About 2E - Annilda SoncirStory:
Calistria, a goddess who combines physical attraction with intertwined insults. This inner strength attracted a young Annilda to a temple long ago, and her parents were glad for the assistance, as they were too young to truly deal with a new child.
Annilda focused on making sure no one could catch her off guard. She trained her body so she could use it as a weapon stronger than any blade, and honed her threats to insult anyone who dared to boss her. She left the church as a fortune teller, taking her time to meet new people and offer then spiritual and physical healing as needed. She wasn't much for material goods- most of it went to the church and some went for her parents. The Pathfinder Society tried to entice her with tales of fame and fortune, but she found something more valuable- the members who had their own experiences and stories that she had simply heard of. She agrees with many monasteries that perfection requires the union of body, mind and soul. But without a divine hand to reveal the way, you are doomed to fail. Annilda believes societal stress is paramount to forcing this balance, and finds Idori isolationism laughable.
Bot Me!:
Get into flanking with the frontliner, then use my unarmed strike. (Open the Offense section and copy the dice rolls down there.) PFS ID: 133608-1503 Saving Throws:
Fort 1 Expert + 1 Con + 4 Level = 6 Reflex 0 Trained + 2 Dex + 4 Level = 6 Will 1 Expert + 3 Wis + 4 Level = 8 Cat Fall Your catlike aerial acrobatics allow you to cushion your fall. Treat all falls as if you fell 10 fewer feet. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Haughty Obstinacy Your powerful ego makes it harder for others to order you around. If you succeed at a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead.
Defenses and Movement:
HP 8 Human + (8 * 5 Cleric) + (1 * 5 Con) = 53 AC 10 + 2 Dex + 4 Level + 1 Bracers = 17 T 10 + 2 Dex + 4 Level = 16 Tiger Stance: While in Tiger Stance, you can Step 10 feet as long as your Speed is at least 10 feet.
Offense:
Melee
[dice=Unarmed Strike]1d20 + 9[/dice]
Agile: The multiple attack penalty you take on the second attack each turn with this weapon is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Powerful Fist: When striking with your fist, you deal 1d6 damage instead of 1d4. You use your normal proficiency when making a lethal attack with a nonlethal unarmed attack. Tiger Claw
[dice=Tiger Claw]1d20 + 9[/dice]
Silver Dagger
[dice=Silver Dagger]1d20+8[/dice]
Agile: The multiple attack penalty you take on the second attack each turn with this weapon is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Whip
[dice=Whip]1d20+8[/dice]
Disarm: You can use this weapon to Disarm with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls (if any) as a bonus to the Athletics check. If you critically fail a check to Disarm using the weapon, you can drop the weapon to treat it as a normal failure. On a critical success, you still need a free hand if you want to take the item.
Ranged
[dice=Sling]1d20 + 6[/dice]
Propulsive: You add half your Strength modifier to damage rolls with a propulsive ranged weapon so long as your Strength modifier is not negative. If you have a negative Strength modifier, you add your full Strength modifier instead. Silver Dagger
[dice=Silver Dagger]1d20+6[/dice]
Agile: The multiple attack penalty you take on the second attack each turn with this weapon is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
Skills:
Acrobatics 1 Expert + 4 Level + 2 Dex = 7 Athletics 0 Trained + 4 Level + 4 Str = 6 Deception 1 Expert + 4 Level + 2 Cha = 7 Intimidation 1 Expert + 4 Level + 2 Cha = 7 Lore: Calistria 0 Trained + 4 Level + 0 Int = 4 Perception 0 Trained + 4 Level + 4 Wis = 8 Religion 0 Trained + 4 Level + 4 Wis = 8 Society 0 Trained + 4 Level + 0 Int = 4 Clever Improviser: You gain a +1 circumstance bonus to skill checks in which you’re untrained. (Acrobatics) Cat Fall: Your catlike aerial acrobatics allow you to cushion your fall. Treat all falls as if you fell 10 fewer feet. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
Cleric Features:
Worshiper of Calistria Anathema Can't cast Lawful spells Become too consumed by love or a need for revenge, let a slight go unanswered Domains
Pain: You punish those who displease you with the sharp sting of pain.
Pain Domain Power: Savor the Sting (See Spells) Extra Spells
Chosen Weapon
Skill
Channel Energy
Monk Abilities:
Monk Dedication Page 4 of Multiclass Archetype Updates Archetype, Dedicaion, Multiclass You become trained in all unarmed attacks and gain the powerful fist class feature (see page 97 of the Pathfinder Playtest Rulebook).
