About Corkas 'Prism' Warfiz
Corkas 'Prism' Warfiz':
Corkas 'Prism' Warfiz
Female gnome rogue 9 (Advanced Player's Guide, Lost Omens Character Guide, Lost Omens The Grand Bazaar)
CN, Small, Gnome, Humanoid
Heritage chameleon gnome
Perception +15 (+17 to find traps); low-light vision
Languages Common, Dwarven, Gnomish, Sylvan
Skills Acrobatics +17, Arcana +12, Athletics +12, Circus Lore +12, Crafting +12, Deception +19, Intimidation +15, Nature +13 (+15 to your check to Treat Wounds, subject to the GM’s determination), Performance +15, Rope Lore +12, Society +12, Stealth +19 (+21 in areas similar to your current coloration.), Thievery +19
Str 12 (+1), Dex 18 (+4), Con 16 (+3), Int 12 (+1), Wis 10 (+0), Cha 18 (+4)
Items +1 resilient leather armor (shark tooth charm), +1 striking sickle, dagger, rapier, backpack, bedroll, belt pouch, belt pouch, chalks (10), climbing kit, fear gem, flint and steel, infiltrator replacement pick, infiltrator thieves' tools, invisibility potion, lesser elixir of life, rations (1 week)s (2), rope (foot)s (50), soap, thieves' tools, torchs (5), waterskin, purse (63 gp, 2 sp)
AC 27; Fort +17; Ref +20 (Successes are crit successes instead.); Will +14; +2 circumstance bonus vs. traps, +2 circumstance bonus vs. traps or devices you failed to disarm.
Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Speed 25 feet; Life Leap
Melee  [i]+1 striking sickle[/i] +18 (agile, finesse, trip, magical), Damage 2d4+3 S
Melee  dagger +17 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+3 P
Melee  rapier +17 (disarm, deadly d8, finesse), Damage 1d6+3 P
Ranged  dagger +17 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+3 P
Arcane Sorcerer Spellcasting DC 25, attack +15; 3rd (1 slots) fireball 2nd (1 slots) invisibility 1st (2 slots) color spray, floating disk Cantrips (5th) mage hand, produce flame, shield
Focus Spells 1 Focus Point, DC 25; 5th Dragon Claws
Evasion You’ve learned to move quickly to avoid explosions, a dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Ancestry Feats Life Leap[APG], Unexpected Shift[LOCG], Vibrant Display[LOCG]
Class Feats Gang Up, Magical Trickster, Trap Finder, Widen Spell
General Feats Incredible Initiative
Skill Feats Assurance, Cat Fall, Dubious Knowledge, Foil Senses, Hefty Hauler, Natural Medicine, Nimble Crawl, Quick Unlock, Swift Sneak, Trick Magic Item, Wary Disarmament
Other Abilities bloodline, component substitution, debilitating strike, draconic, eldritch trickster, rogue's racket, signature spells, sneak attack, weapon specialization, weapon tricks
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Spell Attack Roll (1d20+ Cha Mod + Trained (level+2))
Choose a multiclass archetype that has a basic, expert, and master spellcasting feat. You gain that archetype’s dedication feat as a bonus feat even though you don’t meet its level prerequisite, though you must meet its other prerequisites. For you, the Magical Trickster rogue feat (Core Rulebook 185) has a prerequisite of 2nd level instead of 4th level. You can choose the spellcasting ability score for the multiclass archetype you chose as your key ability score.
These changes are imprecise and usually short-lived, so while they allow you to periodically change your appearance in unpredictable ways, they are of little use in providing camouflage or aiding a disguise.
Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).
If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.
Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Knife: The target takes 1d6 persistent bleed damage. You gain an item bonus to this bleed damage equal to the weapon’s item bonus to attack rolls.
Reflection of Life:
You regain double the normal number of Hit Points when resting (meaning you regain double your Constitution modifier multiplied by your level). The healing you gain from long-term rest is similarly doubled. In addition, you can focus this healing energy to accelerate your body’s natural healing processes even further.
Activate [two-actions] envision; Frequency once per day; Effect You gain fast healing 3 for 1 minute. This amount of fast healing increases by 1 for every 2 levels you have beyond 5th level.
Quest for the Starstone. Mixed group of circus performers and audience members participate in obstacle course with high-wire/trapeze elements. Corkas wins, is "transformed" into deity by her features flickering rapidly through numerous colors, rescues everyone who got stuck half way. (Acrobatics)
Add to Herolab:
Invisibility Runes on Armor.
Cloak of Elvenkind
Boots of Elvenkind