Amaya Kaijitsu

Arra Vliegerzot's page

99 posts. Organized Play character for motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Arra Vliegerzot

Race

Female gnome witch 1 | HP 16 | Hero Point 0 | Perc +3 | Speed 25 ft. | AC 15 | Fort +5 ; Ref +5 ; Will +5 |

Size

Small

Alignment

LN

Languages

Common, Draconic, Dwarven, Elven, Gnomish, Goblin, Jotun, Orcish, Sylvan

Occupation

Witch

Strength 8
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 14

About Arra Vliegerzot

[ spoiler=Status]
HP 16/16
AC 15 (+1 with shield)
Fort +5, Ref +5, Will +5
Hero points: 1
Focus Points: 2/2
Spells: ill omen [], summon fey []
Effects:
[/spoiler]

[ ooc]Action XX: Stride [/ooc]
[ ooc]Action XX: Strike[/ooc]
[ ooc]Action XX: Cast shield[/ooc]
[ ooc]Action XX: Cast [ url=https://2e.aonprd.com/Spells.aspx?ID=798]evil eye [/url] DC 17[/ooc]

[dice=Perception]1d20+3[/dice]

[dice=Fort]1d20+5[/dice]
[dice=Reflex]1d20+5[/dice]
[dice=Will]1d20+5[/dice]

Arra Vliegerzot
Female fey-touched gnome witch 1
LN Small gnome
Senses Perception +3 (0 Wis + 2 trained + 1 level)
--------------------
DEFENSE
--------------------

AC 15 (2 Dex, +1 level, +2 trained)
HP 16 (+9/level)
Fort +5 (T), Ref +5(T), Will +5 (E)

--------------------
OFFENSE
--------------------

Melee Sickle (agile, finesse, trip) 1d4 S,

Ranged Sling (propulsive) 1d6 B, 50 ft., reload 1, hands 1

--------------------
STATISTICS
--------------------

Speed 25 ft.
Ancestry Abilities Low-light Vision

Class Features & Abilities:

ATTACKS
Trained in simple weapons
Trained in unarmed attacks

DEFENSES
Untrained in all armor
Trained in unarmored defense

SPELLS
Trained in spell attack rolls of your spellcasting tradition, determined by your first lesson
Trained in spell DCs of your spellcasting tradition, determined by your first lesson

Feats:

Ancestry feats
Heritage: Fey-Touched Gnome The blood of the fey is so strong within you that you’re truly one of them. You gain the fey trait, in addition to the gnome and humanoid traits. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. You can change this cantrip to a different one from the same list once per day by meditating to realign yourself with the First World; this is a 10-minute activity that has the concentrate trait.
1st: Life-Giving Magic [reaction] Frequency once per minute;
Trigger You cast an innate spell from a gnome heritage or ancestry feat;
The upwelling of innate magic refreshes your body. You gain a number of temporary Hit Points equal to half your level (minimum 1) that last until the end of your next turn.

Class feats
1st: Cackle You can extend one of your spells with a quick burst of laughter. You learn the cackle hex. Increase the number of Focus Points in your focus pool by 1.

Skill feats
Background (Emissary): Multilingual You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.

General feats

Spells:

DC: 17
Spell attack roll +7

Innate Spells
Primal cantrip (usual choice): electric arc

Occult Spells known * indicates prepared
Daily prepared: 5 cantrips, 2 1st-level

Cantrips (level 1): Detect magic*, forbidding ward*, ghost sound, guidance, light, message, prestidigitation, shield*, sigil*, telekinetic projectile*
1st: ill omen*, grim tendrils, phantom pain, ray of enfeeblement, sanctuary, summon fey*

Witch Focus Spells
Cantrip: Evil Eye (1st)
1st: Cackle
1st: Phase familiar

Lessons

Familiar:

xxx

Skills:

Acrobatics (T, Dex)
[dice=Acrobatics (trained)]1d20+4[/dice]

Arcana (U, Int)
[dice=Arcana(untrained)]1d20+4[/dice]

Athletics (U, Str)
[dice=Athletics (untrained)]1d20-1[/dice]

Crafting (U, Int)
[dice=Crafting (untrained)]1d20+4[/dice]

Deception (U, Cha)
[dice=Deception (untrained)]1d20+2[/dice]

Diplomacy (T, Cha)
[dice=Diplomacy (trained)]1d20+5[/dice]

Intimidation (T, Cha)
[dice=Intimidation (trained)]1d20+5[/dice]

Lore (Absalom) (T, Int)
[dice=Lore (Absalom) (trained)]1d20+7[/dice]

Lore (Academia) (T, Int)
[dice=Lore (Academia) (trained)]1d20+7[/dice]

Medicine (U, Wis)
[dice=Medicine (untrained)]1d20+0[/dice]

Nature (T, Wis)
[dice=Nature (trained)]1d20+3[/dice]

Occultism (T, Int)
[dice=Occultism (trained)]1d20+7[/dice]

Performance (T, Cha)
[dice=Performance (trained)]1d20+5[/dice]

Religion (U, Wis)
[dice=Religion (untrained)]1d20+0[/dice]

Society (T, Int)
[dice=Society (trained)]1d20+7[/dice]

Stealth (T, Dex)
[dice=Stealth (trained)]1d20+5[/dice]

Survival (T, Wis)
[dice=Survival (trained)]1d20+3[/dice]

Thievery (U, Dex)
[dice=Thievery (untrained)]1d20+2[/dice]

Gear:

Bulk (typically xx of xx; xx max)

Combat gear
sickle, sling with 20 bullets, staff

Other gear
Adventurer’s pack: backpack, a bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
Explorer’s clothing, material
Component pouch
Brass ear
Caltrops
Writing set

10 gp, 3 sp, 8 cp

Background:

Arra's early life was not unlike many gnomes. Raised in Absalom, she eventually left, looking for a different sort of excitement. She became a courier, delivering messages across eastern Avistan, largely in and around the River Kingdoms -- a job that gave her the ability to travel and meet fascinating people.

It was also, in a way, her downfall. One trip brought her close to Mount Branthlend, the tallest mountain in the Stolen Lands. An inveterage prankster and adventure seeker, Arra decided to make her way up the mountain, to call down curses on all sorts of imaginary foes, hoping she would get to transform -- briefly, of course -- into a dragon, like the fabled Noarra supposedly did. She was disappointed when she got nothing but echoes of her wild cries. Or so she thought.

She woke the next morning to a splitting headache, a black lizard staring at her from the ashes of her campfire, and a sense that she was wasting her time. Gone from her memory was any sense of the message she'd been hired to deliver -- or even that that's why she was in the wilds near the tall mountain to begin with. It was replaced with a new sense of purpose, a drive ... though to do what, she didn't know. Uncertain, she eventually made her way to the Pathfinders, hoping she can learn more what's wanted of her ... and to warn others not to mes with forces beyond their ken.

[spoiler=Pathfinder Society]
PFS#: 83959-2005
Training: Spells 3