Characters/Skret Vestec: Difference between revisions
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{{CharacterInfobox | {{CharacterInfobox | ||
| name = Skret Vestec | | name = Skret Vestec | ||
| portrait = https://foundry.atkennedy.com/assets/Images/Portraits/d5cv1kw-440671ae-f5a3-4667-99cb-9204cfcb1294.jpg | | portrait = https://foundry.atkennedy.com/assets/Images/Portraits/d5cv1kw-440671ae-f5a3-4667-99cb-9204cfcb1294.jpg?1783043357147 | ||
| level = 1 | | level = 1 | ||
| size = Medium | | size = Medium | ||
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''Last synced: 2026-07-26 | ''Last synced: 2026-07-26 13:54'' | ||
[[Category:Characters]] | [[Category:Characters]] | ||
Latest revision as of 18:54, 26 July 2026
Skret Vestec
| Skret Vestec | |
|---|---|
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|
| Level | 1 |
| Size | Medium |
| Key Ability | WIS |
| Hero Points | 1 |
| Defenses & Combat | |
| HP | 22/22 |
| AC | 17 |
| Saving Throws | Fort +5, Ref +5, Will +9 |
| Perception | +7 |
| Speed | 25 ft. |
| Combat Record | |
| Last Kill | Flash Beetle (2026-07-11) |
| Attributes | |
| STR +1 | |
| Languages | draconic |
Details
- Ancestry:
Orc - Heritage:
Hold-Scarred Orc - Background: Seer of the Dead
- Class: Animist
- Key Ability: WIS
- XP: 665
- Hero Points: 1
- Focus Points: 2/2
- Languages: draconic
Identity
- Age: 30s
⚔ Defense & Saves
- HP: 22/22
- AC: 17
- Perception: +7 (Trained)
- Speed: 25 ft. (land)
- Fortitude: +5 (Trained)
- Reflex: +5 (Trained)
- Will: +9 (Expert)
🗡 Attacks
| Weapon | Traits | Attack Bonus | Damage | |
|---|---|---|---|---|
| Staff (Trained) | Monk, Two-Hand-D8 | +4/-1/-6 | 1d4+1 bludgeoning | |
| Sling (Trained) | Propulsive | +5/+0/-5 | 1d6 bludgeoning |
📊 Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +1 | +2 | +2 | +1 | +4 | -2 |
🎓 Skills
| Skill | Modifier | Proficiency |
|---|---|---|
| Acrobatics | +2 | Untrained |
| Arcana | +1 | Untrained |
| Athletics | +4 | Trained |
| Crafting | +1 | Untrained |
| Deception | -2 | Untrained |
| Diplomacy | -2 | Untrained |
| Fortune-Telling Lore | +4 | Trained |
| Intimidation | -2 | Untrained |
| Medicine | +7 | Trained |
| Mountain | +4 | Trained |
| Mountain Lore | +4 | Trained |
| Nature | +7 | Trained |
| Occultism | +1 | Untrained |
| Performance | -2 | Untrained |
| Religion | +7 | Trained |
| River | +4 | Trained |
| River Lore | +4 | Trained |
| Sailing | +4 | Trained |
| Scouting | +4 | Trained |
| Society | +1 | Untrained |
| Stealth | +2 | Untrained |
| Survival | +7 | Trained |
| Thievery | +2 | Untrained |
| Undead | +4 | Trained |
| Underworld Lore | +4 | Trained |
💰 Wealth & Carry
| Coin | Total Value | Bulk | Invested |
|---|---|---|---|
| 21 GP, 9 SP, 8 CP | 30 gp | 5.9 / 6 enc / 11 max | 0/10 |
✨ Feats & Features
Heritage
Hold-Scarred Orc- You are part of an orc community that participates in ritual scarification or tattooing. The marks on your skin show your exceptional hardiness and vitality. You gain 12 Hit Points from your ancestry instead of 10. You also gain the Diehard feat.
Background Features
- Seer of the Dead
- You have long been gifted with the ability to see and speak with the departed. This could have manifested at your birth or when a chance encounter linked you inextricably to the spirits of the dead. Their constant presence might feel like a curse, or it might provide you with welcome companionship.
