d6 + your spellcasting ability modifier, the persistent damage increases to 5, and the splash damage increases to 4.

 

Ray of Frost Cantrip 1

Attack Cantrip Cold Evocation 
Source Core Rulebook pg. 362 4.0
Traditions arcane, primal
Cast  somatic, verbal
Range 120 feet; Targets 1 creature


You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.

Critical Success The target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.


Heightened (+1) The damage increases by 1d4.

 

Detect Magic Cantrip 1

Cantrip Detection Divination 
Source Core Rulebook pg. 328 4.0
Traditions arcane, divine, occult, primal
Spell List elemental
Bloodlines imperial, genie, phoenix
Cast  somatic, verbal
Area 30-foot emanation


You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies.

You detect illusion magic only if that magic's effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an invisibility potion) typically are detected normally.


Heightened (3rd) You learn the school of magic for the highest-level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

 

Conflux Spells

Thunderous Strike Focus 1

Uncommon Evocation Magus Sonic 
Source Secrets of Magic pg. 144 1.1
Cast  verbal; Requirements You're wielding a melee weapon in two hands.


You swing your massive weapon, creating a wave of sonic vibrations that topples creatures. Make a melee Strike with your two-handed weapon. Each creature in a 15-foot cone from you must attempt a basic Fortitude save against your spell DC or take 2 sonic damage. On a critical failure, the creature is knocked prone. The target of your Strike must be within the cone or the effect fails.


Heightened (+1) The damage increases by 1.

 

Level 1 Spells

 

Shocking Grasp Spell 1

Attack Electricity Evocation 
Source Core Rulebook pg. 369 4.0
Traditions arcane, primal
Cast  somatic, verbal
Range touch; Targets 1 creature


You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage.


Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1.

 

Ray of Enfeeblement Spell 1

Attack Necromancy 
Source Core Rulebook pg. 362 4.0
Traditions arcane, divine, occult
Patron Theme curse
Cast  somatic, verbal
Range 30 feet; Targets 1 creature
Saving Throw Fortitude; Duration 1 minute


A ray with the power to sap a foe's strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell's effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save.

Critical Success The target is unaffected.
Success The target becomes enfeebled 1.
Failure The target becomes enfeebled 2.
Critical Failure The target becomes enfeebled 3.

 

Grim Tendrils Spell 1

Necromancy Negative 
Source Core Rulebook pg. 342 4.0
Traditions arcane, occult
Bloodline shadow
Deities Charon, Dajermube, Fumeiyoshi, Nhimbaloth, Nyarlathotep (Haunter in the Dark), Orcus, Treerazer
Cast  somatic, verbal
Area 30-foot line
Saving Throw Fortitude


Tendrils of darkness curl out from your fingertips and race through the air. You deal 2d4 negative damage and 1 persistent bleed damage to living creatures in the line. Each living creature in the line must attempt a Fortitude save.

Critical Success The creature is unaffected.
Success The creature takes half the negative damage and no persistent bleed damage.
Failure The creature takes full damage.
Critical Failure The creature takes double negative damage and double persistent bleed damage.


Heightened (+1) The negative damage increases by 2d4, and the persistent bleed damage increases by 1.

 

Edited by Enigmatic-Vale (see edit history)
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