Winter-Touched Sprite

Bitty Blue's page

434 posts. Organized Play character for Hmm.


Race

| HP 35/35 | AC 20 | F +6 R +11 W +8 | Perc +8 |

Classes/Levels

30 Speed | Hero Points 2/2 | Campaign Coins 1/1 | Exploration Activity: Avoid Notice | Active Conditions: Darkvision

Gender

"Eep!" | 820-2011 | Female Sylph Gnome Thief Rogue 3

About Bitty Blue

Bitty (short for Bitisururu) Blue is a sky-colored gnome sylph with wind-blown midnight blue hair and a sky-colored draconic tail. Her grandfather, Ifukeba, is a sky dragon, and her grandma Beryl Blue was a famous gnome adventurer who settled in Cloudspire in the Terwa Uplands of the Mwangi Expanse. The mbe’ke dwarves accept all peoples who settle in the mbe’ke realm as mbe’ke, so Bitty has fond memories growing up as a part-dragon child in that realm.

Still, Bitty is naturally shy, and gets along with animals better than people, so her grandparents suggested she go adventuring in order to gain confidence and poise. Her twin brother, Barak, has also joined the Pathfinder Society, but is very different from Bitty. He’s easy-going where she is shy, and obsessed with Gladiatorial stuff while she’s more interested in everything having to do with dinosaurs. They have a friendly sibling rivalry.

Ancestry Guide on Sylph Gnomes:
Sylph gnomes are just as curious as other gnomes and tend to have less trouble handling the Bleaching. Their bright, sky-colored hair, eyes, and skin tones don't stand out quite as much among the outlandish coloration of their gnome kindred, and they might be mistaken for chameleon gnomes early in life before it becomes clear that their colorations can't shift.

How Bitty’s grandparents met:

Corabee Cori wrote:
To Bitty he says, "I would love to hear about your grandparents. I haven't met any other Gnome made of clouds and with a tail like you have. It sounds like you have quite the interesting family."

Bitty pulls out Egg, and cuddles him as she sits on the sandbar, drying out from all the splashing she did with Ashun's little dinosaur and prepares for storytime. "Grandma Beryl and Grandfather Ifekube raised both me and my twin brother, Barak, after our mom went off adventuring. So it was Grandma Beryl that told us the story of how she and Grandfather met."

"Grandma was a thief and a nomad. She originally came from Isger, where she'd lost all her family to the wars with the goblin tribes there. She said that at the time she had a hole in her heart that could be filled - if only temporarily - with treasure. Eventually, she made her way to the prosperous city of Cloudspire, where Mbe'ke dwarves and kobolds have joined their clans as one. The entire mountain has been cored like an apple, its center carved away to form an enormous hollow thousands of feet across. It stands open to the sky above and plummets down into the depths of an abyssal pool. Carved into the hollow's sides waits the dwarven city, its broad boulevards spiraling downward, while shops, residences, and temples burrow more deeply into the mountain. Sophisticated elevators use counterweights and pulleys, and where the Aeries high above house both visiting and resident cloud dragons."

Bitty sighs for a moment, feeling a sudden pang of homesickness for her beautiful home town. "Now, Grandma Beryl could have made a great haul just stealing from local merchants and getting out of there. But she didn't. She traveled everywhere, chatting with locals, hanging out in Cloudspire's taverns and civic halls, learning about the place. Eventually, she heard about Ifekube's hoard, and the 1001 traps built by local kobold artisans to guard it."

"Yes, 1001 traps." Bitty's tail curls around herself. "Most thieves would have run far from Cloudspire at that point, but Grandma was different from most thieves. She had that hollow spot in her heart that made her sometimes wish herself dead, combined with an ambitious streak. She wanted to be the best thief in the world, or die trying. She did try to get some of the kobold trapsmiths to boast to her over a pint about some of the work they had done, but none of them would. But one of them casually dropped the information that Ifekube was traveling to a distant aerie, and would be gone a fortnight."

