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BELAM TESSERION

Human Cleric (Warpriest)


CG Medium Humanoid (human)
Perception +8 / Senses 18

DEFENCES
AC: 19 or 21 with shield; Shield hard 5, hp 20
Hp: 51
Resistances: -
For: +8, Ref: +5, Will: +9,

OFFENCE
Melee: Mercy [Longsword] +7 (1d8 +2/x2)
Ranged: -
Special Actions:
- Healing hands (feat): Healing spells use d10 instead of d8.
- Healing Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can
prepare only heal spells (page 343) in these slots, and the number of slots is equal to 1 plus your
Charisma modifier.
- Shield block: You snap your shield in place to ward off a blow. Your shield prevents you from taking an
amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage,
possibly breaking or destroying the shield.
Combat gear (use in combat):
- Spells Prepared:
cantrips (at will)- shield, ligth, daze, divine lanze (2d4+3), disrupt undead.
1st - Heal x1 (x2), Magic weapon x2
2nd - Heal x2 (+1d8), Resist energy, Divine lance (3d4+3)
Spell DC: 18
Spell attack: +8

STATISTICS
Str: 14 (+2), Dex: 10 (+0), Con: 14 (+2), Int: 12 (+1), Wis: 16 (+3), Cha: 12 (+1),
Feast: Reach spell (2nd), Skill trained (acrobatics) (2nd), Toughness (3rd).
Skills: Acrobatics +3, Athletics +0, Deception +6, Diplomacy +6, underworld +6, Medicine +8, Religion
+8, Society +6, Stealth +3.
Class features: trained in light and medium armor, and you have expert proficiency in Fortitude saves,
shield block bonus feat, Divine found (healing) (1st), trained in martial weapons (3rd)
Languages: Common and Elven.
Racial and Background benefits: Natural ambition (Healing hands) (1st), Detective (trained skills
underworld, Society plus Street wise feat)
Gear: [worn items] chainmail, explorers outfit, shield, longsword; [carried items - backpack]
Adventurer pack, bandolier, caltrops x2, Divine symbol (silver), fine clothes, compas, rope,
tent, grappling hook, everlasting torch, 11 gp, 10 sp, 5 cp.

Belam has know all his life war and hatred. Only when he finally found peace in the church of Iomendae
he could find himself. Now, he walks again the roads of Goldarion, but this time he is armed with his
faith.
Valandria
Elf Wizard
CG Medium Humanoid (Elf)
Perception +6 / Senses 16

DEFENCES
AC: 17 or 198 with shield;
Hp: 37
Resistances: -
For: +6, Ref: +7, Will: +8,

Offence
Melee: Staff +4 (1d4 /x2)
Ranged: Crossbow +6 (1d8 /x2)
Attack Options: Feast and class
Special Actions:
Drain bounded item (2 actions, 2/day): You expend the power stored in your bonded item. During your
turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell
slot. You must still Cast the Spell and meet the spell’s other requirements.
- Spells Prepared:
Cantrips (at will)- shield, Ray of frost, ghost sound, eletrict arc, acid splash.
1st - Magic missile x1, hyraulic push x1, burning hands x1.
2nd - Acid arrow x1, Dispel magic x1.
Spell DC: 19
Spell attack: +9

Statistics
Str: 10 (+0), Dex: 14 (+2), Con: 12 (+1), Int: 18 (+4), Wis: 12 (+1), Cha: 12 (+1),
Feast: Ancestral longevity (1st, R), Expert tracking (BF), Counter spell (1st), Familiar feat (Thesis),
Enhance familiar (2nd), Additional lore (Nature) [2nd, SF], Arcane sense (2nd), Toughness (3rd).
Class features: trained in light and medium armor, and you have expert proficiency in Fortitude saves,
- Arcane bond - Staff (You place some of your magical power in a bonded item)
- Arcane school- Universalist (For each level of spell you can cast, you can use Drain Bonded item once
per day to recall a spell of that level (instead of using it only once per day in total). You gain an extra
wizard class feat, and you add one 1st-level spell of your choice to your spellbook).
- Arcane Thesis (Improved Familiar Attunement): You’ve long held that fine-tuning the magic that bonds
wizard and familiar can improve the mystic connection, compared to the safe yet generic bond most
wizards currently use. You’ve formed such a pact with your familiar, gaining more advantages from it
than most wizards. You gain the Familiar wizard feat as a bonus feat. Your familiar gains an extra ability,
and it gains an additional extra ability when you reach 6th, 12th, and 18th levels. Your connection with
your familiar alters your arcane bond class feature so that you store your magical energy in your
familiar, rather than an item you own; you also gain the Drain Familiar free action instead of Drain
Bonded Item. Drain Familiar can be used any time an ability would allow you to use Drain Bonded Item
and functions identically, except that you draw magic from your familiar instead of an item.
- Skill increase - Arcana (3rd).
Skills: Acrobatics +7, Arcana +11, Deception +6, Diplomacy +6, Legal +9, Medicine +6, Occultism +9,
Society +9, Stealth +7, Survival +6.
Lenguages: Common, elven, celestial, draconic, orkish, sylvan.
Racial and Background benefits: Ancestral longevity [You have accumulated a vast array of lived
knowledge over the years. During your daily preparations, you can reflect upon your life experiences to
gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare
again] (1st), Bounty hunter (rained in the Survival skill and the Legal Lore skill. You gain
the Experienced Tracker skill feat)
Spellbook: Cantrips - Shield, Ray of frost, Ghost sound, electric arc, acid splash, Mage hand, Message,
Telekinetic projectile, Read aura, Detect magic.
1st level - Burning hands, colour spray, grease, mage armor, magic missile, hydraulic push, feather fall.
2nd level - Acid arrow, Dispel magic.
Gear: [worn items] material component pouch, explorers outfit, crossbow, staff, quicker (20 bolts);
[carried items - backpack] Adventurer pack, rations (1 week) , caltrops x2, 1 lesser elixir (1d6), 13 gp, 7
sp.
Cadmus, Familiar
Cat, familiar
Perception +7 / Senses 17 / low-light vision

DEFENCES
AC: 17
Hp: 15
For: +6, Ref: +7, Will: +8,

Offence
Speed: 35 feet
Melee: jaws (finesse) Single action, Damage 1d6 piercing or claw (agile, finesse) Single
action, Damage 1d4 slashing
Familiar abilities (3):
Damage Avoidance (Reflex): Choose one type of save. It takes no damage when it succeeds at that
type of save; this doesn’t prevent effects other than damage.
Darkvision: It gains darkvision.
Flier: It gains a fly Speed of 25 feet.

Statistics
Str 2, Dex 3, Con 1, Int -4, Wis 2, Cha 0
Skills: Perception +7, Acrobatics+7, and Stealth +7

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