Fey Creature

Auntie Kikiru's page

56 posts. Organized Play character for BretI.


Race

| HP 20/20 | AC 17 | F +5 R +6 W +9 | Speed 25’

Classes/Levels

| Focus 2/2 | Exploration: Detect Magic | Conditions: Mystic Armor

Gender

Female Grippli Witch 2

About Auntie Kikiru

Female Grippli Witch 2
small humanoid (grippli)
Senses Perception +7 T; Low-Light Vision

Botting:

Symbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺)

Reaction:

Phase Familiar, focus, Resist all 5, immune precision damage

Eat Fire, cantrip, resist Fire 5

Perception and Saves

[dice=Perception]d20+7[/dice]

[dice=Fort]d20+5[/dice]
[dice=Reflex]d20+6[/dice]
[dice=Will]d20+9[/dice]

Combat

Melee
[dice=◆ Dagger]d20 +6[/dice] Agile, Finesse, thrown 10’, versatile S
[dice=Piercing damage]d4-1[/dice]
[dice=Slashing damage]d4-1[/dice]

Ranged
[dice=◆ Dagger]d20 +6[/dice] Agile, Finesse, thrown 10’, versatile S
[dice=Piercing damage]d4-1[/dice]
[dice=Slashing damage]d4-1[/dice]

[dice=Hand Crossbow]d20+6[/dice] Range 60’, reload 1
[dice=Piercing damage]d6 [/dice]

Primal Spell DC 18 T
Primal Spell Attack +8 T
[dice=Primal Spell Attack T]d20+8[/dice]

Caustic Blast
Range 30’, 5’ burst
[dice=◆◆ Caustic Blast, acid damage DC 18 basic Reflex]d8[/dice] CF 1 persistent acid

Slashing Gust, Range 60’, 1 or 2 targets, need free hand for each target
[dice=◆◆ Slashing Gust]d20+7[/dice] CS double damage and d4 persistent bleed
[dice=Slashing damage]2d4[/dice]

Rousing Splash, range 60’
[dice=◆◆ Rousing Splash temp HP]d4[/dice] May attempt immediate flat check vs persistent fire or acid
Immune temp HP for 10 minutes, temp HP last 1 minute

Heal, range depends on number of actions
[dice=◆ Heal]d8[/dice] Range touch
[dice=◆◆ Heal]d8+8[/dice] Range 30’
[dice=◆◆ Heal DC 18 vs Undead]d8[/dice] Range 30’
[dice=◆◆◆ Heal DC 18 vs Undead]d8[/dice] 30’ emanation

Dehydrate, Range 30’, 5’ burst, d6 persistent fire, DC 18 Fort save
Water or Plant get one degree worse on save

◆ Blood Ward +1 status AC and saves vs creature with named trait

Skills

[dice=Acrobatics T]d20 +6[/dice]
[dice=Athletics T]d20 +3[/dice]
[dice=Arcana T]d20 +8[/dice]
[dice=Crafting T]d20 +8[/dice]
[dice=Crafting Specialty Woodworking T]d20+8+1[/dice] circumstance bonus
[dice=Diplomacy T]d20+4[/dice]
[dice=Nature T]d20 +7[/dice]
[dice=Occultism T]d20+8[/dice]
[dice=Religion T]d20 +7[/dice]
[dice=Society T]d20+8[/dice]
[dice=Survival T]d20+7 [/dice]
[dice=Stealth T]d20 +6[/dice]

[dice=Grippli Lore T]d20+8[/dice]
[dice=Mercantile Lore T]d20 +8[/dice]
[dice=Pathfinder Society Lore]d20 +8[/dice]


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Defense
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HP 20 (6 +6+1 +6+1)
AC 17; special modifiers (10 +2 Dex + 1 armor +0 runes +2 Trained +2 Level; assumes Mystic Armor)
Speed 25’
Fort +5 T Reflex +6 T Will +9 E
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Offense
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Witch Class DC 18
Primal Spell DC 18 T
Primal Spell Attack +8 T

Melee
Dagger +6 (d4-1 P) Agile, Finesse, thrown 10’, versatile S

Ranged
Hand Crossbow +6 (d6 P) Range 60’, reload 1

Special Attacks:

Primal Witch Spells
DC 18, attack +8;

Cantrips (1st)

Caustic Blast
Detect Magic
Eat Fire
Light
Rousing Splash
Slashing Gust

1st

Dehydrate
Heal
Mystic Armor

Focus Spells
2 Focus Points, DC 18;

Wilding Word Cantrip 1
Phase Familiar Focus 1
Blood Ward Focus 1

Reactions
↺ Eat Fire
↺ Phase Familiar

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Statistics
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Str -1 Dex +2 Con +1 Int +4 Wis +3 Cha +0

Skills

Acrobatics +6 T
Athletics +3 T
Arcana +8 T
Crafting +8 T +1 circumstance Woodworking
Diplomacy +4 T
Nature +7 T
Occultism +8 T
Religion +7 T
Society +8 T
Survival +7 T
Stealth +6 T

Grippli Lore +8 T
Mercantile Lore +8 T
Pathfinder Society Lore +8 T

Languages: Common, Grippli, Mwangi, Draconic, Iruxi, Lirgeni, Sylvan, Thalassic (water), Muan (Wood)
Background: Toymaker
Pathfinder Training: Generalist
Patron Deity: Desna
Home Region: Hyrantum, Sodden Lands, Mwangi Expanse

