Prankster Illusionist

Annabelle Tamm's page

17 posts. Organized Play character for RabbitAlmiraj.


Full Name

Annabelle Tamm

Race

| Acrobatics +5, Athletics +5, Crafting +5, Diplomacy +4, Lore (Dragons, Accounting) +5, Nature +3, Society +5, Stealth +5, Survival +5

Classes/Levels

| Active Conditions: None

Gender

| HP: 21/22, Temp HP 0/3 | AC 17* | F:+7 R:+5 W:+5 | Speed 20 ft. | Hero Points: 0/3 | Perc +5 (low-light, scent)

Deity

Shelyn

Location

Hermea

Languages

Common, Draconic, Gnomish, Halfling, Sylvan

Strength 14
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 10
Charisma 12

About Annabelle Tamm

Annabelle Tamm
PFS #293425-2004
Female Gnome (sensate) Hermean Expatriate Barbarian 1
Ethnicity (glimmer gnome), Nationality (Hermean), Birthplace (Hermea)
Deity (Shelyn)
N Small Gnome Humanoid
Faction: Vigilant Seal (Rep 6)
Education: Scrolls 3 (minor healing potion, minor healing potion)
XP 4

Languages Common, Draconic, Gnomish, Halfling, Sylvan
Senses low-light vision, scent (imprecise, 30 ft), Perception +5 (Expert; +2 to locate undetected creatures w/in scent range)
Rage Senses darkvision
Hero Points 1/3
Class DC 15 (Trained)
Speed: 25 feet (20 feet with armor)

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DEFENSE
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HP: 22
AC: 18 (+3 Item, +2 Dex, +3 Proficiency)
Fortitude: +7 Reflex: +5 Will: +5
Piercing Resistance: 1

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OFFENSE
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Melee: glaive +5 (1d8+2 slashing)(deadly d8, forceful, reach)
Ranged: javelin +5 (1d6+2 piercing)(thrown 30 ft.)

Weapon Traits
deadly - On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die.
forceful - This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
reach - Weapons with this trait are long and can be used to attack creatures up to 10 feet away instead of only adjacent creatures.

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ACTIONS
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Rage 1A
Traits: barbarian, concentrate, emotion, mental
Requirements: You aren’t fatigued or raging
You tap into your inner fury and begin raging. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
… You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. (3)
…You deal 2 additional damage (or 4 additional fire damage) with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
…You take a –1 penalty to AC.
…You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
…darkvision
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.

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Skills
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Skill: –2 check penalty
Acrobatics: +5 (Trained)
Arcana: +2 (Untrained)
Athletics: +5 (Trained)
Crafting: +5 (Trained)
Deception: +1 (Untrained)
Diplomacy: +4 (Trained)
Intimidation: +1 (Untrained)
Lore (accounting): +5 (Trained)
Lore (dragon): +5 (Trained)
Medicine: +0 (Untrained)
Nature: +3 (Trained)
Occultism: +2 (Untrained)
Performance: +1 (Untrained)
Religion: +0 (Untrained)
Society: +5 (Trained)
Stealth: +5 (Trained)
Survival: +3 (Trained)
Thievery: +2 (Untrained)

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STATISTICS
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STR 14 DEX 14 CON 14 INT 14 WIS 10 CHA 12

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FEATS
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Ancestry: animal accomplice (gold-dragon-rabbit familiar)
Background: skill training (nature)
Class: rage, instinct, acute vision
General:
Skill

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FEAT AND ABILITY DETAILS
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Dragon Instinct
You summon the fury of a mighty GOLD DRAGON (cone of fire) and manifest incredible abilities.
Anathema - Letting a personal insult against you slide is anathema to your instinct. Choose whether your character respects or abhors your dragon type. If you respect it, defying such a dragon is anathema, and if you abhor it, failing to defeat such a dragon you come across is anathema.
Draconic Rage - While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon’s breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.

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FAMILIAR ABILITIES
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Goldy
Gold-scaled rabbit familiar (minion)
5 HP, low-light vision, 25 feet, AC 18
Fortitude +7, Reflex +5, Will +5
Perception +2, Acrobatics +2, Stealth +2
…flier (fly 20 feet)
…speech (draconic)

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Equipment
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Armour: scale mail (gold dragon)
Weapons: glaive, javelin (5)
Alchemical Items
Magical Items minor healing potion (2 1)
Containers: Backpack (Bulk 0/4), Belt Pouch (Bulk 0/4L), Sheath
Equipment: bedroll, ordinary clothing, rations (1 week), pup tent, torch, waterskin

Gold: 15
Silver: 2
Copper: 4

Bulk 3B 5L
Encumbered 7 Maximum 12

Defense Proficiencies:

FORT: Expert
REF: Trained
WILL: Expert
Unarmored: Trained
Light Armor: Trained
Medium Armor: Trained
Heavy Armor: Untrained

Offense Proficiencies:

Simple Weapons: Trained
Martial Weapons: Trained
Unarmed: Trained
Arcane Magic Untrained
Divine Magic Untrained
Occult Magic Untrained
Primal Magic Untrained

Reminder:

Untrained +0
Trained 2+level
Expert 4+level
Master 6+level
Legendary 8+level

Background:

Appearance and Personality:

Attitude, beliefs, likes, dislikes, catchphrases