Béatrice Rosé's page

32 posts. Organized Play character for Gayel Nord.


Race

| HP 83/83 Resonance 4/6 | AC 21, T 19 | F +10 R +8 W +10 | Perc +9

Classes/Levels

| Speed 30ft with armor 25ft | Active Conditions: none

Gender

“Béatrice” | Female NG Medium Scholar Human (Skilled heritage) Barbarian 5

About Béatrice Rosé

In Headers:
Race: note the space at the start, very important to leave it in
| HP 83/83 Resonance 4/6 | AC 23, T 20 | F +10 R +8 W +10 | Perc +9

Classes / levels: note the space at the start, very important to leave it in
| Speed 30ft with armor 25ft | Active Conditions: none

Gender:
“Amiri” | Female NG Medium Scholar Human (Skilled heritage) Barbarian 5

In About section:
Beatrice
Human (Kellid;skilled heritage) Barbarian 5
Neutral good
Perception +9 (expert)
Background Scholar
Languages Common, Hallit
Str 18 (+4), Dex 14 (+2), Con 16 (+3), Int 10 (+0), Wis 16 (+3), Cha 12 (+1)
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Defenses
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HP 83
AC 23 TAC 20
Fort +10 Ref +8 Will +10
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Actions
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Speed 30 ft
Melee +1 Large great pick +11 (2d10+4 piercing);
Melee dagger +10 (1d4+4 slashing); agile, sweep, thrown 10 feet
Ranged composite Shortbow +8 (1d6+2 piercing)
Ranged
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Skills
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Acrobatics +4
Arcana +1
Athletics +6 Tf
Crafting +1
Deception +2
Diplomacy +6 T
Intimidation +2
Lore (academia) +6 E
Lore (Other) +1
Medicine +9 E
Nature +4
Occultism +6 E
Performance +2
Religion + 5 T
Society +5 T
Stealth +0
Survival +4
Thievery +0

Use the bonus in parentheses for Athletics checks that have the attack trait,
including Break Open, Disarm, Grapple, Shove, and Trip.

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Feats and Abilities
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Ancestry feats Natural ambition, skilled
Class feats Acute vision, Acute scent Moment of Clarity, raging speed.
General feats Fleet*
Skill feats Assurance (Occultism). Dubious knowledge, Automatic knowledge
Class abilities Critical Brutality, Deny Advantage, Rage, Totem (spirit)

* Abilities marked with an asterisk are already reflected in other statistics
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Equipment
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Bulk 6, 9L
Worn backpack, +1 breastplate*
Weapons +1 Great pick, dagger, Shortbow
Stowed ,Antidote (2), antiplague (2) bedroll,
climbing kit ( hemp rope [50 feet], 3 pulleys, 12 pitons,
hammer, grappling hook, crampons), eagle eye elixirs (1), flint and
steel, liquid ice (2), rations (3 days), expert healer kit.
sheath, waterskin,
Magic weapon by level
1Dull gray aeon stone (u) ,eagle eye.
2 Comprension elixir
3 Mistform elixir; +1 armor
4. + 1 Magic weapon ( Great pick)

Wealth 1 gold, 8 silver, 2 copper
Resonance Points 6 (4 remaining)

The following rules apply to Amiri’s equipment.

Beatric is assumed to have invested resonance in equipment marked with
an asterisk (*) above.

Bracers of Missile Deflection: [[R]] When a ranged weapon strikes you
while you aren’t flat-footed, you can activate these bracers to gain a +2
circumstance bonus to AC against the triggering attack. You can activate the
bracers once per 10 minutes.
Climbing Kit):
The tools also let you
attach yourself to the wall you’re climbing (moving half as quickly as normal,
minimum 5 feet), letting you attempt a DC 5 flat check whenever you critically
fail to prevent a fall. Only one climber can gain these benefits at a time.
1/1 Eagle Eye Elixir: After drinking this elixir, you gain a +1 item bonus
on Perception checks, and a +2 item bonus on Perception checks to find secret
doors and traps. This lasts for 1 hour.
2/2 Liquid Ice (bomb): A thrown liquid ice deals 1d4 points of cold
damage, causes the target to be hampered 10 feet until the end of its next
turn, and deals 1 point of cold splash damage.

1/1Comprehension Elexir.Upon drinking this elixir, your form appears blurry, making you concealed for 1 minute.

