Peren Ambergross

Callaverthorna's page

160 posts. Organized Play character for Nomadical.


Race

HP 41 / 98 (116) | AC 27| F +17 R +20 W +15 | Resist Fire 5 | Perc +16 (M) (Darkvision)

Classes/Levels

Default Exploration = Avoid Notice w/ Trap Finder| Active conditions: Drained 2, ghost oil on sword

Gender

Male CN Gnome Rogue {Scoundrel} 9

Size

small

Deity

Nivi Rhombodazzle

Languages

Common, Gnome, Fey, Varisian

Occupation

Charmer

Strength 1
Dexterity 4
Constitution 3
Intelligence 0
Wisdom 1
Charisma 4

About Callaverthorna

Male Gnome (Umbral) Rouge {Remastered} (Scoundrel) 9
Small, Gnome, Humanoid
Perception +16 (M); Low-light vision, Darkvision
Initiative: Perception +16, Stealth +16, Deception +17
Default Exploration Mode = Avoid Notice w/ Trap Finder

Str +1, Dex +4, Con +3, Int 0, Wis +1, Cha +4
Languages: Common, Gnomish, Varisian, Fey
Deity: Nivi Rhombodazzle

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Defense

AC 27
Fort +17 E
Ref +20 M
Will +15 E

HP 116
Toughness
Terrifying Resistance
Evasion
Rogue Resilience (evasion for Fortitude saves)
Trap Finder (Master: +2 to AC and saves versus traps)

Resistance 5 Fire

+1 dread (lesser) resilient leather armor

Dread Rune: Eerie symbols cover your armor, inspiring terror in your foes. Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn't decrease below 1 that turn.

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Offense
Speed: 25

Melee +1 striking Shortsword +18 (agile, finesse, Versatile S, Magical) 2d6+3 P
Melee +1 returning Starknife +18 (agile, deadly d6, finesse, thrown 20, Versatile S) 1d4+3 P
Melee Stiletto pen +17 (Agile, concealable, Finesse, Thrown 10, Uncommon) 1d4+3 P

Ranged +1 returning Starknife +18 (agile, deadly d6, finesse, thrown 20, Versatile S) 1d4+3 P

Sneak Attack +2d6 precision damage
Short sword has a Murderer's Knot talisman affixed

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Scoundrel (Rogue Racket) When you successfully Feint, the target is off-guard against your melee attacks until the end of your next turn. On a critical success, the target is off-guard against all melee attacks until the end of your next turn, not just yours. If you feint while wielding an agile or finesse melee weapon, you can Step immediately after the Feint as a free action.

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 off-guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed 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 off-guard to you.

Trap Finder: 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.

Quick Draw: ◆You interact to draw a weapon, then Strike with that weapon.

Deny Advantage: You aren't off-guard to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank. (However, see Blind-Fight below.)

Dread Striker: Any creature that has the Frightened condition is also off-guard against your attacks.

Weapon Tricks: You gain expert proficiency in simple weapons, martial weapons, and unarmed attacks. When you critically succeed at an attack roll against an off-guard creature while using an agile or finesse weapon or an agile or finesse unarmed attack, you apply the critical specialization effect for that weapon or unarmed attack.

Skirmish Strike: ◆ [Flourish] Either Step and then Strike, or Strike and then Step.

Evasive Reflexes: Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Weapon Specialization: You deal 2 additional damage with weapons and unarmed attacks in which you are an expert.

Perception Mastery: Your proficiency rank for Perception increases to master.

Blind-Fight: You don't need to succeed at a flat check to target concealed creatures. You're not off-guard to creatures that are hidden from you (unless you're off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you.

Debilitating Strike:
◇ Trigger: Your Strike hits an off-guard creature and deals damage.
You apply one of the following debilitations, which lasts until the end of your next turn.
> The target takes a –10-foot status penalty to its Speeds.
> The target becomes enfeebled 1.

Rogue Resilience: Your proficiency rank for Fortitude saves increases to expert. When you roll a success on a Fortitude save, you get a critical success instead.

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Skills
Acrobatics +18 E
Athletics +12 T
Deception +17 E
Diplomacy +17 E
Intimidation +20 M
Medicine = +12 T
Performance +15 T
Religion +12 T
Society +11 T
Stealth +16 T
Survival +12 T
Thievery +19 M (+1 Item bonus to Pick Locks and Disable Devises not included)

Underworld Lore +11 T
PFS Lore +11 T

Skill Feats:
Battle Cry: When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action.

Bon Mot: ◆ You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.

>> Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
> Success As critical success, but the penalty is –2.
<< Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.

Cat Fall: 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.

Charming Liar: Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve. (granted by Background)

Intimidating Glare: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Pilgrim’s Token: You gain a wooden religious symbol for your deity for free. As long as this religious symbol is in your possession, when you tie an adversary's initiative roll, you go first.

Rolling Landing: You land with quick rolls that help you keep your momentum. If you fall and don't take damage (usually due to treating the fall as a shorter distance), you can use your reaction to immediately enter a short roll when you land and Step. If you are an expert in Acrobatics, you can use your reaction to Step or Stride up to half your Speed after you fall and don't take damage.

