Bashi Dai Character 2
Human Undine Raised by Belief Champion
Perception +4
Languages Daemonic
Skills Acrobatics +3, Arcana +0, Athletics +3, Crafting +0, Deception +6, Diplomacy +6, Intimidation +2, Medicine +0, Nature +0, Occultism +4, Performance +2, Religion +4, Society +0, Stealth +7, Survival +0, Thievery +3, Rebellion Lore And Strategy Lore +4
Str +3, Dex +3, Con +1, Int +0, Wis +0, Cha +2
Items Adventurer's Pack, Buckler, Fist, Greatclub, Studded Leather Armor
AC 19; Fort. +7, Ref. +7, Will +6
HP 30 / 30
Spells DC +6, attack +6; Cantrips Enduring Might; Rank 1 Protector's Sacrifice
JUSTICE CAUSE
(class feat)
In your deity’s name you seek justice, following the law and punishing those who transgress it.
Edicts follow the law, respect legitimate authorities or leadership
Anathema take advantage of another, cheat
* * *
Champion's Reaction Retributive Strike
Relentless Reaction (9th Level) If your Strike hits, the target takes persistent spirit damage equal to your Charisma modifier.
Exalted Reaction (11th Level) Each ally in your champion’s aura with the target in their melee reach can spend a reaction to Strike the target with a –5 penalty.
NATURAL AMBITION
(ancestry feat)
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.
DEITY'S DOMAIN
(ancestry feat)
You embody an aspect of your deity. Choose one of your deity’s domains. (The main deities of Golarion and their domains appear on pages 35–39 of Player Core.) You gain the domain’s initial domain spell as a devotion spell.
QUICK JUMP
(class feat)
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don't perform the initial Stride (nor do you fail if you don't Stride 10 feet).
ADVANCED DEITY'S DOMAIN
(class feat)
Through your conviction, you have glimpsed the deeper secrets of your deity’s domain. You gain an advanced domain spell from the domain you chose with Deity’s Domain as a devotion spell.
BLESSED SACRIFICE
(class feat)
You gain the protector's sacrifice domain spell as a devotion spell.
NIMBLE REPRISAL
(class feat)
You can use Retributive Strike at greater distance. You can use a ranged weapon to make a ranged Strike instead of a melee Strike for Retributive Strike. The enemy needs to be in range, but not in reach, and it must still be in your champion’s aura.
You can also make melee Strikes against enemies a bit farther away. If the enemy that triggered your reaction is outside your reach but is within 5 feet of your reach, as part of your reaction you can Step to put the enemy in your reach before making a melee Retributive Strike.
SPLINTER FAITH
(class feat)
Your faith in your deity is represented in an extremely unusual way that some might call heretical. When you select this feat, you should detail the fundamental tenets of your splinter faith, though it shouldn’t affect the deity’s edicts or anathema. Choose four domains. These domains must be chosen from among your deity’s domains, your deity’s alternate domains, and up to one domain that isn’t on either list and isn’t anathematic to your deity. Any domain spell you cast from a domain that isn’t on either of your deity’s lists is always heightened to 1 rank lower than usual for a focus spell. For the purpose of abilities that depend on your deity’s domains, the four domains you chose are your deity’s domains, and any of your deity’s domains you didn’t choose are now among your deity’s alternate domains.
MAULER DEDICATION
(class feat)
You specialize in melee weapons that require two hands. You have familiarity with all melee weapons that require two hands to wield or have the two-hand trait. For the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.
If you are at least an expert in such a weapon, you gain access to the critical specialization effect with that weapon.
UNDINE
A water elemental ancestor influences your bloodline. You gain the undine trait, in addition to the traits from your ancestry. You gain a swim Speed of 10 feet and the amphibious trait. Like all creatures with the amphibious trait, you can breathe both water and air.
You can choose from undine feats, geniekin feats, and feats from your ancestry whenever you gain an ancestry feat.