Peren Ambergross

Colonel Tipper's page

157 posts. Alias of BretI.


Full Name

Colonel Ballastknot Tipper

Race

| 68/68 HP | AC 23 (25 w/ Shield Raised) | F +11 R +11 W +10; +1 vs Illusion

Classes/Levels

| Exploration: Defend | Conditions:

Gender

Male Gnome Exemplar 5

About Colonel Tipper

Colonel Ballastknot Tipper

Male Ancestry Exemplar 5
small humanoid (gnome)
Senses Perception +8 T; imprecise Scent 30’

Description will be added at a later date.

Botting:

Symbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺)

Reaction:
↺ Shield Block! Hardness 8

Shield block, sturdy shield, hardness 8
Use Shield Block in following cases:
* Does 8 or less damage to the shield
* does not break the shield and prevents him from going unconscious
* last opponent and it does not break the shield

Perception and Saves

[dice=Perception]d20+8[/dice] imprecise scent 30’

[dice=Fort]d20+11[/dice]
[dice=Reflex]d20+11[/dice] Can use Acrobatics to Grab an Edge
[dice=Will]d20+10[/dice]

Combat

◆ Shift Immanence to Dogwood
◆ Shift Immanence to Body
Radiant allows me to heal an ally within 30’ for 12 HP, then they are immune for 10 minutes.
◆ Shift Immanence to Top Hat

[dice=◆ Dogwood (returning spear)]d20 +13[/dice] Thrown 30’
[dice=Piercing damage] (2d8+3) [/dice] +2 Holy Spirit damage +4 Holy Spirit if Immanence

[dice=◆ Rend: Spirit damage]2[/dice]

[dice=◆ Dagger]d20 +14[/dice] Agile, Finesse, Thrown 10’, versatile S
[dice=Piercing damage] (2d6+3 ) [/dice] +2 Holy Spirit damage
[dice=Piercing damage] (2d6+3 ) [/dice] +2 Holy Spirit damage

Ranged

[dice=◆ Dogwood (Returning Spear)]d20 +14[/dice] Thrown 30’
[dice=Piercing damage] (2d8+3 ) [/dice] +2 Holy Spirit damage +4 Holy Spirit if Immanence

[dice=◆ Dagger]d20 +14[/dice] Agile, Finesse, Thrown 10’, versatile S
[dice=Piercing damage] (2d6+3 ) [/dice] +2 Holy Spirit damage
[dice=Piercing damage] (2d6+3 ) [/dice] +2 Holy Spirit damage

[dice=◆ Composite longbow]d20 +14[/dice] Deadly d10, propulsive, volley 30 ft., range 100’
[dice=Piercing damage]2d8+1[/dice] +2 Holy Spirit
[dice=On crit Deadly]d10[/dice]

Skills

[dice=Acrobatics]d20 +13[/dice] Expert
[dice=Athletics]d20+11[/dice] ABP
[dice=Deception]d20 +9[/dice]
[dice=Diplomacy]d20+9[/dice]
[dice=Performance]d20 +11[/dice] Expert
[dice=Religion]d20 +8[/dice]
[dice=Society]d20+8[/dice]
[dice=Stealth]d20+11[/dice]

[dice=Gladiator Lore]d20 +8[/dice]


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Defense
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HP 68 (8+ (10+2)*5)
AC 23; special modifiers (10 +4 Dex cap + 1 armor + 1 ABP +2 Trained +5 Level)
Speed 25’
Fort +11 E Reflex +11 T Will +10 E; +1 vs. illusion
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Offense
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Class DC 21 T

Melee
Returning Spear +13 (2d8+3 P +6 Holy Spirit) Thrown 30’
Dagger +14 (2d6+3 P +2 Holy Spirit) Agile, Finesse, Thrown 10’, versatile S
Shield Boss +13 (2d6+3 B +2 Holy Spirit) Attached to sturdy shield

Ranged
Returning Spear +14 (2d8+3 P +6 Holy Spirit) Thrown 30’
Dagger +14 (2d6+3 P +2 Holy Spirit) Agile, Finesse, Thrown 10’, versatile S

Composite longbow +14 (2d8+1 P +2 Holy Spirit) Deadly d10, propulsive, volley 30 ft., range 100’

Special Attacks:

Reactions

Shield block

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Statistics
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Str 16 Dex 18 Con 14 Int 12 Wis 12 Cha 14

Skills

Acrobatics +13 Expert
Athletics +11 ABP
Deception +9
Diplomacy +9
Performance +11 Expert
Religion +8
Society +8
Stealth +11

Gladiator Lore +8

Languages: Common, Gnome, Sylvan
Background: Gladiator
Patron Deity: Himself
Home Region:

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Gear
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Study shield with shield boss
Dogwood, returning spear
Dagger x3
Composite Longbow
40 arrows
Leather armor
adventurer's pack,
Crowbar
Grappling hook

Invested items:

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Ancestry and Background
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Gladiator
The bloody games of the arena taught you the art of combat. Before you attained true fame, you departed—or escaped—the arena to explore the world. Your skill at drawing both blood and a crowd's attention pay off in a new adventuring life.

Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
You're trained in the Performance skill and the Gladiatorial Lore skill. You gain the Impressive Performance skill feat

Impressive Performance Feat 1
General Skill

Prerequisites trained in Performance
Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy.

Sensate Gnome heritage

You see all colors as brighter, hear all sounds as richer, and especially smell all scents with incredible detail. You gain a special sense: imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine the exact location of a creature. The GM will usually double the range if you're downwind from the creature or halve the range if you're upwind. In addition, you gain a +2 circumstance bonus to Perception checks whenever you're trying to locate an undetected creature that is within the range of your scent.

Illusion Sense FEAT 1
Gnome

Your ancestors spent their days cloaked and cradled in illusions, and as a result, sensing illusion magic is second nature to you. You gain a +1 circumstance bonus to both Perception checks and Will saves against illusions.

Natural Illusionist Feat 5
Gnome

Prerequisites Illusion Sense
By drawing upon the First World's magic, you can siphon a portion of that malleable world to create a convincing illusion. Once per day, you can cast illusory disguise, item facade, or ventriloquism. At 7th level, the spell is heightened to 2nd level, and every 2 levels thereafter, the spell is heightened an additional spell level.

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Feat and Class Abilities
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Divine Spark and Ikons
Body eyes
Clothing sandals
Weapon Dogwood, returning spear

Gaze Sharp As Steel Body Ikon
Ikon

Your eyes glint with an almost-tangible sharpness, letting you spot the tiniest dove on the horizon or the swiftest arrow in flight.
Immanence Your vision sharpens and allows you to sense an enemy's attack almost as soon as it begins, granting you a +1 status bonus to Perception checks and a +2 status bonus to your AC against ranged attacks.

Noble Branch Weapon Ikon
Ikon

Usage any weapon in the spear or polearm weapon group, or the staff, bo staff, fighting stick, or khakkara This simple stick-like weapon has a simplicity and elegance to it all its own.
Immanence Your weapon ikon deals 2 additional spirit damage per weapon damage die to creatures it Strikes.
Transcend—Strike, Breathe, Rend [one-action] (spirit)
Requirements Your last action this turn was a successful Strike with the noble branch;
Effect You channel a pulse of energy down your weapon at the moment of contact. The target of the required Strike takes spirit damage equal to your weapon damage dice.

Thousand-League Sandals Worn Ikon
Ikon

Usage worn shoes
Worn and trustworthy, your sandals have carried you this far, and they'll carry you much further still.
Immanence (aura) Your sandals ease your travels on the path ahead, granting you and all allies within 15 feet a +10 status bonus to your Speed.
Transcend—Marathon Dash [one-action] Your anklets carry you where you need to be. You Stride, and each ally within your aura at the start of your movement can Stride as a reaction

Shift Immanence [one-action]
Divine Exeplar

Frequency once per round
You shift the focus of your divinity, filling one of your ikons with your divine spark. That ikon softly glows with radiant light, emits subtle chimes as it moves, or is otherwise obviously empowered in a way that matches your growing divinity, granting the ikon the divine trait and granting you that ikon's immanence effects for as long as your divine spark is empowering it. Your spark is indivisible, so it can empower only one ikon at a time. You can also Shift Immanence to return your spark to the depths of your soul, leaving none of your ikons empowered.
Special In addition to the above usage, you can also Shift Immanence as a free action triggered when you roll initiative.