- You gain one ability boost. It must be to Constitution or Wisdom.
- You're trained in Religion and Undead Lore. You gain the effects of the Spirit Sense spell at all times.
Feats
Animist & Apparition Spellcasting (animist)- Your role as a spiritual medium connecting the mortal Universe to the realms beyond lets you cast your magic in two distinct ways: you both learn and prepare spells from the divine tradition yourself, and you also channel the knowledge and power of your attuned apparitions, gaining spell slots and a repertoire of spells from them that you can cast spontaneously.
- Regardless of which source you're drawing on, you are a spellcaster and can cast spells of the divine tradition using the Cast a Spell activity. As an animist, your incantations might take the form of reciting relevant snippets of legends—stories passed down orally—or they might see you calling nearby spirits to honor ancient vows. Your gestures could be elegant dances or full-body convulsions as generations of memories and otherworldly energies inherited from your spiritual allies surge through you.
- Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifiers and spell DC use your Wisdom modifier.
- The clearly delineated partnership between an animist and their apparitions means you can't cast your animist spells using your apparition spell slots or vice versa—your magics remain complementary and harmonious, yet as distinct as the two worlds from which they come.
- ==== Animist Spellcasting ====
- As a keeper of knowledge, you are constantly learning new techniques and spells. Each day, you can prepare one 1st-rank spell and 2 cantrips from among the common spells on the divine spell list or from other divine spells you've gained access to and learned via Learn a Spell. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare is called your spell slots. As you increase in level as an animist, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in Animist Spells Per Day.
- You are a prepared spellcaster for the purposes of determining how you interact with staves and other items or effects that differentiate between prepared and spontaneous spellcasters.
- ==== Apparition Spellcasting ====
- You can draw upon your attuned apparitions as a second source of magical knowledge and power. You gain additional spontaneous spell slots and a spell repertoire from your attuned apparitions. At first level, you can cast two apparition cantrips and one 1st-rank apparition spell per day. You must have the spell in your apparition spell repertoire to cast it; this is a collection of spells granted to you by all your attuned apparitions. You can cast any spell in your apparition spell repertoire by using an apparition spell slot of an appropriate spell rank. Any of these spells that aren't normally on the divine list are still divine spells if you cast them this way.
- As you increase in level, you gain further apparition spell slots, and your apparitions grant you higher-rank apparition spells, as detailed in each apparition entry.
- ==== Heightening Spells ====
- When you gain spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks. All your apparition spells are signature spells. That means that you can heighten any apparition spell freely by casting it from a higher-rank apparition spell slot, up to the maximum rank of apparition spell you can cast.
- ==== Cantrips ====
- Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will any number of times per day. A cantrip is automatically heightened to half your level rounded up—this is usually equal to the highest rank of animist spell slot you have. For example, as a 1st-level animist, your cantrips are 1st-rank spells, and as a 5th-level animist, your cantrips are 3rd-rank spells.
- ==== Vessel Spells ====
- Your primary attuned apparition can use your body as a conduit, allowing you to cast a unique vessel spell. Vessel spells are a type of focus spell. Because vessel spells are a manifestation of a specific apparition, an animist can't cast or Sustain a specific vessel spell in the same round they have already cast or Sustained it (for example, an animist who has cast earth's bile during their turn can't then cast or Sustain another instance of earth's bile during that same turn).
- It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to treat with nearby spirits, meditate on resolving an issue pertaining to the balance of spirits and mortals, or tell a story.
- Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, though certain feats or abilities adjust this number, but it can never be more than 3 points.
Animistic Practice (animist)- At 1st level, you choose an animistic practice that influences the way your power grows and develops, and you gain its first invocation. At 9th level, you gain its second invocation, and at 17th, you gain its third.
Apparition Attunement (animist)- Animists have a gift for divine magic that allows them to serve as conduits or bridges for otherworldly spiritual entities known collectively as apparitions; through them, these entities can commune and interact with the physical world in a process called attunement. Apparitions are myriad and diverse: they may be human spirits lingering on the border between becoming phantoms or ghosts, animal spirits with particularly strong connections to the physical world but lacking the malice that would spur a transition into true undeath, manifestations of natural locations that have grown thought and purpose over time, or they may be a different variation altogether.
