Ashkar

Anaissah's page

28 posts. Organized Play character for Varthanna.


Full Name

Human Nymph-Blooded Sorceress 7

Race

HP 64/64 | AC 23 | F +13 R +12 W +10 | Spd 35ft |

Classes/Levels

| Perception +8| Active Conditions: Longstrider, Beacon of Vitality, Darkvision

About Anaissah

Anaissah Etoile, Pathfinder Linguist
Sorceress (Nymph) 7, CN

Perception +8;
Languages Abyssal, Aklo, Androffan, Aquan, Common, Ignan, Infernal, Iruxi, Jotun, Necril, Varisian, Tien, Osirion,
Mwangi Polyglot, Hallit, Cyclops, Shadowtongue, Sylvan, Terran, Undercommon, Utopian
Skills Acrobatics +13, Arcana +13, Athletics +8, Deception +15, Diplomacy +16, Lore: Scribing, Lore: Absalom
+13, Nature +8, Performance +13, Society +18, Thievery +12
Str -1, Dex +3, Con +2, Int +4, Wis -1, Cha +4

AC 23, Fort +13, Ref +12, Will +10
HP 64

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Empathic Plea:
You are attacked by a creature that you haven't
yet acted hostile toward. You must use this reaction before the creature rolls its attack. The way you cringe or
use those puppydog eyes you've been practicing elicits an empathetic response in the attacker. Attempt a
Diplomacy check against your attacker's Will DC. Critical Success The creature pulls its attack, wasting its action,
and can't use hostile actions against you until the beginning of its next turn. Success The creature takes a -2
circumstance penalty to damage on the triggering Strike and all its Strikes against you until the beginning of its
next turn. The penalty is -4 if you're an expert in Diplomacy, -6 if you're a master, and -8 if you're legendary. Failure
The creature's attack is unaffected, and the creature is temporarily immune to your Empathic Pleas for 24 hours.

Spot Translate:
Another creature within 60 feet uses a linguistic
effect in a language you understand. You interpret a creature's words, repeating their message in a different
language that you know. If the triggering effect's targets speak either the original language or the one you
translated into, they are affected.
Speed 25 feet

Melee Stiletto Pen +12 (Agile, Concealable, Finesse, Thrown 10 ft., Uncommon), Damage 1d4-1 (P)
Melee Whip +3 (Disarm, Finesse, Nonlethal, Reach, Trip), Damage 1d4-1 (S)

Bon Mot:
You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a
Diplomacy check against the target's Will DC. Critical Success The target is distracted and takes a -3 status
penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon
Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their
retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort
needs to use a linguistic Charisma-based skill action. Success As critical success, but the penalty is -2. Critical
Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends
after 1 minute or if you issue another Bon Mot and succeed.

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Items +1 Resilient Explorer's Clothing, Glasses of Sociability, Healer's Gloves, Choker of Elocution, Indomitable Keepsake, Cloak of Elvenkind, Aeon Stone (Pearly White Spindle), Bort's Blessing, Flayleaf, Bloodeye Coffee, Writing Set, Bookthief Brew, Religious Symbol (Silver), Fashionable engraved rugged esoteric protective wayfinder, Wand of Longstrider (lvl 2), Writ of Authenticity, Scroll of Faerie Fire, Scroll of Comprehend Languages, Skinner the jackass (pack animal), Scroll of alarm, Boots of Elvenkind, Feather Token (Ladder), Buoyancy Vest, Clothing (Fine) (3), Clothing (Winter), Adventurer's Pack, Disguise Kit, Disguise Kit (Replacement Cosmetics), Oil

Glasses of Sociability:
(Divination, Invested, Magical) Activate envision; Effect You stare at another creature and instantly remember their name if you've met and exchanged names. The glasses rely on your latent memories, so if the creature is disguising their identity, the glasses don't penetrate the disguise. If a doppelganger was disguised as an innkeeper you met, the glasses would give you the innkeeper's name, and if a noble you met before was in disguise as a masked vigilante, the glasses wouldn't reveal their name.

Healer's Gloves:
(Invested, Magical, Necromancy) Activate Interact; Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can’t harm undead with this healing

Cloak of Elvenkind:
(Illusion, Invested, Magical) Activate Interact; Frequency once per day; Effect You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. If you're also wearing boots of elvenkind, you can activate this ability twice per day.

Boots of Elvenkind:
(Invested, Magical, Transmutation) Activate envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you're wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn.

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Primal Known Spells DC 25, attack +15
4th Gaseous Form, Dispel Magic (H+2) ☆, Vital Beacon (3 slots);
3rd Fear (H+2), Summon Fey (H+2) ☆, Haste, Animal Vision (4 slots);
2nd Darkvision, Restoration, Glitterdust, Calm Emotions ☆ (4 slots);
1st Feather Fall, Heal ☆, Jump, Charm (4 slots);
Cantrips Detect Magic, Electric Arc, Guidance, Prestidigitation, Tanglefoot

Focus Spells (2 points)
Nymph's Token
Duration 1 minute You grant an ally a token of favor. You create a token, such as a lock of your hair or a flower, that persists for the spell's duration; as part of Casting the Spell, you can Interact to p ss the token to an ally within your reach. As long as the ally has the token on their person, they gain a +1 status bonus to Performance checks and Will saves. You can Dismiss the spell as a free action.
Heightened (4th) As long as the ally has the token on their person, you can cast spells that have a range of touch on them at a range of 30 feet.
Blinding Beauty
Area 30-foot cone Saving Throw Will You channel the allure of your nymph bloodline into a
terribly beautiful glance. Each enemy in the area must attempt a Will saving throw. Critical Success The creature
is unaffected. Success The creature is dazzled until the start of its next turn. Failure The creature is blinded until
the start of its next turn. Critical Failure The creature is blinded for 1 minute.

Additional Feats Adopted Ancestry (gnome), Bloodline (Nymph), Advanced Bloodline, Analyze Idiolect, Gnome Polyglot, Linguist Dedication,
Multilingual x3, Read Lips, Read Shibboleths, Sign Language

Spells Used
1st (4) -
2nd (4) - Darkvision
3rd (4) -
4th (3) - Beacon of Vitality, Unicorn