Special You cannot select another dedication feat until you have gained two other feats from the monk archetype. Tiger Stance (via Monk Dedication: Basic Kata class feat)
You enter the stance of a tiger, using your hands like claws. You can make tiger claw attacks. These deal 1d8 slashing damage; are in the brawling group; and have the agile, finesse, nonlethal, and unarmed traits. They gain the following enhancement: Enhancement On a critical success, the target takes 1d4 persistent bleed damage. While in Tiger Stance, you can Step 10 feet as long as your Speed is at least 10 feet.
Other Feats:
Student of the Canon (Background feat) Page 173 General, Skill You’ve researched the fundamental tenets of many faiths enough to recognize notions about them that are unlikely to be true. When attempting a Religion check to Read Scripture or to Recall Knowledge about the tenets of faiths, you treat a critical failure as a failure instead. Clever Improviser (Ancestry feat)
You’ve learned how to handle situations when you’re out of your depth. You gain a +1 circumstance bonus to skill checks in which you’re untrained. Haughty Obstinacy (Ancestry Feat)
Your powerful ego makes it harder for others to order you around. If you succeed at a saving throw against a mental effect that attempts to directly control your actions, you critically succeed instead.
Streetwise (Skill Feat)
You know about life on the streets and feel the pulse of your local settlement. You can use your Society bonus instead of your Diplomacy bonus to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally. Cat Fall (Skill Feat)
Your catlike aerial acrobatics allow you to cushion your fall. Treat all falls as if you fell 10 fewer feet. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. Quick Intimidation (General Feat)
You can Coerce others with little more than a few choice implications, allowing you to Coerce a creature after 1 round of conversation instead of 1 minute.
Cleric Magic:
Spell DC is based on Wisdom +4 Wis +4 Level = 8 Spell Points: 4 Wis, Savor the Sting Clerics cast from the Divine spell list. DC 18.
Level 0, at will
Level 1, 3/day
Level 2, 3/day
Level 3, 2/day
Spell Descriptions:
Augury Level 2 Spell Page 206 Divination, Prediction Casting 10 minutes (Material, Somatic, Verbal) You ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future, and reveals the GM’s best guess among the following outcomes. • Weal: The results will be good. • Woe: The results will be bad. • Weal and Woe: The results will be a mix of good and bad. • Nothing: There won’t be particularly good or bad results. The GM rolls a secret DC 6 flat check. On a failure, the result is always “nothing.” This makes it impossible to tell whether a “nothing” result is accurate. If anyone casts augury on the same topic, use the secret roll result from the first casting. It’s possible to get a different result if circumstances change. Bless
Blessings from beyond make your companions potent. They gain a +1 conditional bonus to attack rolls. Bless can dispel bane. Charm
To the target, your words are honey and your visage bathed in dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or acted hostile.
Success The target is unaffected, but thinks your spell was something harmless instead of charm, unless it identifies the spell (usually with Identify Magic). Critical Success The target is unaffected and aware you tried to charm it. Failure The target’s attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can’t act hostile toward you. Critical Failure Target is helpful and can’t act hostile toward you. Heightened (4th) You can target any creature, not just humanoids. Heightened (8th) You can target up to 10 creatures of any kind. Darkvision
You gain darkvision.
Enthrall
Casting Somatic, Verbal
You speak or sing without interruption throughout the casting and duration. Targets that notice your speech or song might give their undivided attention, depending on their Will saves. The GM may grant a circumstance bonus (to a maximum of +4) if the target is of an opposing religion, ancestry, or political leaning, or is otherwise unlikely to agree with what you’re saying. Each creature that enters range has to attempt a save when you Concentrate on the Spell. If you’re speaking, enthrall is lingual. Success The target needn’t pay attention but doesn’t notice you tried to use magic (it might notice others are enthralled). Critical Success: The target is unaffected.
Heal
You channel positive energy to heal the living or damage the undead. You restore Hit Points equal to 1d8 plus your spellcasting ability modifier to a willing living target, or deal that amount of positive damage to an undead target. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters. Somatic Casting: The spell has a range of touch. You must succeed at a melee touch attack to damage an undead target.