"Was this a trap? Of course it was. Ifekube was, among other things, a local magistrate who loved reducing Cloudspire's crime rate by catching criminals and sometimes eating them." Bitty shrugs. "But Grandma had a death wish, and so she went. She had evaded, bypassed or disabled nearly one hundred traps when a piteous call for help caught her ears. There she saw a dark-skinned gnome caught upside down by the foot in one of the traps, being swung back and forth like a punching bag as automated kobolds sprung up in random directions to punch him. She didn't hesitate to disable the trap, and then provided the nearly-dead gnome with medical care and supplies from her own rations. 'What are you doing here?' she demanded. 'Do you have a death wish? Didn't you hear the stories about this place?'"

"'Death wish? No. But I'm trying to stave off the bleaching, and I knew that I would be challenged here.'" Bitty grinned. "Now, Grandma did not want to lose her progress, but she did offer to escort the other gnome back to the entrance. But the other gnome countered, 'Let's travel together. We can watch each other's backs as we finish the gauntlet.' Grandma Beryl didn't know why she agreed, but she did. The other gnome was helpful, though clumsy enough to get caught another two times on their journey. He told her his name was Mwongo, which grandma did not know yet meant, 'Liar' in Mwangi. They shared life stories and Grandma made him laugh multiple times with the tales of her travels to that point, or with her cleverness."

"That said, there were holes in Mwongo's stories, and things that Mwongo did that did not seem gnome-like, and Grandma Beryl grew suspicious about the companion with whom she was traveling. She turned towards Mwongo with narrowed eyes, and said, 'Why do you think Ifekube set all this up? Do you think he's the sort of dragon who likes to play with his food?'" Bitty narrows her own eyes, and puts her hands on her hips to demonstrate Grandma Beryl's annoyance. "'I think I know who you are.'"

"At this point, Grandpa Ifekube threw his hands up in the air, and transformed. Grandma Beryl's eyes widened as she faced an enormous dragon, coiling around her. 'What should I do with you?' he asked. 'It is true you came to rob me, but I think you were never really after my treasure, and you have a kind and generous heart. If nothing else, you've shown me the holes in my security, and given me the most memorable three days that I've ever had. I cannot let you go -- what message would that send to other thieves -- but I can assign you community service. How would you like to be in charge of improving my security?"

Bitty smiled. "Grandma knew that she was getting an exceptional deal, and so she accepted. Slowly over the next year of Ifekube's company, she felt the hole in her heart start to fill, not with treasure, but with family and community. When Ifekube told her that her term of service was up, she agreed to stay on, and from that day to this, the two have always been together."

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Bot Me!:

[dice=Fortitude (T)]1d20+6[/dice]
[dice=Reflex (E)]1d20+11[/dice]
[dice=Will (E)]1d20+8[/dice]

★ ---- ★ ---- ★ ---- ★

Skills:
Automatic: Stealth, Thievery, Acrobatics, Plane of Air Lore, Pathfinder Society Lore plus 9 skills. Skill training for Intimidate.

[dice=Acrobatics]1d20 +9[/dice]
[dice=Arcana]1d20+7[/dice]
[dice=Athletics]1d20 +5 [/dice]
[dice=Crafting]1d20+7[/dice]
[dice=Diplomacy]1d20+7[/dice]
[dice=Intimidate]1d20+7[/dice]
[dice=Lore (Pathfinder)] 1d20+7 [/dice]
[dice=Lore (Plane of Air)]1d20 +7[/dice]
[dice=Medicine]1d20 +6 [/dice]
[dice=Nature E]1d20 +8 [/dice]
[dice=Perception (E)]1d20+8[/dice]
[dice=Religion]1d20+6[/dice]
[dice=Society] 1d20 +7[/dice]
[dice=Stealth]1d20+9[/dice]
[dice=Survival]1d20+6[/dice]
[dice=Thievery E]1d20+11[/dice]

★ ---- ★ ---- ★ ---- ★

◈ Stride

◈ Command Egg

◈ [dice=+1 Rapier (deadly, finesse)]1d20+9+1[/dice]
[dice=Piercing Damage]1d6+4[/dice]
[dice=Sneak Attack]1d6[/dice]
[dice=Deadly?]1d8[/dice]

◈ [dice=Light Mace (agile, finesse, shove)]1d20+9[/dice]
[dice=Bludgeoning Damage]1d4+4[/dice]
[dice=Sneak Attack]1d6[/dice]