Spark Transcenence
Divine Exemplar

Frequency once per round
Requirements The ikon must currently house your divine spark.

You can unleash an ikon's transcendence ability only if you are holding it (if it's a weapon ikon) or wearing it (if it's a worn ikon). You channel the full might of your divine spark through your ikon to briefly surpass mortal limitations and enact a miraculous deed. This is a special activity that takes a variable number of actions, as listed in the ikon's stat block. Some ikons are activated as a free action or reaction instead of as an activity. Immediately after the effects of the transcendence resolve, your divine spark is forcefully ejected from that ikon into another ikon of your choice.

Humble Strikes
Even the most unassuming weapons can accomplish heroic deeds in your hands. When you are wielding a simple weapon, increase the damage die size of that weapon by one step.

Root Epithet 3rd
When your divine spark bonded with your soul, it became dyed in your personality and qualities. As your deeds give shape to this nascent divinity, you come to bear an epithet—a word or phrase that reflects your story and that others come to call you by. Your epithets each affect one of your ikons, granting it additional capacities.

Radiant
Heroes live bigger lives than any other, shining so brightly that they attract followers, inspire troops, and change the course of kingdoms. You are trained in Diplomacy. After you Spark Transcendence of your body ikon, you inspire an ally within 30 feet to push on, restoring Hit Points equal to 2 + double your level; this is a mental and emotion effect. The ally is then temporarily immune for 10 minutes.

Spirit Striking 5th
Your power can't be contained, escaping in sparks and embers through your weapons as you wreak violence. You deal 2 additional spirit damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.

Weapon Expertise 5th
You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for unarmed attacks, simple weapons, and martial weapons increase to expert.

Sanctified Soul Feat 1
Exeplar

You've drawn a line in the sand in the cosmic struggle between good and evil and chosen a side. You gain either the holy trait or the unholy trait. All your exemplar abilities that deal spirit damage gain the sanctified trait, allowing you to apply your holy or unholy trait to them to better affect your chosen enemies

Holy Trait

Hurl at the Horizon Feat 4
Exeplar

Requirements Your weapon ikon is a thrown or melee weapon.
Your weapon flies from your hand as if propelled under its own power. Immanence Your weapon gains the thrown 15 feet trait, or increases its thrown distance by 10 feet if it already has the thrown trait.

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Free Archetype Abilities
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Rogue Dedication Feat 2
Archetype Dedication Multiclass

Prerequisites Dexterity 14
You gain a skill feat and the rogue's surprise attack class feature (page 181). You become trained in light armor. In addition, you become trained in Stealth or Thievery plus one skill of your choice; if you are already trained in both Stealth and Thievery, you become trained in an additional skill of your choice. You become trained in rogue class DC.
Special You cannot gain another dedication feat until you have gained two other feats from the rogue archetype.

Basic Trickery Feat 4
Archetype

Prerequisites Rogue Dedication
You gain a 1st- or 2nd-level rogue feat.

Quick Draw [one-action] Feat 2
Rogue

You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.

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Skill Feats
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Cat Fall Feat 1
General Skill

Prerequisites trained in Acrobatics
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. If you're a master in Acrobatics, treat them as 50 feet shorter. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.

Impressive Performance Feat 1
General Skill

Prerequisites trained in Performance
Your performances inspire admiration and win you fans. You can Make an Impression using Performance instead of Diplomacy.

Steady Balance Feat 1
General Skill

Prerequisites trained in Acrobatics
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You're not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

Underwater Marauder Feat 1
General Skill

Prerequisites trained in Athletics
You've learned to fight underwater. You are not flat-footed while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water.

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Character Creation:

Str 16 BF5
Dex 18 ABCF
Con 14 F5
Int 12 F
Wis 12 5
Cha 14 A5

Automatic Bonus Progression
1 —
2 Attack potency +1
3 Skill potency (one at +1) Athletics
4 Devastating attacks (two dice)
5 Defense potency +1

Ancestry: Gnome
Background: Gladiator
Performance, Gladiatorial Lore, Impressive Performance skill feat
Class: Exemplar
Sanctified Body
Hurl at the Horizon
Free archetype: Rogue Dedication (Stealth, Society, Catfall)
Basic Trickery (Quick Draw)
General
Shield Block
Skill:
Steady Balance
Underwater Marauder