- Some animists attune to one or more specific apparitions that accompany them in their travels, forming deep partnerships over time, while others adapt to their surroundings by befriending the local apparitions who dwell wherever the animist's journey takes them. Each day during your daily preparations, choose two apparitions from the list on page 17 to attune to. Of these, choose one to be your primary apparition. Your attuned apparitions each grant you knowledge in the form of Lore skills and a repertoire of additional spells you can cast using apparition spellcasting (see below), and your primary apparition grants you even further power in the form a unique vessel focus spell and, when you are higher level, a unique avatar form.
- When you Refocus, you can change which of your currently attuned apparitions is your primary apparition, selecting from any of the apparitions you attuned to during your daily preparations. All your apparitions typically remain attuned to you until your next daily preparations, but some animist abilities can temporarily disperse them, usually in exchange for a powerful boon. If an apparition is dispersed, you lose access to its gifts—you forget its apparition skills, its spells are removed from your apparition spell repertoire, and you can't use its vessel spell or avatar form—until you attune to it again. When you disperse your primary apparition, one of your remaining apparitions becomes your primary apparition, chosen by you at the time of dispersal.
Diehard (general)- It takes more to kill you than most. You die from the Dying condition at dying 5, rather than dying 4.
Orc Ferocity (orc)- Frequency once per day
- Trigger You would be reduced to 0 Hit Points but not immediately killed.
- Fierceness in battle runs through your blood, and you refuse to fall from your injuries no matter how terrible they may be. You avoid being knocked out and remain at 1 Hit Point, and your Wounded condition increases by 1.
Pet (general)- You have a pet—a Tiny animal of a type you choose, such as a cat, bird, or rodent. It has the minion trait, meaning it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don't need to attempt a Nature check. A pet can't make Strikes.
- Level Your pet's level is equal to yours.
- Modifiers and AC Your pet's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. It uses 3 + your level as its modifier for Perception, Acrobatics, and Stealth, and just your level as its modifier for other skill checks. It doesn't have or use its own attribute modifiers and can never benefit from item bonuses.
- Hit Points Your pet has 5 Hit Points per level.
- Senses Your pet has low-light vision and can gain additional senses from pet abilities.
- Speed Your pet has a Speed of 25 feet. You can choose to instead have an aquatic pet, which breathes in water instead of air and has the aquatic trait, no land Speed, and a swim Speed of 25 feet.
- Pet Abilities When you gain your pet, choose two of the following abilities. If your pet is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your pet can't be an animal that naturally has more pet abilities than the maximum. In some cases, the GM might add some familiar abilities to the pet abilities you can choose.
- Amphibious It gains the amphibious trait, allowing it to breathe in both air and water, and has both a land Speed and a swim Speed, each equal to its highest land Speed or swim Speed.
- Burrower It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.
- Climber It gains a climb Speed of 25 feet.
- Darkvision It gains darkvision.
- Echolocation Your pet can use hearing as a precise sense within 20 feet.
- Fast Movement Increase one of the pet's Speeds from 25 feet to 40 feet.
- Flier It gains a fly Speed of 25 feet.
- Manual Dexterity It can use up to two of its limbs as if they were hands to perform manipulate actions.
- Scent Your pet can use scent as an imprecise sense within 30 feet
- Tough Your pet's max HP increase by 2 per level.
- Special You can gain a new pet by retraining this feat, releasing any previous pet you have. If you later gain a familiar or other companion that uses the Pet feat, you can immediately retrain this feat.
Shaman (animist)- You form close bonds with your apparitions that allow you to invest them with the rare ability to take on a material form and directly affect the physical world.
- Invocation of Embodiment (1st): You allow your apparition to inhabit a physical form. You gain the Spirit Familiar feat. At 2nd level, you gain the Enhanced Familiar feat.
- Invocation of Growth (9th): Your bond with the physical form of your chosen apparition grows stronger. You gain the Incredible Familiar feat.