◈ [dice=Dagger (agile, finesse, versatile)]1d20+9[/dice]
[dice=Piercing or Slashing Damage]1d4+4[/dice]
[dice=Sneak Attack]1d6[/dice]

◈ [dice=Shortbow]1d20+9[/dice]
[dice=Piercing Damage]1d6[/dice]
[dice=Deadly?]1d10[/dice]

★ ---- ★ ---- ★ ---- ★

Egg’s attacks (should the support benefit not be needed)

◈ [dice=Jaws (finesse)]1d20+7[/dice]
[dice=Piercing Damage]1d8+2[/dice]

◈ [dice=Talon (agile, finesse)]1d20+7[/dice]
[dice=Slashing Damage]1d6+2[/dice]

★ ---- ★ ---- ★ ---- ★

PFS Information:

PFS Number: 820-2011
Faction Reputation, Gold, Equipment & Experience: See ITS
Bitty Blue’s Chronicles & Boons Folder

Training: Scrolls

★ ---- ★ ---- ★ ---- ★

Purchased Boons
Geniekin Access
Horizon Hunters Champion (Faction) 0 Fame

★ ---- ★ ---- ★ ---- ★

Nationality: Cloudspire, Terwa Uplands, Mwangi Expanse
Birthplace: Cloudspire
Age: 25
Gender & Pronouns: Female - she, her
Height: 3’
Weight: 3 bulk
Physical Appearance: Sky-blue skin, night-blue hair and eyes, draconic sky-blue tail

★ ---- ★ ---- ★ ---- ★

Ancestry Sylph Gnome
Background Savior of Air
Class Rogue (Thief); Level: 2;
Size small traits small humanoid gnome sylph
alignment; CG deity: Ranginori
Languages: gnome, sylvan, common, mwangi
Bonus Intelligence languages: draconic, dwarven
susurran
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SENSES
____________________

Perception: 7 (1 +2+ 4) [E]
Special Senses: low-light, darkvision
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DEFENSES
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HP 18

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OFFENSE
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Class DC: 18 [T]

Speed: 30

Attacks: Check out 'Bot me!' spoiler at the top!

Weapon Proficiencies
Simple: All simple [T], Martial: All martial[T]. Unarmed attacks [T].

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ROGUE CLASS ABILITIES
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ROGUE RACKET: Thief

Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients' defenses by trying to steal something precious. When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier. You are trained in Thievery.

Sneak Attack When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are flat-footed to you.

Weapon Proficiencies
Trained in simple weapons. Trained in the rapier, sap, shortbow, and shortsword. Trained in unarmed attacks.

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MAGIC
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Magic Traditions None.
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SKILLS
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See Botting Spoiler
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ABILITY SCORES
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Ancestry Gnome (Sylph) Dexterity, Con, Charisma - Strength
Background Savior of Air Dexterity, Int
Class Rogue, Dex
Free Str, Dex, Int, Wis

Ability Score Summary:

Str 10 -A.+F
Dex 18 ABCF
Con 12 A
Int 14 BF
Wis 12 F
Cha 12 A

STR 0, DEX +4, CON +1, INT +2, WIS +1, CHA +1
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FEATS:
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Ancestry Feats and Abilities

Sylph Heritage (Uncommon) You are descended from air elementals or were born under the element's influence. You gain the sylph trait, in addition to the traits from your ancestry. You also gain low-light vision or darkvision if your ancestry already has low-light vision. You can choose from sylph feats and feats from your ancestry whenever you gain an ancestry feat.

Ancestry 1st: SWIFT FEAT 1
SYLPH

You move with the wind always at your back. Your Speed increases by 5 feet. Special The Speed increase from this feat isn't cumulative with any Speed increase from your ancestry feats (such as Nimble Elf).

Ancestry 3rd (via ancestral paragon): BURROWING ELOCUTIONIST FEAT 1

You recognize the chittering of ground creatures as its own peculiar language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability.

Skill Feats
Background: Savior of Air Legacy Background
Upon securing the Untouchable Opal, an artifact of extraordinary power, the Pathfinder Society endeavored to free the benevolent demigod Ranginori, who was trapped within the virtually unbreakable prison. You might have joined the Pathfinder Society in its expeditions to the Elemental Planes, or you might have lived on one of those planes before learning of the Society from these Pathfinder agents. You are no stranger to navigating precarious terrain as a result.

Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.

You’re trained in the Acrobatics skill, plus either Elemental Lords Lore or a Lore skill related either to one of the Elemental Planes (such as Plane of Air Lore). You gain the Cat Fall skill feat. Add Auran to the list of additional languages you can learn for having a high Intelligence modifier.

Special You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 8 of the Pathfinder Society organized play campaign.

Background Skill Feat: CAT FALL FEAT 1
GENERAL SKILL

Prerequisites trained in Acrobatics Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter. If you're a master in Acrobatics, treat them as 50 feet shorter. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.

1: Battle Medicine Feat 1
General Healing Manipulate Skill
Source Core Rulebook pg. 258 2.0
Prerequisites trained in Medicine
Requirements You are holding healer's tools, or you are wearing them and have a hand free.

You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

2: Skill Training: Intimidate

3: UNDERWATER MARAUDER FEAT 1
GENERAL SKILL

Prerequisites trained in Athletics You've learned to fight underwater. You are not flat-footed while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water.

General Feats
3rd: Ancestral Paragon

Class Feats and Abilities

Feat 1st: TRAP FINDER FEAT 1
ROGUE

You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

Feat 2nd: BEASTMASTER DEDICATION FEAT 2
ARCHETYPE DEDICATION

Prerequisites trained in Nature
You gain the service of a young animal companion that travels with you and obeys your commands. The rules for animal companions appear on page 214 of the Core Rulebook, with additions on page 144 of this book. Contrary to the usual rules for animal companions, this feat can grant you a second animal companion. If you ever have more than one animal companion, you gain the Call Companion action. See the Beastmaster Animal Companions sidebar for details on this action. Certain beastmaster feats give you primal focus spells. The rules for focus spells appear on page 300 of the Core Rulebook. When you gain your first beastmaster focus spell, you become trained in primal spell attack rolls and spell DCs, and your spellcasting ability for these spells is Charisma. Feats that grant beastmaster focus spells tell you to increase the number of Focus Points in your pool, but if you don't already have a focus pool, you instead get a focus pool with 1 Focus Point. You can Refocus by grooming, feeding, playing with, or otherwise tending to an animal companion. Special You can't select another dedication feat until you have gained two other feats from the beastmaster archetype.

Dromaeosaur:

[Gender:] Companion to Bitty Blue | 820-2011 | Male Dromaeosaur 2

[Race:] | HP 14/14 | AC 17 | F +6 R +7 W +5 | Perc +5 |

[Classes/Levels:] 50 Speed | Active Conditions: Low-Light, Scent (imprecise, 30 ft.), ---

Your companion is a dromaeosaur (also called a raptor), such as a velociraptor or deinonychus.

Size Small Melee [one-action] jaws (finesse), Damage 1d8 piercing Melee [one-action] talon (agile, finesse), Damage 1d6 slashing
Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0
Hit Points 6
Skill Stealth Senses low-light vision, scent (imprecise, 30 feet) Speed 50 feet
Support Benefit Your raptor constantly darts into flanking position. Until the start of your next turn, it counts as being in its space or an empty space of your choice within 10 feet when determining whether you and your companion are flanking; you can choose a different space for each of your attacks.

Advanced Maneuver Darting Attack:

Spoiler:

DARTING ATTACK [one-action]
FLOURISH
The raptor Steps up to 10 feet and then Strikes, or Strikes and then Steps up to 10 feet.

Egg’s saves

[dice=Egg’s Fortitude]1d20+6[/dice]
[dice=Egg’s Reflex]1d20+7[/dice]
[dice=Egg’s Will]1d20+5[/dice]

Egg’s skills

[dice=Egg’s Perception]1d20+5[/dice]

[dice=Egg’s Acrobatics]1d20+7[/dice]
[dice=Egg’s Athletics]1d20+6[/dice]
[dice=Egg’s Stealth]1d20+7[/dice]

Egg’s attacks (should the support benefit not be needed)

◈ Support

◈ [dice=Jaws (finesse)]1d20+7[/dice]
[dice=Piercing Damage]1d8+2[/dice]

◈ [dice=Talon (agile, finesse)]1d20+7[/dice]
[dice=Slashing Damage]1d6+2[/dice]

.