Mistress Kayltanya

Clove Tatterlace's page

2 posts. Organized Play character for Mitch.


Race

Female Sprite (Duskwalker) | Animist 1 | HP: 15 | AC: 16/17 |

Classes/Levels

Per 7 | Fort 4 Ref 5 Will 9 | Stealth 5

About Clove Tatterlace

Clove Tatterlace
Female Sprite (Duskwalker)
Animist 1

Str 0-1‎ = -1
Dex 0+1+1=2
Con 0+1=1
Int 0+1=1
Wis 0+1+1+1+1=4
Cha 0+1+1‎ = 2

HP: 6+8+1=15 / 15
AC: 10+2+3+1=16/17
Divine Lance: +7, 2d4Spi, 60’
Dagger: +5, 1d4-1P/S, agile, finesse, thrown 10’
Hand crossbow: +5, 1d6P, 60’

Size: Tiny
Speed: 20’
Languages: Common, Fey, Celestial
Traits: Fey, Sprite
Darkvision

Acrobatics T 5
Lore [Apparition] (Art, Circus, Fey, Fortune-Telling) T 4
Lore (Music) T 4
Medicine T 7
Nature T 7
Perception T 7
Performance T 5 (Virtuosic Performer [Oratory {Poetry}])
Religion T 7
Stealth T 5

Fort T 4
Ref T 5
Will E 9

Trained in simple weapons
Trained in unarmed attacks

Trained in light armor
Trained in medium armor
Trained in unarmored defense

Trained in spell attack modifier 7
Trained in spell DC 17

Trained in animist class DC 17

Magical Strikes
Your inherent magic pervades your entire being. All your Strikes are magical, whether with unarmed attacks or weapons.

Ancestry Feat: EVANESCENT WINGS (raven)
You’ve manifested wings that can flutter for brief spurts. You don’t need to spend any additional actions to reach something in your space that a Medium creature could reach. For instance, if you wanted to open a cookie jar located four feet off the ground, you only need to spend a single Interact action to do so. When you use Evanescent Wings to flutter to a higher place in your space, your action gains the move trait.

Heritage: Duskwalker
You gain the duskwalker trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. Neither your body nor your spirit can ever become undead.

Background: Musical Prodigy

Background Skill Feat: Virtuosic Performer
You have exceptional talent with one type of performance. You gain a +1 circumstance bonus when making a certain type of performance. If you are a master in Performance, this bonus increases to +2. Select one of the following specialties (Oratory [Poetry]) and apply the bonus when attempting Performance checks of that type. If it’s unclear whether the specialty applies, the GM decides.

Animistic Practice
At 1st level, you choose an animistic practice that influences the way your power grows and develops, and you gain its first invocation. At 9th level, you gain its second invocation, and at 17th, you gain its third.

Liturgist
You draw forth your apparitions through the power of song and dance, connecting the spiritual to the physical. These performances can be of your own creation or follow the specific rites of your religion.
Song of Invocation (1st): You can sing out to the spirits to have them spin and twirl around you. You gain the Circle of Spirits feat.
Dancing Invocation (9th): The movement of your body grants power to your magic. When you Leap, Step, or Tumble Through, you also Sustain an apparition spell or vessel spell.
Invocation of Praise (17th): Your liturgies call to the spirits even in the heat of battle. When you roll initiative, you can use Circle of Spirits as a free action. If your first action on your first turn is to cast an apparition cantrip granted by your primary apparition, you reduce the number of actions it takes to cast it by 1 (minimum 1 action).

CIRCLE OF SPIRITS [one-action]
Frequency: once per round
With a thought, word, or gesture, you reach your mind out to another spirit. Choose another apparition from among those you’ve attuned to; it becomes your primary apparition, replacing your current one.
Special: The number of Focus Points in your focus pool is equal to the number of focus spells you have or the number of apparitions you are attuned to, whichever is higher (maximum 3).

Animist Spellcasting

0:2

DIVINE LANCE [two-actions]
Range: 60 feet; Targets 1 creature
Defense: AC
You unleash a beam of divine energy. Make a ranged spell attack against the target’s AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit).
Heightened (+1) The damage increases by 1d4.

SHIELD [one-action] (shield with spiral comet)
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action (page 419), 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 (page 262) 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.
Heightened (+2) The shield’s Hardness increases by 5.

1:1

HEAL [one-action] TO [three-actions]
Range: varies; Targets 1 willing living creature or 1 undead creature
You channel vital energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of vitality damage to it, and it gets a basic Fortitude save.
The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] The spell has a range of touch.
[two-actions] (concentrate) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (concentrate) You disperse vital energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Heightened (+1) The amount of healing or damage increases by 1d8, and the extra healing for the 2-action version increases by 8.

Apparition Spellcasting

0:2

PRESTIDIGITATION [two-actions]
Range: 10 feet; Targets 1 object (cook, lift, or tidy only)
Duration: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
•Cook: Cool, warm, or flavor 1 pound of nonliving material.
•Lift: Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
•Make: Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or locus or cost for a spell.
•Tidy: Color, clean, or soil an object of light Bulk or less.
You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk. Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.