- Invocation of Otherworldliness (17th): Your apparition familiar becomes ever more powerful, straddling the line between physical and spiritual. Your spirit familiar can take a single action that has the concentrate trait to become incorporeal for 1 minute. It gains the incorporeal trait, meaning it can move through physical creatures and such creatures can move through it. It can't attempt Strength-based checks (such as Grapple) against corporeal creatures, and corporeal creatures can't attempt such checks against it. It gains immunity to precision damage and resistance to physical damage (except damage from Strikes with the Ghost Touch property rune) equal to half your level (double against non-magical damage) but weakness to force damage equal to half your level. However, when incorporeal, your spirit familiar can travel no more than 60 feet from you and must maintain line of effect to you; this typically prevents it from moving through walls. Your spirit familiar can Dismiss this effect.
Shepherd of Errant Winds (animist)- Often spun from eddies in the wake of air elementals, a shepherd of errant winds delights in movement and freedom. They might seek animists in breezy canyons or aboard ships cruising the trade winds, after which the apparition follows an animist to less airy locales. However, a shepherd of errant winds chafes at idleness and stirs up trouble if its surroundings seem too still.
- Apparition Skill Sailing Lore, Scouting Lore
- Apparition Spells
- Cantrip Slashing Gust
- 1st Tailwind
- 2nd Propulsive Breeze
- 3rd Wall of Wind
- 4th Vapor Form
- 5th Scouting Eye
- 6th Mislead
- 7th Vacuum
- 8th Punishing Winds
- 9th Wrathful Storm
- Vessel Spell Gift of the Anemos
- Avatar Avatar Will of the Winds Speed 40 feet, fly 70 feet, ignore difficult terrain and greater difficult terrain
- Melee 1 air blast (air, reach 20 feet), Damage 6d8+6 bludgeoning
- Ranged 1 thunderclap (electricity, range 120 feet, versatile sonic), Damage 6d6+3 electricity
Spirit Familiar (Animist) (animist)- When you attune to your apparitions during your daily preparations, you can choose to dedicate a small amount of your life force to allow one of them to physically manifest as a familiar, which gains the spirit trait. If your familiar is slain or destroyed, you lose all other benefits from the apparition until you remanifest the familiar during your next daily preparations. If you disperse the apparition you have manifested as a familiar, the familiar is destroyed.
Vanguard of Roaring Waters (animist)- Vanguards of roaring waters are found where rivers carve their way through mountains, creating fearsome rapids. They can also be found near bays where rivers meet the sea and create turbulent breakers and unpredictable undertows, coastal reefs that tear the bottoms from unwary ships and isolate islands, or anywhere else where water becomes violent and difficult to navigate safely. Vanguards of roaring waters encourage chaos and are easily bored.
- Apparition Skills Mountain Lore, River Lore
- Apparition Spells
- Cantrip Rousing Splash
- 1st Hydraulic Push
- 2nd Mist
- 3rd Crashing Wave
- 4th Hydraulic Torrent
- 5th Control Water
- 6th Personal Ocean
- 7th Dancing Fountain
- 8th Whirlpool
- 9th Wrathful Storm
- Vessel Spell River Carving Mountains
- Avatar River that Splits the World Speed 50 feet, swim Speed 70 feet
- Melee 1 parting mountains (reach 15 feet, versatile S, water), Damage 6d10+6 bludgeoning damage
- Ranged 1 crash into the sea (range 120 feet, versatile P, water), Damage 6d6+6 bludgeoning damage
🎒 Inventory
Weapons
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Sling | 1 | 0.1 | 0 | — | |
| Staff | 2 | 1 | 0 | — |
Armor & Shields
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Kilted Breastplate | 1 | 1 | 0 | 3 gp |
Ammunition
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Sling Bullets | 18 | 0.1 | 0 | 1 cp |
Equipment
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Healer's Toolkit | 1 | 1 | 0 | 5 gp |
Treasure & Currency
| Item | Qty | Bulk | Level | Price | |
|---|---|---|---|---|---|
| Copper Pieces | 8 | 1 | 0 | 1 cp | |
| Gold Pieces | 21 | 1 | 0 | 1 gp | |
| Silver Pieces | 9 | 1 | 0 | 1 sp |
🔮 Spellcasting
Divine Prepared Spells (Divine) — Prepared
- DC 17 | Attack +7
Rank 1 (0/1 slots)
Bless [aura, concentrate, manipulate, mental]
Description
Blessings from beyond help your companions strike true. You and your allies gain a +1 status bonus to attack rolls while within the emanation. Once per round on subsequent turns, you can Sustain the spell to increase the emanation's radius by 10 feet.