Agile (trait): The multiple attack penalty you take on the second attack
each round with this weapon is –4 instead of –5, and –8 instead of –10 on
the third and any further attacks in the round.
Sweep (trait): This weapon makes wide sweeping or spinning attacks,
making it easier to attack multiple enemies. When you attack with this
weapon, you gain a +1 circumstance bonus on your attack roll if you already
attempted an attack this turn against a different creature from your target.
Thrown (trait): You can throw this weapon as a ranged attack. A thrown
weapon adds your Strength modifier to damage just like a melee weapon
does. When this trait appears on a melee weapon, it also includes the
range increment in feet.
Two-hand (trait): This weapon can be wielded with two hands. Doing so
changes its weapon damage die to the indicated value. If this trait applies
to a magic weapon, the extra weapon damage dice from it being a magic
weapon also increase in size while it’s being wielded with two hands.
Versatile (trait): A versatile weapon can be used to deal an alternate
damage type listed. For instance, a piercing weapon that has “versatile S”
can be used to deal piercing or slashing damage. Choose the damage type
each time you make an attack.

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Feats and Abilities
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Amiri’s feats and abilities are described below. Her Fleet and General
Training feats are already applied in her character statistics.

Acute scent When you Rage, your olfactory senses improve. You gain scent (see page 302) with a range of 10 feet.

Acute Vision When you are raging, your visual senses improve, granting you low-light vision and darkvision.
Anathema: Due to your connection to the giant totem, it is anathema
for you to disrespecting corpses or spirits that are in your presence; however, defending yourself
against undead creatures is not.
You lose your Spirit rage feat until you spend 1 day
recentering yourself.

Automatic Knowledge:You know basic facts off the top of your head. You can use the Recall Knowledge action for Occultism as a free action once per round, triggering at either the start or the end of your turn; if you do, you must use Assurance on the skill check.

Critical Brutality: While you are Raging, you gain the following critical
specialization effects with melee weapons. You are also expert in simple and expert weapon. Other such effects are found on
page 183 of the Pathfinder Playtest Rulebook.
Bastard Sword: The target becomes flat-footed for 1 round.
Handaxe: Choose one creature adjacent to the target and within reach.
If your attack roll would also hit that creature, you deal 1d6 damage to
that creature.

Deny Advantage: You are not considered flat-footed by creatures of 5th
level or lower who are flanking you. You are not considered flat-footed
against attacks from sensed or unseen creatures of 5th level or lower.
Dubious knowledge[B]:You’re a treasure trove of information, but not all of it is from
reputable sources. When you fail a Recall Knowledge check
using any skill that has that action, you learn one bit of true
knowledge and one bit of erroneous knowledge, but you don’t
have any way to differentiate which is which.

[b]Fast movement While you are raging, you are accelerated 10 (see page 320).
[[AA]]Moment of Clarity You concentrate deeply, pushing back your rage. Until
the end of this turn, you can take actions with the
concentrate trait even if they don’t have the rage trait.
In addition, this turn you can take the action to voluntarily end your
rage even if you’re in combat.
[[A]] Rage: Requirements You can’t be fatigued, raging, or wearing
heavy armor.
You begin raging. You gain a number of temporary
Hit Points equal to your level plus your Constitution
modifier and enter a state of pure rage. (8) While you are raging, you are
affected in these ways:
• Gain a +2 conditional bonus to damage rolls with melee weapons
and unarmed Strikes. The bonus is halved if your weapon or
unarmed Strike is agile. This bonus increases by 1 at level 3 and
every 4 levels thereafter.
• Take a –1 penalty to AC.
• You can’t use actions that have the concentrate trait unless they
also have the rage trait. The Seek basic action gains the rage trait
while you’re raging.
At the end of each of your turns, you must attempt a flat check to
determine whether you keep raging. The DC starts at 0 on the first
round and goes up by 5 each following round, to a maximum of DC
20. If you fail, your rage ends immediately. (Because of the flat check
rules, you automatically succeed at the DC 0 check without rolling on
the first round.)
When your rage ends for any reason, you lose any remaining
temporary Hit Points from using the Rage action, you can’t use Rage
again for 1 round, and you’re fatigued for 1 round. You can’t voluntarily
Fatigued (Condition): You’re hampered 5. You take a –1 conditional
penalty to AC and saving throws; each action you take during an encounter
increases the penalty by 1 until the start of your next turn. The penalty
increases after each action you take.
Spirit rage (totem): When you are raging, you can make your conditional
bonus to damage deal negative or positive damage, rather
than your weapon or unarmed attack’s usual damage
type (you choose which type each time you Rage). If
you choose to do this, your weapon or unarmed attack
affects material and incorporeal creatures and objects
equally. This makes your weapon overcome incorporeal
creatures’ resistance to physical attacks (as the ghost
touch property rune). If you choose to deal negative or
positive damage, your Rage action gains the divine and
necromancy traits, plus the negative or positive trait,
as appropriate.

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What is a Barbarian?
You are a powerful warrior and survivalist, capable of tapping into your
inner rage and guiding totem to unlock devastating abilities.