Drud

Cirri for Ruby Phoenix's page

336 posts. Alias of chadius.


Race

♥️ 164 | AC 31 (+1 vs Traps) | Resistances: 6 Posion | Fortitude** 21 (+1 vs Poisons, Inhaled threats) | Reflex** 23 (+1 Traps) | Will*** 23 (Resolve) | Perception** +20 (low-light vision)

Classes/Levels

Conditions: None | Hero (☑☑☑☑□) | Focus: (□) | Spell Slots @ 6th (☑□□), 5th (☑☑□), 4th (□□□), 3rd (□☑□), 2nd (□□□), 1st (□□□) @ DC 31| Staff of Healing ☑☑☑□□□ | Explore: Avoid Notice w/ Trapfinder |

Gender

NG Strix (Shoreline) Trailblazer Druid (Wave Order w/ Rogue Dedication) Level 12 | ◆◇↺ |

Languages

Taldane, Strix, Druidic, Aquan, Tien

Strength 18
Dexterity 18
Constitution 18
Intelligence 10
Wisdom 18
Charisma 12

About Cirri for Ruby Phoenix

Botting Instructions:

Start of day: Use the Wand of Longstrider.

If below half health, try to heal:
- Use 1 action to interact with Vital Beacon to heal me.
- If that is unavailable, I should have prepared Heal.
- If that's not available, use my Staff of Healing.

If Cirri's in melee, continue. She's probably under some kind of transmutation spell, you'll have to look it up. It should be in the spell reference spoiler in my profile. If not, stick to unarmed strikes.

If she's out of transmutation spells, or melee isn't possible, Cirri will cast Spout, Hydraulic Push, and Crashing Wave to harry her foes.

>Pathbuilder Copy<

Icon

□☑

GP: 102.3

Story:
The Strix faced persecution for centuries, especially from the nation of Chileax. Some humans did feel sympathy for them, including one human. He found a Strix diplomat alone among the coast. Their relationship blossomed and led to a new Strix hatchling, Cirri.

Cirri grew up among the coasts, speaking to merchants, sailors and anyone else who would give her the time of day. It fed into her wanderlust and soon she was busy looking for relics and traces of civilizations. She learned the basics of sailing and began charting her way to uninhabited lands.

One journey found her trapped by a cloister of druids. Her parents' training helped her talk her way out, but not before she learned the ways of the waves. She learned of the many inhabitants of the coast and the creatures of the deep, and took their lessons to heart.

Her research on civilizations proved invaluable to many historians and archeologists. Plus they paid well. Some of the areas were well preserved, too. Cirri was getting comfortable in her abilities and reknown.

The Ruby Phoenix tournament intruiged her from the very start; the treasures offered as rewards were too valuable to pass up on. And Hao Jin herself would preside over the contest. A chance to learn about many new cultures and the history of incredible treasures! Of course Cirri would join the tournament.

Defense:

HP 164

AC 31 (+2 with shield raised)
>Wovenwood Shield< (◆ Shield Block) raises AC by 2 (Hardness 10, HP 80, BT 40)

Saving Throws
Fort 21
Ref 23
Will 23

Resolve: If Cirri Succeeds at a Will save, she gets a Critical Success instead.

Perception +20
Stealth +18
Low-light Vision

Poisons and Diseases
Breath Control: Cirri gets a +1 circumstance bonus to saving throws against inhaled threats. If she rolls a success she gets a critical success instead.

Fast Recovery: If Cirri succeeds at a Fort Save against a Poison or Disease, she recovers 2 stages instead of 1. If it's Virulent, she recovers 1 stage. If Cirri critically succeeds, she recovers 3 stages (2 if it's Virulent).

Poison Resistance: +1 status bonus to saving throws against poisons. She has resistance equal to half her level.

Jumping and Flying
Quick Jump◆: Cirri can use High Jump and Long Jump as a single action. She doesn't need the initial Stride (and cannot fail because she didn't Stride.)

- >Aerial Combat<
- >Fly<
- >Fly Speed<
- >Maneuver in Flight<

Nestling Fall◇: As long as Cirri can act, she takes no damage from falling.

Fledgling Flight◆: 1 action, once per round. Cirri can move through the air at half her speed. If she doesn't end her movement on solid ground, she falls at the end of her turn.

Juvenile Flight◆◆: 2 actions, once per day. Cirri can fly for 10 minutes. Her flight speed is her land speed + 10 feet.