Heroism
Light
The object begins to glow with pure light, casting bright light in a 20-foot radius like a torch. If you cast this spell again on another object, the light on the last object you cast it on is dismissed. Heightened (4th) The object instead sheds bright light in a 60- foot radius. Message
You mouth words, but instead of coming out of your mouth, they’re transferred to the ears of the target. Though others cannot hear your words, the target can as if she were standing next to you. She can give a brief response as a reaction, or as a free action on her next turn if she wishes, but she must be able to see you and be within range to do so. If she responds, per the original missive only you can hear her response.
Prestidigitation
You can perform simple magical effects for as long as you Concentrate on the Spell. The effects are minor and have severe limitations. Each time you Concentrate on the Spell, you can choose one of four options, based on your type of magic. • Lift (arcane, divine, occult) Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond just moving, cleaning, coloring, or soiling it) persists only as long as you Concentrate on the Spell. Protection
Choose chaotic, evil, good, or lawful when you cast this spell. If you choose chaos, this spell gains the lawful trait and vice versa. If you choose evil, this spell gains the good trait and vice versa.
Remove Disease
You attempt to completely remove one disease afflicting the target. Treat this as counteracting the disease (see page 319). Restoration
When you cast restoration, choose to either reduce a condition or lessen the effect of a toxin. A creature can benefit from only one restoration spell each day, and it can’t benefit from restoration more than once to reduce the stage of the same exposure to a given toxin. • Reduce a Condition: Reduce the value of the target’s enfeebled, sluggish, or stupefied condition by 2. You can instead reduce two of the listed conditions by 1 each.
Heightened (4th) Add drained to the list of conditions you can reduce. When you lessen a toxin, reduce the stage by two. You also gain a third option that allows you to reduce the target’s enervated value by 1. You can’t use this to reduce a permanent enervated condition. Heightened (6th) Per the 4th-level restoration, but you can reduce a permanent enervated condition if you add a Material Casting action while casting the spell, during which you provide 100 gp worth of diamond dust as a cost. Savor the Sting
You revel in your target’s pain. If you succeed at a touch attack, your target takes 1d6 mental damage (double damage on a critical hit) and becomes sick with pain depending on its Will save. As long as the target is sick, you gain a +1 conditional bonus to attack rolls and skill checks against the target. Success The target does not become sick.
Searing Light
You shoot a blazing-hot ray of light tinged with holy energy. Make a ranged touch attack against the target. If you hit, you deal 4d6 fire damage. If the target is a fiend or undead, you deal 4d6 additional good damage to it. On a critical hit, double all the damage. If the light passes through an area of magical darkness or targets a creature affected by magical darkness, searing light attempts to dispel the darkness. If you need to determine whether the light passes through an area of darkness, draw a line between you and the spell’s target. Heightened (+2) The fire damage by 3d6 and the good damage against fiends and undead increases by 3d6. Stabilize
A single touch shuts death’s door. The target goes from 0 Hit Points to 1 Hit Point. Heightened (4th) You also reduce the target’s dying value by 1.
Resonance:
Maximum: Level 5 + 2 Cha = 7 Invested:
Gear:
Combat Gear
Armor and Weapon Gear
Other Gear
Character creation:
Human (+2 Str, +2 Wis) Background: Acolyte (+2 Str, +2 Wis) 4 free boosts (+2 Str, +2 Dex, +2 Con, +2 Cha) Cleric (+2 Wis) Level 1 Stats
Human
Background
Trained in Lore: Calistria Cleric of Calistria
Expert Fortitude
HP: 8 plus Con Skills Religion, One given by your diety and 3 more
Proficient in Simple Weapons and the Whip
Domains: Pain and Passion
Channel Energy - Positive. Gives access to the Heal spell 3 + Cha times per day.
Level 2:
HP: 8 Cleric + 1 Con Skill Feat Streetwise (Page 172)
Level 3:
HP: 8 Cleric + 1 Con General Feat Quick Intimidation (Page 169)
Level 4:
HP: 8 Cleric + 1 Con Skill Feat Cat Fall (Page 164)
Level 5:
HP: 8 Cleric + 1 Con Ability Boosts Str, Dex, Wis, Cha
Ancestry Feat Haughty Obstinacy (Page 37)
Level 5 Treasure:
1 Level 4 item
2 Level 3 item
1 Level 2 item
2 Level 1 item
And 50 gp to spend
Bulk check
- +1 handwraps of mighty fists (Page 393)
1 Whip (1 sp) Lx10 100 sling bullets (Page 181) L 50 ft Rope (Page 185)
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