Bless can counteract Bane.
Aura: Bless
Concordant Choir [concentrate, sonic]
Description
You unleash a dangerous consonance of reverberating sound, focusing on a single target or spreading out to damage many foes. The number of actions you spend Casting this Spell determines its targets, range, area, and other parameters.
1 The spell deals 1d4 sonic damage to a single enemy, with a basic Fortitude save.
2 (manipulate) The spell deals 2d4 sonic damage to all creatures in a 10-foot burst, with a basic Fortitude save.
3 (manipulate) The spell deals 2d4 sonic damage to all creatures in a 30-foot emanation, with a basic Fortitude save.
Heightened (+1) The damage increases by 1d4 for the 1-action version, or 2d4 for the other versions.
Fear [concentrate, emotion, fear, manipulate, mental]
Description
You plant fear in the target; it must attempt a Will save.
Critical Success The target is unaffected.
Success The target is Frightened 1.
Failure The target is Frightened 2.
Critical Failure The target is Frightened 3 and Fleeing for 1 round.
Heightened (3rd) You can target up to five creatures.
Guidance [cantrip, concentrate]
Description
You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
Spell Effect: Guidance
Effect: Guidance Immunity
Harm [manipulate, void]
Description
You channel void energy to harm the living or heal the undead. If the target is a living creature, you deal 1d8 void damage to it, and it gets a basic Fortitude save. If the target is a willing undead creature, you restore that amount of Hit Points. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
1 The spell has a range of touch.
2 (concentrate) The spell has a range of 30 feet. If you're healing an undead creature, increase the Hit Points restored by 8.
3 (concentrate) You disperse void energy in a 30-foot emanation. This targets all living and undead creatures in the area.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Heal [healing, manipulate, vitality]
Description
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
1 The spell has a range of touch.
2 (concentrate) The spell has a range of 30 feet. If you're healing a living creature, increase the Hit Points restored by 8.
3 (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.
Mystic Armor [concentrate, manipulate]
Description
You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mystic armor, you use your unarmored proficiency to calculate your AC.
Spell Effect: Mystic Armor
Heightened (4th) You gain a +1 item bonus to saving throws.
Heightened (6th) The item bonus to AC increases to +2, and you gain a +1 item bonus to saving throws.
Heightened (8th) The item bonus to AC increases to +2, and you gain a +2 item bonus to saving throws.
Heightened (10th) The item bonus to AC increases to +3, and you gain a +3 item bonus to saving throws.
Ricochet [cantrip, concentrate, manipulate, metal]
Description
A spinning disk or smooth orb of shimmering steel leaps from one target to another. You deal 2d4 bludgeoning or slashing damage (with a basic Reflex save).
Heightened (+1) The damage increases by 1d4.
Runic Body [concentrate, manipulate]
Description
Glowing runes appear on the target's body. All its unarmed attacks become +1 striking unarmed attacks, gaining a +1 item bonus to attack rolls and increasing the number of damage dice to two.
Heightened (6th) The unarmed attacks are +2 greater striking.
Heightened (9th) The unarmed attacks are +3 major striking.
Spell Effect: Runic Body
Runic Weapon [concentrate, manipulate]
Description
The weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
Heightened (6th) The weapon is +2 greater striking.
Heightened (9th) The weapon is +3 major striking.
Spell Effect: Runic Weapon
Schadenfreude [concentrate, emotion, mental]
Description
Trigger You critically fail a saving throw against a foe's effect.
You distract your enemy with their feeling of smug pleasure when you fail catastrophically. They must attempt a Will save.
Critical Success The creature is unaffected.
