HP 66/66 | AC 23/24 | F +11 R +13 W +9 | Perc +9 | Stealth +13 |
speed 35 | Hero 1/3 | Active Conditions: ---
Female Elf (Changeling) |
Common, Elven, Sylvan
About Aldonza Delamorte
Female Elf (Changeling Heritage [Night Hag])
Swashbuckler (Battledancer) 5
Faction: Horizon Hunters
Pathfinder Training: Swords 3
Hero Points: 1
HP: 6+10+1+11+11+11=66 / 66
AC: 10+5+4+1=23 (24 w/ parrying scabbard). OPPORTUNE RIPOSTE. CRIT SPEC’N
Sword cane: +14, 2d6+2P (3/3d6 with Panache), agile, concealable, finesse
Claws: +13, 1d4+2 (3/3d6 with Panache), agile, finesse
Light hammer: +13 (+11 melee), 1d6+2B (3/3d6 with Panache), 20’, agile, NOT finesse
MARK FOR DEATH (+2 Feint, Backstabber 2, Deadly d6)
Speed: 30’ (+5’ without Panache, +10’ with Panache)
Languages: Common, Elven, Sylvan
Acrobatics T: 11 (Steady Balance, Cat Fall)
Athletics T: 9
Crafting T: 8
Deception T: 10
Diplomacy T: 10
Lore (Scouting) T: 8
Lore (Circus) T: 8
Perception E: 9
Performance E: 12 (Fascinating Performance, Impressive Performance)
Stealth E: 13
Thievery T: 11
Fort E: 11
Ref E: 13
Will E: 9 (+1 vs mental, Success vs control = crit)
Simple weapons E
Martial weapons E
Light armor T
Boon: Numerian Archaeologist
your Performance check to Perform exceeds the Will DC of an observing foe, even if the foe isn’t fascinated.
While you have panache, you gain a +5-foot status bonus to your Speeds and gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style. The precise strike class feature (page 85) also causes you to deal extra precision damage while you have panache. Powerful finisher actions, including Confident Finisher (page 85), can be used only while you have panache and cause you to lose your panache.
Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache.
When you have panache and you Strike with an agile or finesse melee weapon or agile or finesse unarmed attack, you deal 2 additional precision damage. If the strike is part of a finisher, the additional damage is 2d6 precision damage instead.
Make a Strike with a weapon or unarmed attack that would apply your precise strike
damage, with the following failure effect.
Failure: You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.
Ancestry Feat: Hag Claws
You gain a claw unarmed attack that deals 1d4 slashing damage. Your claws are in the brawling group and have the agile, finesse, and unarmed traits.
Skill Feat: Steady Balance
Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
Battledancer: Fascinating Performance
When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Performance action gains the incapacitation trait. You must choose which creature you’re trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour.
Class Feat: Flying Blade
When you have panache, you apply your precise strike damage on ranged Strikes you make with a thrown weapon within that weapon’s first range increment. The thrown weapon must be an agile or finesse weapon. This also allows you to make a thrown weapon ranged Strike for Confident Finisher and any other finisher that includes a Strike that can benefit from your precise strike.
Class Feat: Assassin Dedication
Mark for Death [three-actions]
Requirements You can see and hear the creature you intend to mark
You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to Perception checks to Seek your mark and on Deception checks to Feint against your mark. Your agile and finesse weapons and unarmed attacks gain the backstabber and deadly d6 weapon traits when you’re attacking your mark. If the weapon or unarmed attack already has the deadly trait, increase the size of the deadly damage die by one step instead of giving it deadly d6.
Backstabber: When you hit a flat‐footed creature, this weapon deals 1 precision damage in addition to its normal damage.
Deadly: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage.
Skill Feat: Alchemical Crafting
You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
*Elixir of Life: 3gp, 1d6, +1 save vs poison/disease, 1 hand, Bulk L, 1-action Interact
*Giant centipede venom: 4gp, 2 hands; Bulk L
Activate [three-actions] Interact
Giant centipede venom causes severe muscle stiffness.
Saving Throw DC 17 Fortitude; Maximum Duration 6 rounds;
Stage 1 1d6 poison damage (1 round);
Stage 2 1d8 poison damage and flat-footed (1 round);
Stage 3 1d12 poison damage, clumsy 1, and flat-footed (1 round)
*Smokestick: 2 hands; Bulk L, Activate [one-action] Interact
With a sharp twist of this item, you instantly create a screen of thick, opaque smoke in a burst centered on one corner of your space. All creatures within that area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Type lesser; Level 1; Price 3 gp. The radius of the burst is 5 feet.
*Tindertwig: Price 2 sp, 1 hand; Bulk —
Activate [one-action] Interact
An alchemical substance applied to one end of this tiny wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel. You can ignite the tindertwig and touch it to a flammable object as part of the same Interact action.
General Feat: Hefty Hauler
Your proficiency rank for Fortitude saves increases to expert.
You turn the tables on foes who fumble, capitalizing immediately on their mistake. You gain the Opportune Riposte reaction.
Trigger: A foe within your reach critically fails a Strike against you.
You take advantage of an opening from your enemy’s fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike.
When you’ve made an impression, you move even faster than normal, darting about the battlefield with incredible speed. Increase the status bonus to your Speeds when you have panache to a +10-foot status bonus; this bonus increases by 5 feet at 7th, 11th, 15th, and 19th levels. When you don’t have panache, you still get half this status bonus to your Speed, rounded down to the nearest 5-foot increment.
Stylish Tricks: Cat Fall
Treat falls as 10 feet shorter. 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.
Class Feat: Expert Backstabber
When you Strike a flat-footed foe with a weapon that has the backstabber weapon trait, you deal 2 extra precision damage instead of 1. If the weapon is a +3 weapon, you deal 4 extra precision damage instead of 2.
Skill Feat: Impressive Performance
Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy.
Ancestry Feat: Called
You have heard the Call, and in constantly resisting that persistent demand, you’ve developed a mental bulwark against effects that would target your mind. You gain a +1 circumstance bonus to Will saving throws against mental effects. If you roll a success on your saving throw against a mental effect that would make you controlled, you get a critical success instead.
Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert. You gain access to the critical specialization effects of all weapons for which you have expert proficiency.
Equipment: 15gp, 9B total, 5B effective
Leather armor. 2gp, B
Sword cane. 5g, B
Parrying scabbard. 0.5, L
+1 potency rune. 35gp
Light hammer (3). 0.9gp, 3L
Costume (Winter clothing). 0.4g, L
Thieves tools. 4g, L
Adventurer’s pack. 4L
backpack (containing the other goods), 1sp, -
bedroll, 1cp, L
two belt pouches, 8cp, -
10 pieces of chalk, 1cp, -
flint and steel, 5cp, -
50 feet of rope, 5sp, L
1 week rations, 4sp, L
soap, 2cp, -
waterskin. 5cp, L
Grappling hook. 0.1, L
Alchemy kit 5gp, B
Formula book 1gp, L / 3.3B
Artisan’s tools (Sewing), 4gp, 2B / 6.2B
Repair kit. 2gp, B
Basic crafter’s book. 0.1gp, L / 7.3B
Striking rune 65gp
Bag of holding, type I 68gp (discounted, Return to the Grave)
B, 25B capacity
Alchemy kit, repair kit, artisan’s tools: 4B
Rune: armor potency +1
Appearance: A pale elven woman with a black ponytail. Her right eye is violet, her left eye black. She has long purple nails, and wears a jester’s motley in purple, black and white. Holding a large marotte (jester’s baton), she wears a black cloak with the hood down.