Wings (Strix)◆: When leaping horizontally, Cirri moves an extra 5 feet. She cannot fail for failing to Stride 10 feet first. If she makes a Long Jump, she travels an extra 10 feet than her Athletics check (still capped by her movement speed).

Traps and Stealth
Trap Finder: Cirri gains a +1 bonus to Perception and AC against traps. Even if she isn't searching, she still gets a check. She can disable traps that require a master level proficiency.

Surprise Attack: If Cirri rolls Deception or Stealth for initiative, anyone who hasn't acted is flat-footed to her.

Swim
Breath Control: Cirri can hold her breath for 25 times as long as usual before suffocating.

Natural Swimmer: Cirri has a Swim speed of 15 feet.

Shore Step (Wave Order Druid): Cirri ignores difficult terrain from shallow water.

Underwater Marauder: Cirri is not Flat-footed while underwater.

Offense:

Underwater Marauder: Cirri does not suffer penalties for using bludgeoning or slashing weapons underwater.

Melee
+2 Striking Handwraps of Mighty Blows
Agile, Finesse, Nonlethal, Unarmed, Magical
[dice=Handwraps of Mighty Blows]1d20+22[/dice]
[dice=Nonlethal Bludgeoning Damage]2d4+4[/dice]

+1 Striking Staff
Two-Hand d8, Magical
[dice=Magical Staff]1d20+21[/dice]
[dice=Bludgeoning Damage]2d4+4[/dice]

+1 Striking Spear
Thrown 20 ft, Magical
[dice=Magical Spear]1d20+21[/dice]
[dice=Piercing Damage]2d6+4[/dice]

Ranged
+1 Striking Sling
[dice=Magical Sling]1d20+21[/dice]
[dice=Bludgeoning Damage]2d6+2[/dice]

Skills:

(M) [dice=Acrobatics]1d20+22[/dice]
(T) [dice=Athletics]1d20+18[/dice]
(T) [dice=Deception]1d20+15[/dice]
(T) [dice=Diplomacy]1d20+15[/dice]
(T) [dice=Lore: Cartography]1d20+14[/dice]
(T) [dice=Lore: Strix]1d20+14[/dice]
(T) [dice=Medicine]1d20+18[/dice]
(M) [dice=Nature]1d20+22[/dice]
(T) [dice=Performance]1d20+15[/dice]
(T) [dice=Society]1d20+14[/dice]
(T) [dice=Stealth]1d20+18[/dice]
(T) [dice=Survival]1d20+18[/dice]
(T) [dice=Thievery]1d20+18[/dice]

Acrobatics
Shore Step: If Cirri succeeds on a check to Balance on a slippery surface, she gets a Critical Success instead.

Athletics
Quick Jump◆: Cirri can use High Jump and Long Jump as a single action. She doesn't need the initial Stride (and cannot fail because she didn't Stride.)

Shore Step: If Cirri succeeds on a check to Swim, she gets a Critical Success instead.

Titan Wrestler: Cirri can Disarm, Grapple, Shove or Trip creatures up to 2 sizes larger than her.

Wings (Strix)◆: When leaping horizontally, Cirri moves an extra 5 feet. She cannot fail for failing to Stride 10 feet first. If she makes a Long Jump, she travels an extra 10 feet than her Athletics check (still capped by her movement speed).

Deception
Feathered Cloak: If Cirri folds her wings like a cloak, she gets a +2 circumstance bonus to Impersonate a version of herself who is not a strix.

Diplomacy
Wild Empathy: Cirri can make a Diplomacy check to Make an Impression to creatures of the natural world.

Nature
Natural Medicine: Cirri can use Nature instead of Medicine to Treat Wounds. Cirri may get a +2 circumstance bonus if she's in the wilderness (GM decides.)

Performance
Impressive Performance: Cirri can use Performance instead of Diplomacy to Make an Impression.

Story Crooner: Cirri gets a +1 circumstance bonus when Performing for audience of strix.

Stealth
Feathered Cloak: If Cirri folds her wings like a cloak, she gets a +2 circumstance bonus to conceal an object under the cloak.

Thieves' Tools, Concealable: Cirri gets a +1 bonus to Stealth checks to hide her tools.

Survival
Experienced Tracker: Cirri can track at full speed by taking a -5 penalty.

Forager: When rolling to Subsist, Cirri always succeeds. She can help four other creatures when she succeeds, and she doubles on a Critical Success.

