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Characters/Skret Vestec

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Skret Vestec

Skret Vestec
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Level 1
Size Medium
Key Ability STR
Hero Points 0
Defenses & Combat
HP 22/22
AC 16
Saving Throws Fort +5, Ref +4, Will +8
Perception +6
Speed 25 ft.
Attributes
STR +0
Languages draconic

Details

  • Ancestry: Orc Orc
  • Heritage: Hold-Scarred Orc Hold-Scarred Orc
  • Background: Seer of the Dead
  • Class: Animist
  • Key Ability: STR
  • XP: 105
  • Focus Points: 2/2
  • Languages: draconic

Identity

  • Age: 30s

⚔ Defense & Saves

  • HP: 22/22
  • AC: 16
  • Perception: +6 (Trained)
  • Speed: 25 ft. (land)
  • Fortitude: +5 (Trained)
  • Reflex: +4 (Trained)
  • Will: +8 (Expert)

📊 Ability Scores

STR DEX CON INT WIS CHA
+0 +1 +2 +1 +3 +0

🎓 Skills

Skill Modifier Proficiency
Acrobatics +1 Untrained
Arcana +1 Untrained
Athletics +3 Trained
Crafting +1 Untrained
Deception +0 Untrained
Diplomacy +0 Untrained
Fortune-Telling +4 Trained
Fortune-Telling Lore +4 Trained
Intimidation +0 Untrained
Medicine +6 Trained
Mountain +4 Trained
Mountain Lore +4 Trained
Nature +6 Trained
Occultism +1 Untrained
Performance +0 Untrained
Religion +6 Trained
River +4 Trained
River Lore +4 Trained
Society +1 Untrained
Stealth +1 Untrained
Survival +6 Trained
Thievery +1 Untrained
Undead +4 Trained
Underworld +4 Trained
Underworld Lore +4 Trained

💰 Wealth & Carry

Coin Total Value Bulk Invested
11 GP, 9 SP, 8 CP 14.999 gp 5.0 / 5 enc / 10 max 0/10

✨ Feats & Features

Heritage
Hold-Scarred Orc 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 & 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 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 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 Diehard (general)
It takes more to kill you than most. You die from the Dying condition at dying 5, rather than dying 4.
Impostor in Hidden Places Impostor in Hidden Places (animist)
Impostors in hidden places whisper in quiet corners where mortal voices rarely resound, hoarding secrets and pondering unknowable truths. They often bring misfortune to those who disturb them, though an animist who earns their trust will find that they make effective allies.

Apparition Skills Fortune-Telling Lore, Underworld Lore

Apparition Spells

  • Cantrip Telekinetic Hand
  • 1st Ill Omen
  • 2nd Invisibility
  • 3rd Veil of Privacy
  • 4th Liminal Doorway
  • 5th Strange Geometry
  • 6th Mislead
  • 7th Planar Palace
  • 8th Disappearance
  • 9th Phantasmagoria

Vessel Spell Discomfiting Whispers

Avatar Whisper Hiding in Shadows Speed 50 feet, fly Speed 50 feet

Melee 1 shadowed touch (reach 15 feet, versatile cold), Damage @Damage[(6d10+6)[void]]

Ranged 1 whisper of despair (range 120 feet), Damage @Damage[(6d6+6)[void]]

Let's Try That Again Let's Try That Again (fortune, reincarnated)
Frequency once per day

Trigger You fail a skill check.

You feel a sense of deja vu when you've made a mistake, almost as if you weren't so careless in a past life and could certainly do better if given another chance. Reroll the triggering skill check and use the new result, even if it's worse than your first roll.

Pet 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 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.

