Leaf Leshy

Celosia Persephone Snapdragon's page

203 posts. Alias of Meranthi.


Race

HP 44/44 | AC 17 | F +9, R +7, W +10; resistance fire 2 | Perc +8 |

Classes/Levels

Speed 25 | Hero 0/3 | Focus 1/1 | Spells 2nd - 0/4; 1st - 1/4; DC 20, +10 attack | Exploration: Search | ◆◇↺ | Active Conditions: Mage Armor

Gender

CG Finadar Leshy Ifrit Sorcerer 4 (she/her) |

About Celosia Persephone Snapdragon

Snapdragon Sorcerer 4
N Small Finadar Leshy Ifrit Humanoid
Perception +7; Low-Light Vision
Languages Common, Fey
Skills Acrobatics +4, Arcana +8 (e), Athletics +2, Diplomacy +10, Intimidation +10, Lore: Abyssal +6, Stealth +8, Thievery +8
Str +0, Dex +2, Con +2, Int 0, Wis +1, Cha +4
Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Sling Bullets (20), Caltrops (2), +1 Striking Handwraps of Mighty Blows, Silver Chunk, Cold Iron Chunk, Clothing (Explorer's), Thieves' Tools, Climbing Kit, Healing Potion (Minor) (2), Eagle Eye Elixir (Lesser), Cantrip Deck, Goz Mask, Wand of Mystic Armor (1st)
AC 18; Fort +8, Ref +8, Will +9
HP 44; Resistances fire 2

Speed 25 feet
Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Melee Claws +7 (Finesse, Magical, Unarmed), Damage 2d4 void
Ranged Sling +8 (Propulsive), Damage 1d6 B

Feats and Stuff:
Group Coercion (General, Skill) You can strong-arm people effectively, even when you don’t have them isolated. When you Coerce, you can compare your Intimidation check result to the Will DCs of up to five targets instead of one.

It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to 10 if you’re an expert, 25 if you’re a master, and 50 if you’re legendary.

No Cause for Alarm ◆◆◆ (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour. Critical Success Reduce the creature's frightened value by 2. Success Reduce the creature's frightened value by 1.

Split Shot ◆ (Concentrate, Metamagic) You fragment a ranged spell into a pair of smaller shots. If your next action is to
Cast a Spell without a duration that requires an attack roll against a single target and has no effect beyond dealing damage,
you roll a single attack roll and compare the result to the AC of two targets within the spell's range. The spell deals only half
its usual damage to each target. This counts as one attack for your multiple attack penalty.

Cantrip Deck ◆ (Evocation, Magical) Activate or more (envision, Interact); Effect You envision your desired cantrip, causing its card to rise to the top of the deck, and draw the card. The deck casts that cantrip as a 1st-level spell, with a DC of 15 and a spell attack modifier of +5. The card crumbles into dust as the cantrip takes effect. The activation takes the same number of actions as the cantrip you chose takes to cast.

Goz Mask ◆ (Invested, Magical, Transmutation) Activate Interact; Frequency once per day; Effect You ignore concealment caused by fog, smoke, and other obscuring vapors for 1 minute.

Arcane Known Spells DC 20, attack +10;
2nd Acid Arrow, Laughing Fit, Snowball (H+1), Resist Energy (4 slots);
1st Force Barrage, Flourishing Flora*, Thunderstrike (s), Sure Strike (4 slots);
Cantrips Ignition, Electric Arc, Eat Fire, Needle Darts, Divine Lance, Vitality Lash, Shield

Spells:

Focus Spells (1 points)
Dragon Claws Duration 1 minute
Vicious claws grow from your fingers. They are finesse unarmed attacks that deal 1d4 slashing damage and 1d6 extra damage of a type determined by the dragon in your bloodline. Umbral: Void

Your scales from blood magic glow with faint energy, giving you resistance 5 to the same damage type.
Heightened (5th) The extra damage increases to 2d6, and the resistance increases to 10.
Heightened (9th) The extra damage increases to 3d6, and the resistance increases to 15.

Level 2
Acid Arrow
Cast ◆◆ somatic, verbal
Range 120 feet; Targets 1 creature
You conjure an arrow of acid that continues corroding the target after it hits. Make a spell attack against the target. On a hit, you deal 3d8 acid damage plus 1d6 persistent acid damage. On a critical hit, double the initial damage, but not the persistent damage.

Laughing Fit
Cast ◆◆ somatic, verbal
Range 30 feet; Targets 1 living creature
Saving Throw Will; Duration sustained
The target is overtaken with uncontrollable laughter. It must attempt a Will save.

Critical Success The target is unaffected.
Success The target is plagued with uncontrollable laugher. It can't use reactions.
Failure The target is slowed 1 and can't use reactions.
Critical Failure The target falls prone and can't use actions or reactions for 1 round. It then suffers the failure effects.

