nonconfrontational: (5)
ROSARIO AGUILAR
Acolyte of Eldath
Level 14

Dedicated Hero 3
Acolyte 10
Field Medic 1

Hit Points: 83 ( --- )

Action Points: 129

Strength 6 (-2)
Dexterity 10 (0)
Constitution 12 (+1)
Intelligence 10 (0)
Wisdom 19 (+4)
Charisma 16 (+3)
Human Female
28
5'5"
120 lbs.
Dark Brown Eyes
Dark Brown Hair



STATS
SAVING THROWS

ModBaseAbility ScoreMisc. Mods
Defense18=10+0 (dexterity)++2 (dedicated hero)
+5 (acolyte)
+1 (field medic)
Initiative0=04+0 (dexterity)++4 (improved initiative)
Fortitude Save12=2 (dedicated hero)
7 (acolyte)
2 (field medic)
+1 (constitution)+0
Reflex Save04=1 (dedicated hero)
3 (acolyte)
+0 (dexterity)+0
Will Save16=2 (dedicated hero)
7 (acolyte)
1 (field medic)
+4 (wisdom)++2 (iron will)

Attack (Melee)07=2 (dedicated hero)
7 (acolyte)
+-2 (strength)+0
Attack (Ranged)09=2 (dedicated hero)
7 (acolyte)
+0 (dexterity)+0
Attack (Excalibur)10=2 (dedicated hero)
7 (acolyte)
+0 (dexterity)++1 (magic weapon)

Damage RollCriticalAttack Range
Unarmed Attack1d3-2n/a0ft
Excalibur2d6+120/x240ft

TALENTS & FEATS

Healing Knack
The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks.
Focused
The character gets get a +2 bonus on all Autohypnosis checks and Concentration checks.
Heroic Surge (4/day)
The character may take an extra move action or attack action in a round, either before or after the character’s regular actions. The character may use Heroic Surge a number of times per day depending on his or her character level (as shown below), but never more than once per round.
Simple Weapon Proficiency
Your character can use simple weapons.
Iron Will
The character gets a +2 bonus on all Will saving throws.
Healing Touch 1
The Dedicated hero’s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points.
Surgery
The character can use the Treat Injury skill to perform surgery without penalty. See the Treat Injury skill description.
Divine Skills
An Acolyte has access to the following divine skills. These skills are considered class skills for the Acolyte, and she can use her skill points to buy ranks in them, just like other skills in the game.

Concentration (Con): The normal Concentration skill expands to include divine applications, as defined below.

Check: You must make a Concentration check whenever you may potentially be distracted while engaged in an activity, including casting a spell or concentrating on an active spell, that requires your full attention.

If the check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of casting a spell, the spell is lost. If you were concentrating on an active spell, the spell ends.

The table in the Concentration skill description summarizes the various types of distractions. In situations where the distraction occurs while you are casting a spell, you add the level of the spell to the DC.

Try Again?: You can try again, but doing so doesn’t cancel the effects of a previous failure. If you lost a spell, the spell is lost.

Special: By making a check (DC 15 + spell level), you can use Concentration to cast a spell defensively, thus avoiding attacks of opportunity. If the check succeeds, you can attempt the casting without incurring any attacks of opportunity.

Spellcraft (Int): Trained only. Use this skill to identify spells as they are cast or spells already in place.

Check: You can identify spells and magic effects.

Additionally, certain spells allow you to gain information about magic provided that you make a Spellcraft check as detailed in the spell description.

Try Again?: See above.

Time: Unless otherwise indicated, Spellcraft is a move action. Table here.
Turn or Rebuke Undead
Starting at 2nd level, an Acolyte gains the supernatural ability to affect undead creatures, such as zombies, skeletons, ghosts, and vampires. The Acolyte’s allegiance (good or evil) determines the effect she can have on these unholy abominations. A character of the good allegiance can turn undead, driving them away or perhaps destroying them. One of the evil allegiance can use negative energy to rebuke undead, causing the creatures to cower in her presence. (In the text that follows, up to the section on Effect and Duration of Turning, “turning” refers to turning or rebuking, whichever is appropriate for a particular Acolyte.) More info here.
Medical Expert
The character gets a +2 bonus on all Craft (pharmaceutical) checks and Treat Injury checks.
Spontaneous Casting
An Acolyte of 4th level or higher can channel stored energy into spells she has not prepared ahead of time. The Acolyte “loses” a prepared spell to cast another spell of the same level or lower.

