Malkus Character 2
Human Aiuvarin Secular Medic Animist
Perception +8
Languages Elven, Fey
Skills Acrobatics +1, Arcana +1, Athletics +7, Crafting +1, Deception +0, Diplomacy +4, Intimidation +0, Medicine +10, Nature +8, Occultism +1, Performance +0, Religion +8, Society +1, Stealth -1, Survival +8, Thievery +1, Anatomy Lore +5, Farming Lore +5, Herbalism Lore +5, Mountain Lore +5, Volcano Lore +5
Str +3, Dex +1, Con +0, Int +1, Wis +4, Cha +0
Items Adventurer's Pack, Buckler, Chain Mail, Cold Iron Chunk, Fist, Healer's Toolkit, Whip
AC 19; Fort. +4, Ref. +5, Will +10
HP 24 / 24
Spells DC +8, attack +8; Rank 1 Heal, Harm, Protector Tree, Interposing Earth; Cantrips Shield, Guidance, Tangle Vine, Ignition; Rank 2 Gentle Breeze, Exploding Earth
CHANNELER'S STANCE ◆
(ancestry feat)
You enter a stance that allows power to flow through you. While in this stance, whenever you cast or Sustain an apparition spell or vessel spell that deals energy damage, you gain a status bonus to the spell’s damage equal to the spell’s rank.
Each time you Cast a Spell that has the vitality or void traits and that restores Hit Points while in this stance, the spells’ targets gain a status bonus to the initial amount of healing received equal to the spell’s rank. This bonus healing does not apply to healing over time effects (such as fast healing or regeneration).
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.
CUSTODIAN OF GROVES AND GARDENS
(class feat)
Custodians of groves and gardens frequent tended greenery and farmlands cared for by loving stewards, and other places of reflection and restoration where green things grow. Some of these apparitions linger in the mortal realms not because they have lost their way, but because they believe they have already found Elysium. Others are the cultivated spiritual essence of the location itself. Custodians of groves and gardens are peaceful, quiet, and averse to conflict.
Apparition Skills Farming Lore, Herbalism Lore
Apparition Spells Cantrip tangle vine; 1st protector tree; 2nd gentle breeze; 3rd safe passage; 4th peaceful bubble; 5th truespeech; 6th field of life; 7th lifewood cage; 8th moment of renewal; 9th nature’s enmity
Vessel Spell garden of healing
Avatar Peaceful Reaches Speed 60 feet, ignore difficult terrain and greater difficult terrain; Melee ◆ garden’s cradle (agile, nonlethal, reach 10 feet, trip), Damage 6d6+6 bludgeoning plus Grab; Ranged ◆ impose peace (nonlethal, range 120 feet), Damage 6d6+6 mental
STEWARD OF STONE AND FIRE
(class feat)
Stewards of stone and fire linger near volcanoes and deep places near the heart of the earth, hot springs where the water is too scorchingly hot to allow casual enjoyment, and other places where the barrier between fire and earth is thin or nonexistent, though particularly old rock formations, canyons, and other natural features of earth may also spawn or attract them. Stewards of stone and fire are quick to anger and slow to forget.
Apparition Skills Mountain Lore, Volcano Lore
Apparition Spells Cantrip ignition; 1st interposing earth; 2nd exploding earth; 3rd fireball; 4th wall of fire; 5th wall of stone; 6th petrify; 7th volcanic eruption; 8th earthquake; 9th falling stars
Vessel Spell earth’s bile
Avatar Blood of Planets Speed 50 feet, burrow Speed 50 feet, ignore difficult terrain and greater difficult terrain; Melee ◆ avalanche of molten stone (reach 15 feet, versatile B), Damage 6d10+6 fire; Ranged ◆ cleansing eruption (fire, range 120 feet), Damage 6d6+6 fire
EMBODIMENT OF THE BALANCE
(class feat)
Your place in the balance between the forces of life and entropy expands the spells you can pull from the spirit realms. You add heal and harm to your apparition spell repertoire, allowing you to cast them with your apparition spellcasting.
MEDIC DEDICATION
(class feat)
You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target gains a circumstance bonus to the number of Hit Points they regain equal to 5 HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40.
Once per day, you can use Battle Medicine on a creature that’s temporarily immune due to having already been treated with Battle Medicine. If you’re a master in Medicine, you can do so once per hour.
GODLESS HEALING
(class feat)
You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.
AIUVARIN
You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.