Success The creature is distracted by its amusement and takes a -1 status penalty on Perception checks and Will saves for 1 round. Spell Effect: Schadenfreude (Success)
Failure The creature is overcome by its amusement and is Stupefied 1 for 1 round.
Critical Failure The creature is lost in its amusement and is Stupefied 2 for 1 round and Stunned 1.
Summon Undead [concentrate, manipulate, summon]
Description
You summon a creature that has the undead trait and whose level is -1 to fight for you.
Heightened As listed in the summon trait.
Wisp Ally [concentrate, light, manipulate]
Description
You summon a Tiny bouncing wisp of light that easily distracts even the most determined of combatants. The wisp floats near your target. A wisp doesn't take up space, grant flanking, or have any other attributes a creature would. The wisp generates bright light in a 10-foot radius. When you Cast the Spell and each time you Sustain the spell, your wisp attempts to distract your target, which must succeed at a Will save or become Off-Guard until the start of your next turn. A creature who critically succeeds becomes immune to wisp ally for 1 hour.
Heightened (+1) You create one additional wisp, allowing you to choose a different target. Each wisp you create must have a different target, and all of them attempt to distract their targets at the same time when you cast or Sustain this spell.
Vessel Spells (Divine) — Focus
- DC 17 | Attack +7
Rank 1
Gift of the Anemos [air, animist, aura, focus]
Description
Your apparition envelops you in gusting winds that can speed your steps or buffet your foes. When an enemy in the aura critically fails a Strike against you, they must succeed at a Reflex save or become Off-Guard until the end of your next turn. When you cast or sustain this spell, you can either Step, Shove a creature in the aura using your spell attack modifier in place of your Athletics modifier, or jump 10 feet in any direction (you must land on solid ground, or else you fall).
River Carving Mountains [animist, focus, water]
Description
Your apparition solidifies around you into roaring water and spraying mist. For the duration of this spell, you have lesser cover against ranged attacks and gain a +10-foot status bonus to each Speed you have. When you first cast this spell and each time you Sustain it, you can Stride up to your speed while your apparition fills each square you pass through with the lingering energy of a coursing river. These squares become difficult terrain until the start of your next turn. You can use river carving mountains while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.
Spell Effect: River Carving Mountains
Apparition Attunement (Divine) — Spontaneous
- DC 17 | Attack +7
Rank 1 (0/1 slots)
Hydraulic Push [attack, concentrate, manipulate, water]
Description
You call forth a powerful blast of pressurized water that bludgeons the target and knocks it back. Make a ranged spell attack roll.
Critical Success The target takes 6d6 bludgeoning damage and is knocked back 10 feet.
Success The target takes 3d6 bludgeoning damage and is knocked back 5 feet.
Heightened (+1) The bludgeoning damage increases by 2d6.
Rousing Splash [cantrip, concentrate, manipulate, water]
Description
You cause a splash of cold water to descend on an ally's head, granting some temporary vigor. The target gains 1d4 temporary Hit Points, which last for 1 minute. The target is then temporarily immune to the temporary Hit Points from rousing splash for 10 minutes. The target can also attempt an immediate flat check to recover from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance.
Heightened (+1) The amount of temporary Hit Points granted increases by 1d4.
Spell Effect: Rousing Splash
Slashing Gust [air, attack, cantrip, concentrate, manipulate]
Description
You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two creatures with this spell; otherwise, you target one.
Make a spell attack roll against each target's AC. This deals 2d4 slashing damage. On a critical success, a target also takes (@item.level)d4 bleed damage damage. If you're attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks.
Critical Success The target takes double damage and 1d4 persistent bleed damage.
Success The target takes full damage.
Heightened (+1) The damage increases by 1d4, and the persistent damage on a critical hit increases by 1d4.
Tailwind [air, concentrate, manipulate]
Description
The wind at your back pushes you to find new horizons. You gain a +10-foot status bonus to your Speed.
Spell Effect: Tailwind
Heightened (2nd) The duration increases to 8 hours.
Spell Effect: Tailwind (8 hours)
Last synced: 2026-07-26 13:54