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Gear
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Dagger
Hand crossbow
Adventurer’s pack
Explorer’s clothing
Material component pouch
Repair kit

Gear left at home:
Artisan’s Tools (woodworking)

Consumable items:
Bolts, 20
Healing potion x2
Holy Water x2

Invested items:
Wayfinder

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Familiar spells
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Cantrips

Caustic Burst
Detect Magic
Eat Fire
Electric Arc
Light Remaster version has significant differences
Prestidigitation
Read Aura
Rousing Splash
Slashing Gust
Timber

1st level

Dehydrate
Fear
Heal
Mystic Armor
Protector Tree
Summon Animal
Thunderstrike
Wall of Shrubs

Hexes

Wilding Word ◆
Cantrip 1 Use version of spell from Player Core
Uncommon Cantrip Hex Mental Witch
Patron Wilding Steward
Range 30 feet; Targets 1 creature
Defense Will; Duration sustained up to 1 minute

Your patron's majesty—or their displeasure—comes in a growl from your throat, making other creatures reluctant to harm you. The target must attempt a Will save; if the creature is an animal, fungus, or plant, it takes a –1 circumstance penalty to its save.

Critical Success The target is unaffected.
Success When the target attempts an attack roll or skill check that would harm you, it takes a –2 status penalty to its roll.
Failure As success, but the target also becomes sickened 1 each time it damages you.
Critical Failure As failure, but the sickened value is 2.

Phase Familiar ↺
Focus 1 Use version of spell from Player Core
Uncommon Focus Hex Manipulate Witch

Trigger Your familiar would take damage.
Range 60 feet; Targets your familiar

Your patron momentarily recalls your familiar to the ether, shifting it from its solid, physical form into a ghostly version of itself. Against the triggering damage, your familiar gains resistance 5 to all damage and is immune to precision damage. Heightened (+1) Increase the resistance by 2.

Blood Ward ◆
Focus 1
Uncommon Focus Hex Manipulate Witch

Lesson protection
Range 30 feet; Targets 1 creature
Duration sustained up to 1 minute

Your patron's aegis descends to shield a target from harm. Designate one of the following creature traits: aberration, animal, beast, celestial, construct, dragon, elemental, fey, fiend, fungus, monitor, ooze, plant, or undead. The target gains a +1 status bonus to its saving throws and AC against creatures with that trait.
Heightened (5th) The status bonus increases to +2.

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Ancestry and Background
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Toymaker
Background

You delight in making little trinkets for children of all ages, and seeing their faces light up thanks to one of your creations brings joy to your heart. Perhaps you sell your wares from a particular shop or from the back of a wagon as you travel from town to town. Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You're trained in the Crafting skill and the Mercantile Lore skill. You gain the Specialty Crafting skill feat, choosing artistry, blacksmithing, glassmaking, leatherworking, tailoring, or woodworking as your specialty.

Grippli
Your tongue is especially long, and you can launch it with extraordinary range and precision. You can use your tongue to deliver touch-range spells and perform extremely simple Interact actions, such as opening some types of unlocked doors. Your tongue can't perform actions that require fingers or significant manual dexterity, including any action that would require a check to accomplish, and you can't use it to hold items.

Grippli Lore

You are well versed in grippli culture and tactics. You gain the trained proficiency in Nature and Stealth. If you would automatically become trained in one of those skills, you instead become trained in a skill of your choice. You also become trained in Grippli Lore.

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Class Abilities
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Patron Wilding Steward
When your patron appeared before you, they moved with the grace and ferocity of the wilderness, their voice the creaking of trees and the sound of hoof against unspoiled earth. They might have been a dryad queen or a primeval beast, but it seemed all of nature was theirs to defend.
Spell List primal;
Patron Skill Nature
Lesson of Wild Speech Your patron has taught you the complexities of nonverbal speech, letting you influence and call animals and plants to you. You gain the wilding word hex cantrip and your familiar learns your choice of summon animal or summon plant or fungus.
Familiar of Keen Senses Your familiar has glinting eyes, twitching ears, or some other sign of a beast's powerful senses. When you Cast or Sustain a hex, your familiar gains your choice of an imprecise scent, tremorsense, or wavesense, with a range of 60 feet until the start of your next turn, and it can immediately Point Out as a free action.

Familiar
Leopard Gecko (lizard) named Spot, her niece named it
3 familiar abilities
Climber
Manual Dexterity
Cantrip Connection

Basic Lesson Lesson of Protection: An ounce of protection is worth a pound of cure. You gain the blood ward hex; your familiar learns mystic armor.

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Feats
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Specialty Crafting Feat 1
General Skill

Prerequisites trained in Crafting
Your training focused on Crafting one particular kind of item. Select one of the specialties listed on page 267; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2.

Chosen specialty: Woodworking

Multilingual Feat 1
General Skill

Prerequisites trained in Society
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. Special You can select this feat multiple times. Each time, you learn additional languages.

Languages:
Thalassic Aquatic creatures, water elemental creatures
Muan Wood elementals and the Plane of Wood's denizens

Character Creation:
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Character Creation
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Str -1 A-
Dex +2 AF
Con +1 F
Int +4 ABCF
Wis +3 ABF
Cha +0

Used first level rebuild to change to the Remaster version of Witch. Still have the Remaster Rebuild available.

Ancestry: Snaptongue Grippli
Background: Toymaker
Crafting, Mercantile Lore, Specialty Crafting feat
Class: Witch
Wilding Steward patron
Phase Familiar
Basic Lesson: Lesson of Protection

Skill
Multilingual

General