Resist Energy (bloodline)
Cast ◆◆ somatic, verbal
Range touch; Targets 1 creature
Duration 10 minutes
A shield of elemental energy protects a creature against one type of energy damage. Choose acid, cold, electricity, fire, or sonic damage. The target and its gear gain resistance 5 against the damage type you chose.
Heightened (4th) The resistance increases to 10, and you can target up to two creatures.
Heightened (7th) The resistance increases to 15, and you can target up to five creatures.

Snowball (H+1)
Cast ◆◆ somatic, verbal; Range 30 feet; Targets 1 creature
You throw a magically propelled and chilled ball of dense snow. The target takes 2d4 cold damage and potentially other effects, depending on the result of your spell attack roll.

Critical Success The target takes double damage and a –10-foot status penalty to its Speeds for 1 round.
Success The target takes full damage and a –5-foot status penalty to its Speeds for 1 round.
Failure No effect.
Heightened (+1) The damage increases by 2d4.

Thunderstrike (signature)
Cast ◆◆ verbal, somatic; Range 120 feet; Target 1 creature; Defense basic Reflex
You call down a tendril of lightning that cracks with thunder, dealing 2d12 electricity damage and 2d4 sonic damage to the target with a basic Reflex save. A target wearing metal armor or made of metal takes a -1 circumstance bonus to its save, and if damaged by the spell is clumsy 1 for 1 round.

Level 1
Force Barrage
Cast ◆ to ◆◆◆ (somatic, verbal); Range 120 feet; Targets 1 creature
You send a dart of force streaking toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of missiles you shoot by one, to a maximum of three missiles for 3 actions. You choose the target for each missile individually. If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.

Flourishing Flora
Range 30 feet; Area 5-foot burst; Defense basic Reflex
Plants rapidly grow up from the ground. All creatures in the target area take 2d4 damage. The type of damage depends on the type of plant you choose to grow. On a critical failure, targets experience additional effects, also depending on what you choose to grow. The type of plant and its effects are chosen when you Cast the Spell.


  • Cacti Piercing damage, and 1 persistent bleed damage on a critical failure.
  • Flowers Poison damage, and dazzled for 2 rounds on a critical failure.
  • Fruits Bludgeoning damage, and clumsy 1 for 2 rounds on a critical failure.
  • Roots Bludgeoning damage, and the affected creatures fall prone on a critical failure.

Heightened (+1) The damage increases by 1d4, and the persistent bleed damage from cacti increases by 1.

Sure Strike (bloodline)
Cast ◆ verbal; Duration until the end of your turn
A glimpse into the future ensures your next blow strikes true. The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result. The attack ignores circumstance penalties to the attack roll and any flat check required due to the target being concealed or hidden.

Thunderstrike
Cast ◆◆ verbal, somatic; Range 120 feet; Target 1 creature; Defense basic Reflex
You call down a tendril of lightning that cracks with thunder, dealing 1d12 electricity damage and 1d4 sonic damage to the target with a basic Reflex save. A target wearing metal armor or made of metal takes a -1 circumstance bonus to its save, and if damaged by the spell is clumsy 1 for 1 round.

Cantrips Heightened 2
Divine Lance
Cast ◆◆ somatic, verbal; Range 30 feet; Targets 1 creature
You unleash a beam of divine energy. Make a ranged spell attack roll against the target's AC. On a hit, the target takes damage of the chosen alignment type equal to 3d4 (double damage on a critical hit).

Eat Fire
Cast ↺ ; Trigger You would take fire damage.; Duration until the end of your next turn
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall unconscious, inhale, or exhale (this includes speaking).

Belch Smoke ◆ You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a 5-foot burst within 20 feet. All creatures within the smoke cloud are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.

Electric Arc
Cast ◆◆ somatic, verbal; Range 30 feet; Targets 1 or 2 creatures; Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 3d4.

Needle Darts
Cast ◆◆
Range 60 feet; Targets 1 creature
Defense AC
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 4d4 piercing damage and might cause bleeding. The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.

Critical Success The target takes double damage and 2 persistent bleed damage.
Success The target takes full damage.

Shield
Cast ◆ verbal; Duration until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use. While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.

Vitality Lash
Cast ◆◆ somatic, verbal
Range 30 feet; Targets 1 undead creature; Saving Throw Fortitude
You lance the target with energy. You deal 3d6 vitality damage. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.


Other Feats:

  • Cantrip Expansion
  • Cindersoul
    The fire of your elemental ancestor manifests like dying embers of a blaze, and your inner charcoal helps staunch bleeding, purify simple poisons, and absorb acid.
  • Ifrit
  • 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.
  • Untrained Improvisation
    Your proficiency bonus to untrained skill checks is equal to half your level instead of +0. If you’re 7th level or higher, the bonus increases to your full level instead. This doesn’t allow you to use the skill’s trained actions.

Additional Feats Cantrip Expansion, Cindersoul, Ifrit, Intimidating Glare, Untrained Improvisation
Additional Specials Bloodline (Draconic), Plant Nourishment, Draconic Bloodline Type (Umbral)