Spirit Familiar (Animist) 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 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 @Damage[(6d10+6)[bludgeoning]]

Ranged 1 crash into the sea (range 120 feet, versatile P, water), Damage @Damage[(6d6+6)[bludgeoning]]

🎒 Inventory

Weapons
Item Qty Bulk Level Price
Sling Sling 1 0.1 0
Staff Staff 2 1 0
Armor & Shields
Item Qty Bulk Level Price
Kilted Breastplate Kilted Breastplate 1 1 0 3 gp
Ammunition
Item Qty Bulk Level Price
Sling Bullets Sling Bullets 19 0.1 0 1 cp
Treasure & Currency
Item Qty Bulk Level Price
Copper Pieces Copper Pieces 8 1 0 1 cp
Gold Pieces Gold Pieces 11 1 0 1 gp
Silver Pieces Silver Pieces 9 1 0 1 sp

🔮 Spellcasting

Divine Prepared Spells (Divine) — Prepared

Rank 1 (0/1 slots)

Description

You protect your target from going astray in hostile territory by tracking where it's already been, helping it deduce where it still needs to go. The target leaves a glittering trail behind it that lasts for the spell's duration. This trail doesn't denote the direction or the order of its path-it merely indicates where the target has moved during the spell's duration.

Heightened (2nd) The duration increases to 8 hours.

Heightened (3rd) The duration increases to last until your next daily preparations.

  • Command Command [auditory, concentrate, linguistic, manipulate, mental]

Description

You shout a command that's hard to ignore. You can command the target to approach you, run away (as if it had the Fleeing condition), release what it's holding, drop Prone, or stand in place. It can't Delay or take any reactions until it has obeyed your command. The effects depend on the target's Will save.

Success The creature is unaffected.

Failure For the first action on its next turn, the creature must use a single action to do as you command.

Critical Failure The target must use all its actions on its next turn to obey your command.

Heightened (5th) You can target up to 10 creatures.

Description

You draw on a creature's thoughts of home and the comfort it finds in that concept, overwhelming the creature with wistful memories of whatever home means to it. The target must succeed at a Will save or become Fascinated by the memories.

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

Description

You empower attacks with vital energy. The number of targets is equal to the number of actions you spent casting this spell. Each target's unarmed and weapon Strikes deal an extra 1d4 vitality damage. (This damage typically damages only undead). If you have the holy trait, you can add that trait to this spell and to the Strikes affected by the spell.

Heightened (3rd) The damage increases to 2d4 damage.

Heightened (5th) The damage increases to 3d4 damage.

Spell Effect: Infuse Vitality

  • Ricochet 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.

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

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

Description

Requirements You worship a deity.

You call out to the creatures of the wild favored by your deity. You quickly summon your deity's sacred animal (or a small swarm of them if the animal is usually Tiny). For example, you would call forth a lion if you worship Iomedae or a swarm of spiders if you worship Norgorber. If your deity doesn't have a known sacred animal, work with the GM to find a thematic one. The animal or swarm assaults all creatures in the area, dealing 2d6 damage. The damage is either bludgeoning, piercing, or slashing based on the animal that was conjured, as determined by the GM. After their attacks, the animals return to your deity's plane.

Heightened (+1) The damage increases by 2d6.

Vessel Spells (Divine) — Focus

Rank 1

Description

You are surrounded by an aura of spiteful murmurings that incite bad luck and punish failure. Each creature that starts their turn within the area of this spell must succeed at a Will save or roll twice on their first attack roll that round and take the lower result. If an attack roll modified in this way results in a failure, the creature that rolled the failed attack takes 1d6 void damage.

Spell Effect: Discomfiting Whispers

Heightened (+2) The void damage dealt on a failure increases by 1d6.

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

Rank 1 (1/1 slots)

  • Ill Omen Ill Omen [concentrate, curse, manipulate, misfortune]

Description

The target is struck with misfortune, which throws it off balance. The target must attempt a Will save.

Success The target is unaffected.

Failure The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.

Critical Failure Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.

Spell Effect: Ill Omen

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

Description

You create a floating, magical hand, either invisible or ghostlike, that grasps the target object and levitates it slowly up to 20 feet in any direction. When you Sustain the spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.

Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.

Heightened (5th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 1 or less.

Heightened (7th) The range increases to 60 feet, and you can target an unattended object with a Bulk of 2 or less.

Other Spells

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.

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.

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.

Last synced: 2026-07-09 04:00