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Friya Ostamore

GEOMANCER HUMAN KOLTANI MAGISTER

Played by Pre-Made Eclectic Collective

Class
Magister of the Topaz Order (Geomancer)
Size
Medium Creature, 6'3" (1.9 meters) tall, 217 lbs (98 kgs) in weight
Alignment
XP
Level
  1  
Hero Points
1
Deity
Koltani Human
Artisan (Jeweler)
30 feet
+2
Str
Modifier
Strength
Score
14
+2
Dex
Modifier
Dexterity
Score
14
+1
Con
Modifier
Constitution
Score
12
+3
Int
Modifier
Intelligence
Score
16
+1
Wis
Modifier
Wisdom
Score
12
+0
Cha
Modifier
Charisma
Score
10
Total
16
Base
10
Key
3
Item
0
Prof
3
U T E M L
  +2      

 
Valarian (Common), Dwarven, Terran, Halish, Gnomish
HP
14/14
Temp. HP
0
Total
4
Prof. Mod
3
Att. Mod (Wis)
1
Item Mod
0
U T E M L
  +2      

 
Senses
Aethyr Sight
Total
19
AC Base
10
Dex Bonus (or AC Cap)
2
Item
4
Prof
3
U T E M L
  +2      

 
Unarmored
U T E M L
  +2      

 
Light
U T E M L
  +2      

 
Medium
U T E M L
  +2      

 
Heavy
U T E M L
  +2      

 
Shield AC
+1
Hardness
4
Shield HP
20 / 20
BT
10
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 1 1 0 0 0
Reflex (DEX) 5 2 3 0 2
Will (WIS) 6 1 5 0 4
Simple Weapons
U T E M L
+0        

 
Martial Weapons
U T E M L
+0        

 
Melee (Great Weapons)Trained
Melee (Basic Hand Weapons)Trained
Ranged (Bows)Trained
Handaxe 1d20+5 1d6+2 Slashing
Targe Spike 1d20+5 1d4+2 Piercing
Hunting Bow 1d20+5 1d8+2 Piercing
Total Prof. Mod Ability Mod Item Mod Armor Mod
+5 Acrobatics (dex) 3 2 0 0
+6 Arcana (int) 3 3 0
+5 Athlethics (str) 3 2 0 0
+6 Crafting (int) 3 3 0
+0 Deception (cha)   0 0
+0 Diplomacy (cha)   0 0
+0 Intimidation (cha)   0 0
+1 Medicine (wis)   1 0
+1 Nature (wis)   1 0
+3 Occultism (int)   3 0
+0 Performance (cha)   0 0
+1 Religion (wis)   1 0
+6 Society (int) 3 3 0
+2 Stealth (dex)   2 0 0
+1 Survival (wis)   1 0
+2 Thievery (dex)   2 0 0
Hardy: The Koltani are a tough and Hardy people. If she ever rolls a 1 or a 2 on her Hit Points when rolling for level up, it counts as a 3.

Specialty Crafting: +1 on Craft (Jeweler) checks when making earrings or bracelets.

Magisterium Bonded Token: Every Magister whom graduates and earns the title of Magister gets a specialized pendant with a carved gemstone of the appropriate type for their Order. This pendant is unique to them, uniquely carved and etched as a mark of station. When they make their daily preparations, recovering their manna pool, they also imbue this necklace with a single Tier 1 spell of Casting DC equal to or less than their Caster DC, and they may cast it for free (spending the actions needed to accomplish it) with no roll. This spell, once used is gone until your next daily preparations. She has Tremor stored in hers.

Manna Pool: Manna is how you cast without a Spell-Weaving roll being needed. It also pays for other abilities later. This pool scales by level for all magisters. Friya has a pool of 3/3.

