Drecissa

Cirri Merryweather, the Strix's page

159 posts. Organized Play character for chadius.


Race

♥️ 32 | AC 18 | Saves 10/8/4 | Female Strix Undine Kineticist (Level 2)

Classes/Levels

☘️ 1 | Class DC 18 | Perception +4 |◆◇◈↺ | Kinetic Aura □ |

Gender

PFS# 133608-2008 |

Languages

Common, Strix

Strength 2
Dexterity 2
Constitution 4
Intelligence 0
Wisdom 0
Charisma 1

About Cirri Merryweather, the Strix

PFS# 133608-2008
XP 13
Money 43.02 gp

>Pathbuilder sheet<

Pathfinder Provisions

Pictures:

Saving Throws:

Fort 10
Ref 8
Will 4

Defenses and Movement:

Max HP 32
AC 18

Swim speed: 10 ft
Amphibious: Cirri can breathe water and air.

Nestling Fall: As long as you can act, you take no damage from falling, no matter what distance you fall.

Low-Light Vision A creature with low-light vision can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.
Wings When Leaping horizontally, you move an additional 5 feet. You don’t automatically fail your checks to High Jump or Long Jump if you don’t Stride at least 10 feet first. In addition, when you make a Long Jump, you can jump a distance up to 10 feet further than your Athletics check result, though still with the normal maximum of your Speed.

Offense:

- Choose an Element and damage type
• Air 1d6 electricity or slashing, 60 feet
• Water 1d8 bludgeoning or cold, 30 feet

- Choose number of Actions to spend
• 2 Action adds your Constitution modifier as a status bonus

Melee
Elemental Blast (1 or 2 actions)
- Add your Strength modifier to the damage roll for a melee Elemental Blast.
- You can choose to change the blast's damage type to bludgeoning, piercing, or slashing (>Weapon Infusion<)
- Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. (>Weapon Infusion<)

[dice=Blast]1d20+8[/dice]
[dice=Damage]1d +2[/dice]

Staff
Traits: Two-handed (d8)
[dice=Staff]1d20+6[/dice]
[dice=Bludgeoning Damage]1d4+2[/dice]

Ranged
Elemental Blast (1 or 2 actions)
- You can choose to change the blast's damage type to bludgeoning, piercing, or slashing (>Weapon Infusion<)
- Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. (>Weapon Infusion<)

[dice=Blast]1d20+8[/dice]
[dice=Damage]1d[/dice]

Hand Crossbow
Range 60 ft, Reload 1
[dice=Hand Crossbow]1d20+6[/dice]
[dice=Piercing Damage]1d6[/dice]

Impulses:

Class DC 18
Impulse Attack +8

All Impulses require you to raise your aura and a free hand. All have the Concentrate trait.

Channel Elements (1 action)
- Your kinetic aura activates.
- As a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse.
- Your kinetic aura is a 10-foot emanation where all your kinetic elements, if you can channel more than one flow around you.
- Channel Elements has the traits of all your kinetic elements.
- Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura.

Water Impulses
>Ocean's Balm<
- Touch a willing living creature.
- It regains 1d8 Hit Points and gains resistance 2 to fire for 1 minute.
- If it has persistent fire damage, it can attempt a flat check to remove it with especially appropriate help.
- The target is temporarily immune to healing from Ocean's Balm for 10 minutes.

Air Impulses
>Four Winds< (2 actions)
- Target up to four willing creatures within 30 feet of you.
- Each of those creatures can Stride up to half its Speed.
- If it has a fly Speed, it can instead Fly up to half its fly Speed.

Base Kinesis (2 actions)
- Choose one of your kinetic elements to affect.
- This impulse has a range of 30 feet, and the Bulk of the target must be light.
- You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you.
- Base Kinesis can't deal damage or cause conditions unless otherwise noted.

Choose one of the following options, though the GM might allow you to make similar small alterations.

Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses.
Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.

>Kinetic Activation<
Cirri can Cast A Spell if the spell has the Air or Water traits.

Skills:

(T) [dice=Perception]1d20+4[/dice]

(T) [dice=Acrobatics]1d20+6[/dice]
(T) [dice=Lore: Pathfinder Society]1d20+4[/dice]
(T) [dice=Lore: Sailing]1d20+4[/dice]
(T) [dice=Nature]1d20+4[/dice]
(T) [dice=Society]1d20+4[/dice]
(T) [dice=Stealth]1d20+6[/dice]
(T) [dice=Thievery]1d20+6[/dice]

Acrobatics
>Acrobatic Performer< - Cirri can use Acrobatics to make the Perform action.

Gear:

Wayfinder

Adventurer's Pack (Pg 287, costs 7 sp, Bulk 2)
- Backpack (containing the other goods)
- bedroll
- two belt pouches
- flint and steel
- 50 feet of rope
- soap
- waterskin
Thieves' Tools

Non Keyboard Symbols:



♥️
☘️

◆◇↺

5-01 Year of Unfettered Exploration:

Q15 Footsteps of Horror:

Q11 A Parchment Tree:

99-01 The Second Confirmation:

>Chronicle<
>Gameplay<
>Earn Income<
I purchased a wayfinder with this scenario.

I'm Level 2:

Wishlist:
Rank 1 Scrolls (Item Level 1, costs 4 gp)
Rank 1 Wands (Item Level 3, costs 60 gp)
- Scroll/Wand of >Gust of Wind<
- Scroll/Wand of >Hydraulic Push<
- Scroll/Wand of >Air Bubble<

Rank 2 Scrolls (Item Level 3, costs 12 gp)
Rank 2 Wands (Item Level 5, costs 160 gp)
- >Cleanse Air<
- >Gentle Breeze<
- >Obscuring Mist<