TANGLE VINE [two-actions]
Range: 30 feet; Targets 1 creature
Defense: AC
A vine appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack roll against the target.
Critical Success: The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success: The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure: The target is unaffected.
Heightened (2nd) The effects last for 2 rounds.
Heightened (4th) The effects last for 1 minute.

1:1

CHARM [two-actions]
Range: 30 feet; Targets 1 creature
Defense: Will; Duration: 1 hour
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it
or used hostile actions against it.
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn’t necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
Critical Success: The target is unaffected and aware you tried to charm it.
Success: The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see Identifying Spells on page 303).
Failure: The target’s attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can’t use hostile actions against you.
Critical Failure: The target’s attitude becomes helpful toward you, and it can’t use hostile actions against you.

DIZZYING COLORS [two-actions] (spiraling comets)
Area: 15-foot cone
Defense: Will; Duration: 1 or more rounds (see below)
You unleash a swirling multitude of colors that overwhelms creatures based on their Will saves.
Critical Success: The creature is unaffected.
Success: The creature is dazzled for 1 round.
Failure: The creature is stunned 1, blinded for 1 round, and dazzled for 1 minute.
Critical Failure: The creature is stunned for 1 round and blinded for 1 minute.

Apparitions: (CHOOSE PRIMARY)

Reveler in Lost Glee - Jangle, hyperactive jester
Revelers in lost glee are twisted apparitions that arise in desolate and abandoned places where people once found great joy. They take immense mirth in causing harm or discomfort to others and do not enjoy being attuned to animists who fail to laugh at their antics.
Apparition Skills: Circus Lore, Fortune-Telling Lore
Apparition Spells: Cantrip prestidigitation; 1st dizzying colors; 2nd laughing fit; 3rd hypnotize; 4th confusion; 5th illusory scene; 6th vibrant pattern; 7th warp mind; 8th quandary; 9th wails of the damned
Vessel Spell: trickster’s mirrors

TRICKSTER’S MIRRORS [one-action]
Defense: basic Will; Duration: sustained up to 1 minute
You are surrounded by up to 3 mirrors that reflect twisted and distorted images of you, making it hard to tell where you actually are within your space and potentially causing those who attack you to hit one of the mirrors instead. You start with 1 mirror and gain an additional mirror each time you
Sustain this spell, up to a maximum of 3 mirrors. Any attack that would hit you has a random chance of hitting one of your mirrors instead of you. With one mirror, the chances are 1 in 2 (1–3 on 1d6). With two mirrors, there is a 1 in 3 chance of hitting you (1–2 on 1d6). With three mirrors, there is a 1 in 4 chance of hitting you (1 on 1d4).
Once an image is hit, it is destroyed. If an attack roll fails to hit your AC but doesn’t critically fail, it destroys a mirror. If the attacker was within 5 feet, they must succeed at a basic Will save or take 1d4 mental damage as they believe themselves cut by a shower of glass shards from the breaking mirror. A damaging effect that affects all targets within your space (such as caustic blast) destroys all of the mirrors.
Heightened (+1) The mental damage dealt by a broken mirror increases by 1d4.

Monarch of the Fey Courts - Prince Larkspur, haughty fae noble
Monarchs of the fey courts make their homes near places with strong ties to the First World, or in places where nymphs once held sway. They are drawn to animists who blend an appreciation for art and nature’s beauty with a ruler’s ambition. Monarchs of fey courts are vain, capricious, and do not easily forgive slights or poor manners.
Apparition Skills: Art Lore, Fey Lore
Apparition Spells: Cantrip tangle vine; 1st charm; 2nd create food; 3rd enthrall; 4th suggestion; 5th hallucination; 6th dominate; 7th mask of terror; 8th uncontrollable dance; 9th unfathomable song
Vessel Spell: nymph’s grace

NYMPH’S GRACE [one-action]
Area: 10-foot emanation
Defense: Will; Duration: sustained up to 1 minute
Your apparition manifests as a mask of unearthly beauty that bewilders your enemies. The first time an enemy enters the aura each round, or if they start their turn within the aura, they must succeed at a Will saving throw or become confused for 1 round. While confused by this effect, the creature’s confused actions never include harming you.

Focus Pool: 1/1

Equipment: 15gp, 4B (Tiny gear, p. 295)

Creature Light
Size Price Bulk Becomes
Tiny Standard Half* —

Fine clothing 2gp, -
Padded armor 0.2gp, -
Dagger 0.2gp, -
Hand Crossbow 3gp, -
10 bolts 0.1gp, -
Adventurer’s pack 1.5gp, B
backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
Musical instrument (lyre) 0.8gp, 5L
Writing set 1gp, -
Journal (blank) 1gp, -
Healer’s tools 5gp, L
Replacement cosmetics 0.1gp, - / 14.9gp, 1.6B

Appearance: You see a female sprite with pale blue skin, and black hair in a Siouxsie Sioux cut. Raven wings sprout from her back. She wears a finely-crafted dress of black lace, with a side cape over her left shoulder. A tiny dagger is secured at her right hip, a lyre at her left.

Clove always had a fascination with darkness. It was unusual for a sprite, but not for a duskwalker, so she was something of a contradiction. She would write love songs to the moon, and daydream about passion beyond death.
Walking the line between the living and the dead, she found an affinity for spirits who were unable to move on. She helps them, and they help her in return. Only she can perceive them, so others hear one side of their conversations.