Relentless

Human 1


Traits: Human, Dwarf, Koltani
Source: Adventures in Valerick
Access: Be a Dwarf or a Koltani heritage Human
The Koltani tribes have long been the dwarves of Suranth's closest allies and this has seen some cultural bleed over and no where is this more apparent than in the common Koltani battle tactics. Much like the dwarves, Koltani fighters are oft compared to an Avalanche and for good reason. You gain +2 to attack and damage rolls if your attacking a target that you dealt damage in the previous round of combat.
Magisterium Bonded Token: Contains 1 use of Tremor (Tier I). Recharges as part of Daily Preparations. ID, part of proving she is licensed.
Magisterium License: These documents along with her bonded token are proof positive she is in fact a licensed magister.
Mail and Gambeson tunic: worn, is her armor, granting her +3 AC, max Dex +4
Targe: Equipped, has an attack, grants passive +1 to AC and a further +1 if you take Raise Shield action
Handaxe: Simple Melee Weapon
Hunting Bow: Ranged weapon, two handed, has 150 feet range
1x Minor Healing Elixir: 2d4+2 hp recovery when consumed. to drink it yourself, to feed it to someone.
1x Lesser Triage Kit: DC 12 Medicine check activity (Can only be done over a Regroup or Rest). Critical success patient removes up to Wounded (2). Success, patient removes Wounded (1). Failure, nothing happens. Critical failure patient takes 1d6 damage. Kit is consumed regardless of result.
1x Minor Topaz Philter: 1d4+2 Manna recovery safe for a Geomancer. For anyone else, it would instead harm them. DC 17 Fortitude save. Critical failure takes double damage. Failure takes thunder damage equal to roll of the potion. Success takes half damage. Critical success are lucky and simply nothing occurs, they just taste soil and dirt for the next five to ten minutes.
Spell Attack Roll
Total Key Prof
6 3 3
Spell DC
Total Base Key Prof
16 10 3 3
Magic Tradition
Arcane
Spells Per Day
Per Day
Level 1 2 3 4 5 6 7 8 9 10
Current
Spellbook

Counter-Weave


School: Universal
Spell-Weave DCs: 18, Tier II: 23, Tier III: 28
Traits: Universal, Arcane
Actions:
Trigger: 1 target attempting to cast a Primal, Arcane or Occult spell within range.
Range: 60 feet
Target: 1 creature you can see
Duration: Instant
You try and interfere with the opposing caster's spell-weaving ability. Both you and them roll a Logic Saving Throw, winner take all. If you win critically, you counter their spell and they take 1d6 thunder damage. If you merely win, you simply counter their spell. If you lose, you fail to counter the spell, but the target takes 1d6 thunder damage. If you critically fail, you fail to counter the spell and you take 1d6 of the appropriate elemental damage to for their types.

Tier -1: Roll a Minor Miscast, spell does not cast
Tier 0: Damage does not occur, simple pass or fail.
Tier II: Damages become 2d6 . Range becomes 75 feet
Tier III: Damages become 3d6 . Range becomes 90 feet.

Stone Shield


School: Geomancy
Spell-Weave DCs" 14, Tier II: 19, Tier III: 24
Traits: Arcane, Geomancy, Protective
Actions:
Trigger: 1 Allied creature (or self) about to take damage
Range: 30 feet
Target: 1 Allied Creature in range you can see (or self)
Duration: Instant, 1 round
Reacting quite rapidly to a threat, you forge the mannas of Domhan quickly before a target, manifesting a sigil in the Aether that then manifests itself as a protective aura of brown-grey stone like colors all around the target. They gain +2 Natural Armor Bonus to their AC, and 5 temporary hp for 1 round.

Tier -1: Fail to cast, roll Minor Miscast
Tier 0: Fail to cast OR roll a Minor Miscast and successfully cast Tier I, your choice.
Tier II: Increase AC bonus to +4
Tier III: Increase Temporary Hit Points to 10

Tremor


School: Geomancy
Spell-Weave DCs: 16, Tier II: 21, Tier III: 26
Traits: Geomancy, Manipulate, Magick, Earth, Arcane
Actions:
Range: 150 feet
Target: Single Creature you can see in range, and 10 foot area all around it.
Duration: Instant/Permanent
Forging and carving the energies of Domhan, you wield the Topaz energies, causing the earth to shake suddenly in the target area. The ground of the affected area cracks and heaves, becoming difficult terrain forever after the spell, unless some other magickal effect alters it or returns it to its normal state. Targets in area get a Power Save. On a Critical failure they are thrown prone as well as taking double damage. On a Fail they are Slow (1) and take 2d6+3 thunder damage, but keep their footing. On a success they take half damage and no conditions and on a critical success they are unbothered by the initial tremor, though the difficult terrain still applies.
Siegecraft: Against constructs and structures this deals 2d10+3 instead.

Tier -1: Minor Miscast and fail to cast.
Tier 0: Choose either to fail to weave spell, or roll a Minor Miscast but get Tier I spell-weave.
Tier II: Now deals 5d6+3 or 5d10+3 as needed.
Tier III: Increases radius to 30 feet.

Extra Saves


Save (Attribute)ProficiencyModifierRoll
Power Save (Strength)Untrained+2 1d20+2
Logic Save (Intelligence)Expert+8 1d20+8
Ego Save (Charisma)Trained+3 1d20+3


Extra Skills


SkillAttributeProficiencyRoll
BriberyCharismaUntrained 1d20
Craft (Jeweler)DexterityTrained 1d20+5
IntuitionWisdomTrained 1d20+4
Spell-Weave (Geomancy)IntelligenceTrained 1d20+6
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

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System

Pathfinder 2e

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