Full Name |
Aldonza Delamorte |
Race |
HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | |
Classes/Levels |
speed 35 | Hero 1/3 | Active Conditions: --- |
Gender |
Female Elf (Changeling) | |
Size |
Medium |
Age |
21 |
Alignment |
CN |
Languages |
Common, Elven, Sylvan |
Occupation |
Acrobat |
Strength |
14 |
Dexterity |
19 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
10 |
Charisma |
16 |
About Aldonza Delamorte
Female Elf (Changeling Heritage [Cuckoo Hag])
Swashbuckler (Battledancer)/Sorcerer 7
Background: Acrobat
CN
Faction: Horizon Hunters
Pathfinder Training: Swords 3
Hero Points: 1
Str 10+2=12:14
Dex 10+2+2+2+2=18:19
Con 10-2+2+2=12:14
Int 10+2=12
Wis 10
Cha 10+2+2=14:16
HP: 6+10+1+11+11+11=90/90
AC: 10+5+4+1=25 (26 w/ parrying scabbard). OPPORTUNE RIPOSTE. CRIT SPEC’N
Sword cane: +16, 2d6+4P (+3/3d6 with Panache), agile, concealable, finesse, SHIFTING
Claws: +16, 2d4+4S (+3/3d6 with Panache), agile, finesse
Light hammer: +16 (+14 melee), 2d6+4B (3/3d6 with Panache), 20’, agile, NOT finesse, RETURNING
MARK FOR DEATH (+2 Feint, Backstabber 2, Deadly d6)
SNEAK ATTACK 1d6
Daze: 60’, Will save DC 23, 2d6M, crit fail = Stunned 1
Slashing Gust: 60’, +12, 5d4S, crit = 4d4 bleed
Speed: 30’ (+5’ without Panache, +15’ with Panache)
Languages: Common, Elven, Sylvan
Darkvision
Style: Battledancer
Acrobatics T: 13 (Steady Balance, Cat Fall, Tumble Through +1)
Athletics T: 11 (Quick Jump)
Crafting T: 10
Deception T: 12
Diplomacy T: 12
Intimidation T: 12 (Intimidating Glare)
Lore (Scouting) T: 10
Lore (Circus) T: 10
Occultism T: 10
Perception E: 11
Performance E: 14 (+1 in combat, Fascinating Performance [Focused Fascination], Impressive Performance, Virtuosic Performance [Dance] +1)
Stealth M: 17
Thievery T: 13
Fort E: 13
Ref M: 17 (success = crit)
Will E: 11 (+1 vs mental, Success vs control = crit)
Unarmed E
Simple weapons E
Martial weapons E
Unarmored T
Light armor T
Spell attack mod: T 12
Spell DC: T 22
Boon: Numerian Archaeologist
Panache
Tumble Through
your Performance check to Perform exceeds the Will DC of an observing foe, even if the foe isn’t fascinated.
gain a +1 circumstance bonus to checks to Tumble Through or to take any actions that give you panache due to your style.
While you have panache, you gain a +5-foot status bonus to your Speeds. 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.
Precise Strike
When you make a 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.
As your swashbuckler level increases, so does your additional damage for precise strike. At 5th, 9th, 13th, and 17th level, increase the amount of additional damage on a Strike by 1 and the additional damage on a finisher by 1d6.
Stylish Combatant
You gain a +1 circumstance bonus to skill checks with the bravado trait while in a combat encounter. While you have panache, you gain a +5-foot status bonus to your Speeds.
Confident Finisher
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.
If you’re an expert in Performance, you can fascinate up to four observers
if you’re a master, you can fascinate up to 10 observers
if you’re legendary, you can fascinate any number of observers at the same time.
Class Feat: Focused Fascination
When you use Fascinating Performance in a combat encounter, you need only a success, rather than a critical success, to fascinate your target. This works only if you’re attempting to fascinate one target. For example, if you were an expert in Performance, you could choose to target multiple creatures normally or target one creature and fascinate it on a success.
Fascinated
You’re compelled to focus your attention on something, distracting you from whatever else is going on around you. You take a –2 status penalty to Perception and skill checks, and you can’t use concentrate actions unless they (or their intended consequences) are related to the subject of your fascination, as determined by the GM.
For instance, you might be able to Seek and Recall Knowledge about the subject, but you likely couldn’t cast a spell targeting a different creature. This condition ends if a creature uses hostile actions against you or any of your allies.
Class Feat: Sorcerer Dedication
Choose a bloodline (Hag). You become trained in the bloodline’s two skills; for each of these skills in which you were already trained, you become trained in a skill of your choice.