Survey Wildlife: Cirri can spend 10 minutes in the wilderness to make a Survival check. On a success, she can try a Recall Knowledge check with a -2 penalty check. She can learn more about the creatures from these signs.

Terrain Expertise: Cirri gets a +1 circumstance bonus when in aquatic environments.

Thievery
Thieves' Tools, Concealable: Cirri gets a +1 bonus to Thievery checks to Pick a Lock and Disable Devices.

Magic:

Spell DC 30
Spell Attack +20

Most spells take 2 actions unless stated otherwise ◆◆

Battle Forms and my magic equipment:
Handwraps Property Runes: That fall under the purview of "constant non-activated abilities" function normally in battle form (so yes to Ghost Touch, Crushing, etc)
Handwraps Potency Rune: Function with battle forms only when "using your own attack modifier" as a substitution using the similar logic above
Handwraps Striking Rune: Does not function as it "adjusts special statistics" and looks to be already accounted for by the spells' granted Strikes
Skill Feats: Any reasonable function not requiring Casting a Spell, Speaking, or Manipulate is okay, unless the spell indicates otherwise
Attack Trait: Consequently, any skill function with the Attack trait not precluded above functions normally (Grapple, Escape, Shove... all okay)

Focus Spell Wave Order Druid
Rising Surf

Healing Transformation◆: (Metamagic, costs 1 action) When Cirri casts a non-Cantrip Transmutation spell that targets one creature, she heals them 1d6 Hit points per spell level.

Cantrips, at Will
- Healing Plaster
- Know Direction
- Light
- Spout
- Stabilize

Spell List 1, 3 per day
- Air Bubble
- Feather Fall
- Hydraulic Push

Spell List 2, 3 per day
- Enlarge
- Barkskin
- Darkvision

Spell List 3, 3 per day
- Crashing Wave
- Haste
- Crashing Wave

Spell List 4, 3 per day
- Fey Form (Dryad)
- Freedom of Movement
- Soothing Spring (Cast time: 1 minute)

Spell List 5, 3 per day
- Animal Form (Ape) (H+3)
- Vital Beacon (H+1)
- Geyser

Spell List 6, 3 per day
- Stoneskin (H+2)
- Dragon Form (Bronze)
- Dragon Form (Silver)

Wand of Longstrider (2nd)
- Longstrider
1 per day with overcharge

Rokoan Arts Once per day
- Speak with Animals
- Status

Invisibility Leather Armor
- Invisibility

Staff of Healing
- Cantrip Stabilize
- 1st Heal (This staff grants a +2 bonus to all Heal spells)
- 2nd Heal, Restoration, Restore Senses
- 3rd Heal, Remove Disease

Spell Reference:

This is a record of spells Cirri has prepared, for quick copy/paste reference. See the Magic section to see what spells are available today.

Cantrips, at Will
- Healing Plaster
- Know Direction
- Light
- Spout
- Stabilize

Spell List 1
- Air Bubble
- Feather Fall
- Hydraulic Push

Spell List 2
- Animal Form
- Barkskin
- Darkvision
- Enlarge
- Humanoid Form (Transmutation)

Spell List 3
- Crashing Wave
- Haste
- Wall of Water

Spell List 4
- Aerial Form (Transmutation)
- Fey Form (Transmutation)
- Freedom of Movement
- Soothing Spring (Cast time: 1 minute)
- Stoneskin
- Vital Beacon

Spell List 5
- Geyser
- Wall of Ice

Spell List 6
- Dragon Form

Fey Forms
Fey Form, Dryad

Gear:

+1 Striking Staff
+1 Striking Spear
+1 Striking Sling
+1 Resilient Invisibility Leather Armor
+2 Handwraps of Mighty Blows, Striking (Ghost Touch)
>Wovenwood Shield<
Wand of Longstrider (2nd)
Staff of Healing

Thieves' Tools, Concealable

Level 11 Pathbuilder Copy:

I'm Level 12:

>Pathbuilder Copy<

Class Feat: >Evasiveness< proficiency rank for Reflex Saves is now Master.

This is my 3rd Rogue Dedication feat, so I can take other qualification feats.

Skill Feat: >Multilingual< teaches me 2 extra languages.

- Tien, the language of Tian-Xia
- Aquan, the language of creatures of the sea

Proficiency bonus +1.

I can cast 3 6th level spells per day. Spell DC is now 30 (+20 to attacks)