Slippery Prey: When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.

Terrified Retreat: When you critically succeed at the Demoralize action, if the target's level is lower than yours, the target is fleeing for 1 round.

Terrifying Resistance: The spells of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature's spells.

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General Feats, Ancestry Feats, and Misc Abilities

First World Magic: Your connection to the First World grants you a primal innate spell, much like those of the fey. 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.

scatter scree: ◆◆  Range: 30 ft, Area: 2 contiguous 5 foot cubes
Saving Throw: Basic Reflex DC 25, Duration: 1 minute
You evoke a jumble of rocks in the area. The scattering rocks deal bludgeoning damage equal to 6d4 (heightened) to creatures in the area, with a basic Reflex save. The ground in the area becomes difficult terrain for the duration. A creature can Interact to clear a square of this scree. If you cast this spell again, any previous scatter scree you have cast ends.
Heightened (+1) The damage increases by 1d4.

Low light vision: You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Umbral Gnome: (heritage)  Whether from a connection to dark or shadowy fey, from the underground deep gnomes also known as svirfneblin, or another source, you can see in complete darkness. You gain darkvision.

Project Persona: (Ancestry 5) Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor. You change the shape and appearance of your armor to appear as ordinary or fine clothes of your imagining. The armor's statistics don't change. This effect lasts as long as you remain conscious and are wearing the armor. A creature can disbelieve the illusion by Seeking or touching your armor. The DC equals your Will DC.

Life Leap: (Ancestry 9) ◆ You phase through a space that a living creature occupies in a flash, spontaneously appearing on the opposite side of it in a vibrant display of colorful light. You move from your current location to another location that's still adjacent to the same living creature, but on the opposite side or corner of the creature's space. To determine whether a position is valid, use the same rules as for flanking: a line through the center of the two spaces must pass through opposite sides or corners of the creature's space. You pass through the creature's life force, appearing in the selected location; this doesn't trigger reactions based on movement. You must be able to see your destination, and you can't move farther than your Speed would allow.

Charmer background: You grew up among the northern houses of Brevoy in old Issia. Steeped in the cultural legacy of pirates and smugglers, you rely on your cleverness and charm as you make your way throughout the world. Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You're trained in the Deception skill, and the Underworld Lore skill. You gain the Charming Liar skill feat.

Ancestry Languages: Common, Gnomish, Sylvan

Home Region Language: Varisian

Toughness: (General feat) Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

Feather Step: You step carefully and quickly. You can Step into difficult terrain.

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Items: +1 dread (lesser) resilient leather armor, +1 striking shortsword, +1 returning throwing knife, stiletto pen, Bookthief brew, backpack, bedroll, chalks (10), flint and steel, rations (2 weeks), rope (50’), soap, concealable infiltrator’s thieves' tools & spare picks, waterskin, mirror, feather token (ladder), 2 wayfinders (one inscribed by Rain in Cloudy Day); Demon Mask ; Cherry Blossom tattoo; boots and cloak of elvenkind (Legacy versions); spacious pouch 1; wyrm on the wing tattoo

Consumables: Surging Serum; Blood Booster (lesser) x 3; Ghost Oil x 2; Dread Ampoule (moderate) x 5; Antiparalysis salve x 2; Murderer's Knot (affixed to short sword)

Note: He wears the Demon mask perched on the brim of his jaunty hat. He does not wear it on his face in normal or social circumstances, only when he has a weapon drawn or when he clearly expects trouble. The item bonus is included above, but will not always apply.

Note: Project Persona normally hides the appearance of his armor, but like the Demon Mask he will drop the persona to reveal the Dread Armor rune in or before combat or during exploration.

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Boons

Magical Mentor: While working with less experienced Pathfinder allies, you provide key spellcasting insights that augment your colleagues’ magic. Any PCs benefiting from a Level Bump and whose levels are lower than yours can prepare one additional spell of their highest-level spell slot or cast one additional spell of their highest-level spell slot. When casting spells of a magical tradition that is the same as the tradition you use for spellcasting (Primal), the affected PC also increases the Level Bump’s modifier to spell DCs to 2.

Rugged Mentor: While working with less experienced Pathfinder allies, you provide important insights that keep your less experienced colleagues safe from harm. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to saving throws to 2.

Steady Hand:] You can activate the following ability once per adventure. ◇ (fortune) Roll twice and take the higher result on a Thievery check. You can only activate this ability before rolling the check.

Storied Talent: When using Downtime to Earn Income, you can choose to attempt a task of your level.
Normal: When Earning Income, a PC can attempt a task of their level –2 or lower. (This -2 deduction is what the tables on the Lorespire are based on.)

Career Change: Purchased to rebuild into Remastered Rogue after the free Remaster rebuild period had expired.

Frequent Shopper (Bellweather Lodge): Access to dread armor rune.

Grand Archive Gear: Access to stiletto pen and bookthief brew.