An Acolyte with a good allegiance can spontaneously cast cure spells (spells with “cure” in their name). An Acolyte with an evil allegiance can spontaneously convert prepared spells into inflict spells (spells with “inflict” in their name).
Combat Casting
At 5th level, the Acolyte becomes adept at casting spells during combat. She gets a +4 bonus on Concentration checks made to cast a spell while on the defensive.
Trustworthy
The character gets a +2 bonus on all Diplomacy checks and Gather Information checks.
Turn or Rebuke Magical Beast
At 7th level, the Acolyte gains the supernatural ability to affect magical beasts. This ability works just like turning undead, except the creature type is magical beast. Magical beasts, unlike undead creatures, can’t be destroyed or commanded. All other rules pertaining to turning apply. The number of times per day the Acolyte can make a turning attempt (3 + Cha modifier) does not increase.
Turn or Rebuke Outsider
At 8th level, the Acolyte gains the supernatural ability to affect outsiders. This ability works just like turning undead and magical beasts, except the creature type is outsider. Outsiders, unlike undead creatures, can’t be destroyed or commanded. All other rules pertaining to turning apply. The number of times per day the Acolyte can make a turning attempt (3 + Cha modifier) does not increase.
Attentive
The character gets a +2 bonus on all Investigate checks and Sense Motive checks.
Maximize Spell
At 10th level, an Acolyte learns to cast some of her spells to maximum effect. All variable, numeric effects of a maximized spell automatically achieve their maximum values. A maximized spell deals the most possible points of damage, affects the maximum number of targets, and so forth, as appropriate. Saving throws and opposed checks are not affected. Spells without random variables are not affected.

When a maximized spell is prepared, it is treated as a spell of three levels higher than the spell’s actual level.
Reach Spell
You may cast a spell that normally has a range of “touch” at any distance up to 30 feet. You must succeed at a ranged touch attack to cast the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level.
Silent Spell
A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.
Spellslinger
For any one spellcasting advanced class in which you have levels, you can prepare and cast one additional spell per spell level known. For instance, Lily Parrish, a 3rd-level Dedicated Hero/3rd-level Acolyte, can prepare and cast an additional 0-level, 1st-level, and 2nd-level divine spell per day (since she can cast up to and including 2nd-level divine spells).
Medical Specialist
The Field Medic receives a competence bonus on Treat Injury checks. At 1st level, the bonus is +1. It increases to +2 at 5th level, and to +3 at 8th level.
Medical Specialist
+4 to initiative checks.
Key:
Purchased Feat
Birthday Feat
Specials
SKILLS
CLASS SKILLS

ModAbility ScoreRanksMisc. Mods
Craft (all)00=0 (intelligence)++0+0
Craft (pharmaceutical)00=0 (intelligence)++0++2 (medical expert)
Gamble04=04 (wisdom)++0+0
Investigate02=0 (intelligence)++0++2 (attentive)
Knowledge (all)0=0 (intelligence)++0 +0
Knowledge (theology)07=0 (intelligence)++6 (dedicated hero)++1 (religious)
Listen17=04 (wisdom)++6 (dedicated hero)
+3 (acolyte)
+5 (field medic)
++1 (religious)
Sense Motive10=04 (wisdom)++6 (dedicated hero)++1 (religious)
+2 (attentive)
Spot13=04 (wisdom)++6 (dedicated hero)
+3 (acolyte)
+0
Survival04=04 (wisdom)+0+0
Treat Injury18=04 (wisdom)++6 (dedicated hero)
+3 (acolyte)
++2 (healing knack)
+2 (medical expert)
+1 (medical specialist)

Concentration19=01 (constitution)++16 (acolyte) +0
Diplomacy05=03 (charisma)++9 (acolyte)++2 (trustworthy)
Spellcraft16=00 (intelligence)++16 (acolyte)+0

Computer Use00=00 (intelligence)++0 +0
Drive00=00 (dexterity)++0+0
Research00=00 (intelligence)++0 +0

CROSS-CLASS SKILLS

ModAbility ScoreRanksMisc. Mods
Balance02=0 (dexterity)++0++2 (focused)
Bluff03=03 (charisma)++0+0
Climb-2=-2 (strength)++0+0
Disguise03=03 (charisma)++0+0
Escape Artist00=0 (dexterity)++0+0
Forgery00=00 (intelligence)++0 +0
Gather Information05=03 (charisma)++0 ++2 (trustworthy)
Hide00=00 (dexterity)++0 +0
Intimidate02=02 (dexterity)++0 +0
Jump-2=-2 (strength)++0+0
Move Silently00=00 (dexterity)++0+0
Navigate00=00 (intelligence)++0 +0
Perform (all)03=03 (charisma)++0 +0
Ride00=00 (dexterity)++0+0
Search00=00 (intelligence)++0+0
Swim-2=-2 (strength)++0+0



[Code originally created by [community profile] tookthestars and modified by me.]

Profile

nonconfrontational: (Default)
Rosario Aguilar

November 2017

S M T W T F S
   1234
567891011
12131415161718
19202122232425
2627282930  

Syndicate

RSS Atom

Style Credit

Expand Cut Tags

No cut tags
Page generated Jun. 21st, 2025 12:27 am
Powered by Dreamwidth Studios