You cast spells like a sorcerer. You gain access to the Cast a Spell activity. You gain a spell repertoire with two common cantrips from the spell list associated with your bloodline, from the spells granted by your bloodline, or any other cantrips of that tradition you learn or discover. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for sorcerer archetype spells is Charisma, and they are sorcerer spells of your bloodline’s tradition. You don’t gain any other abilities from your choice of bloodline.
Skill Feat: Intimidating Glare
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.
General Feat: Hefty Hauler
+2 Bulk
Great Fortitude
Your proficiency rank for Fortitude saves increases to expert.
OPPORTUNE RIPOSTE
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.
VIVACIOUS SPEED
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: Basic Sorcerer Casting - 1: Sure Strike, 2: Invisibility, 3: Blindness
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.
Weapon Expertise
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.
Class Feat: BASIC BLOOD POTENCY: Cantrip Expansion - Prestidigitation, Glamorize
Skill Feat: Quick Jump
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Evasion
Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
general feat: Ancestral Paragon - Otherworldly Magic: Slashing Gust
stylish trick: Virtuosic Performer (Dance), no overlap with Stylish Combatant
You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.
weapon specialization: +2 damage with expert weapons
Spells
0:
BULLHORN [two-actions]
Duration: 10 minutes
You amplify your voice, loud enough for you to be heard easily at a great distance. For the duration, your voice can be heard loudly and clearly by all listeners within 500 feet, even if other ambient noise would otherwise block the sound. Despite the volume, this doesn’t make your voice jarring or distracting. This doesn’t increase the range or area of other auditory or linguistic effects, and physical barriers such as walls and doors still block or muffle your voice as normal.
Your loud voice makes it easier to Coerce others, and the acoustics assist in Performing at a large venue. You gain a +1 status bonus to checks to Coerce and auditory Performance checks to Perform at a large venue.
You can Dismiss the spell.
Heightened (5th) Your voice can be heard clearly up to 1,200 feet away.
Heightened (7th) Your voice can be heard clearly up to 1 mile away.
DAZE [two-actions]
Range 60 feet; Targets 1 creature
Defense: Will; Duration: 1 round
You push into the target’s mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also stunned 1.
Heightened (+2) The damage increases by 1d6.
Glamorize [two-actions]
Duration: 1 hour
Using simple magical gestures, you alter a minor detail of your appearance (add or remove highlights to your hair color, apply or remove cosmetics, add polish or accessories to your nails, etc.) or create a small environmental effect that’s confined to your person (adjust surrounding lighting to favor your good side, cause a brief wind to make your hair blow dramatically, make a small chime occur as you smile, etc). While the spell is active, you can Sustain it to make further adjustments.
At the GM’s discretion, such alterations might grant a +1 status bonus to certain tasks, such as Impersonate or Perform.
PRESTIDIGITATION [two-actions]
Range: 10 feet; Targets 1 object (cook, lift, or tidy only)
Duration: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
* Cook: Cool, warm, or flavor 1 pound of nonliving material.
* Lift: Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
* Make: Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
* Tidy: Color, clean, or soil an object of light Bulk or less.
You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Slashing Gust [two-actions]
Requirements: You have at least one free hand.
Range: 60 feet; Targets 1 or 2 creatures
Defense: AC
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 1d4 persistent bleed 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.
1:
SURE STRIKE [one-action]
A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.
2:
INVISIBILITY [two-actions]
Range: touch; Targets 1 creature
Duration: 10 minutes
Illusions bend light around the target, rendering it invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead (page 434). If the target uses a hostile action, the spell ends after that hostile action is completed.
Equipment: 15gp, 9B total, 5B effective
Leather armor. 2gp, B
Sword cane. 5g, B
Parrying scabbard. 0.5, L
+1 potency rune. 35gp
Costume (Winter clothing). 0.4g, L
Thieves tools. 4g, L
Cosmetics. 0.1g
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
+1 Striking Handwraps
Shifting rune: sword cane
Polytool
SHIFTING RUNE
Price 225 gp
Usage: etched onto a melee weapon
With a moment of manipulation, you can shift this weapon into a different weapon with a similar form.
Activate [one-action] Interact
Effect: The weapon takes the shape of another melee weapon that requires the same number of hands to wield. The weapon’s runes and any precious material it’s made of apply to the weapon’s new shape. Any property runes that can’t apply to the new form are suppressed until the item takes a shape to which they can apply.
Rapier, short sword, light mace, whip
(Minor elixir of life)
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.