Marquess Tanasha Starborne

Corkas 'Prism' Warfiz's page

718 posts. Alias of Tyranius.


Full Name

Corkas 'Prism' Warfiz

Race

Gnome | HP 138/138 AC: 28 (29 w/shield) +2 AC vs Trap| F: +19 R: +21 (Evasion), W: +15 +2 vs traps | Perception: +16; +2 vs traps; +2 Init (M, Low-Light Vision) Default Exploration: Avoid Notice

Gender

Female

About Corkas 'Prism' Warfiz

Corkas 'Prism' Warfiz
Female gnome rogue 10 (Lost Omens Character Guide, Lost Omens The Grand Bazaar)
Small, Gnome, Humanoid
Heritage chameleon gnome
Background aerialist
Perception +16 (+18 to find traps); low-light vision
Languages Common, Dwarven, Fey, Gnomish
Skills Acrobatics +20, Arcana +13, Athletics +14, Circus Lore +13, Crafting +13, Deception +20, Intimidation +16, Nature +14, Performance +16, Rope Lore +13, Society +13, Stealth +20, Thievery +20
Str +2, Dex +4, Con +4, Int +1, Wis +0, Cha +4
Items +1 resilient leather armor (shark tooth charm), +1 striking sickle, dagger, rapier, backpack, bedroll, chalk (10), climbing kit, fear gem, flint and steel, infiltrator picks, infiltrator thieves' toolkit, invisibility potion, lesser elixir of life, rations (1 week) (2), rope (foot) (50), soap, thieves' toolkit, torch (5), waterskin, purse (1,619 gp, 2 sp)
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AC 28; Fort +19; Ref +21 (Successes are crit successes instead.); Will +15; +2 circumstance bonus vs. traps
HP 138
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Speed 25 feet
Melee [1] [i]+1 striking sickle[/i] +19 (agile, finesse, trip, magical), Damage 2d4+4 S
Melee [1] dagger +18 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P
Melee [1] rapier +18 (disarm, deadly d8, finesse), Damage 1d6+4 P
Ranged [1] dagger +18 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4+4 P
Primal First World Magic Spell DC 26, attack +16; Cantrips (5th) produce flame
Arcane Sorcerer Spellcasting DC 26, attack +16; 3rd (1 slots) fireball 2nd (1 slots) invisibility 1st (2 slots) color spray*, floating disk Cantrips (5th) mage hand, shield
*Spells marked with an asterisk are signature spells; these spells may be heightened freely
Focus Spells 1 Focus Point, DC 26; 5th Dragon Claws
Ancestry Feats First World Magic, Unexpected Shift[LOCG], Vibrant Display[LOCG]
Class Feats Barrier Shield[LOGB], Basic Blood Potency, Basic Bloodline Spell, Basic Sorcerer Spellcasting, Bloodline Breadth, Forceful Push[LOGB], Gang Up, Lingering Flames[LOGB], Magical Trickster, Scattered Fire[LOGB], Sorcerer Dedication, Spell Trickster Dedication[LOGB], Trap Finder, Twist The Knife, Widen Spell
General Feats Incredible Initiative, Toughness
Skill Feats Assurance, Cat Fall, Dubious Knowledge, Foil Senses, Hefty Hauler, Kip Up, Natural Medicine, Nimble Crawl, Quick Unlock, Swift Sneak, Trick Magic Item
Other Abilities component substitution, debilitating strike, draconic, eldritch trickster, rogue's racket, signature spells, sneak attack, weapon specialization
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Spell Attack Roll (1d20+ Cha Mod + Trained (level+2))
Assurance Stealth (20)

Abilities:

  • Cat Fall - 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.

  • Chameleon Gnome - The color of your hair and skin is mutable, possibly due to latent magic. You can slowly change the vibrancy and the exact color, and the coloration can be different across your body, allowing you to create patterns or other colorful designs. It takes a single action for minor localized shifts and up to an hour for dramatic shifts throughout your body. While you’re asleep, the colors shift on their own in tune with your dreams, giving you an unusual coloration each morning. When you’re in an area where your coloration is roughly similar to the environment (for instance, forest green in a forest), you can use the single action to make minor localized shifts designed to help you blend into your surroundings. This grants you a +2 circumstance bonus to Stealth checks until your surroundings shift in coloration or pattern.

  • Eldritch trickster - When it comes to a big heist, every rogue worth their salt knows that magic can throw meticulous plans into chaos, whether in the form of arcane wards or pesky divinations. You dabble in magic just enough to help handle these problems by jury-rigging spells and throwing a bit of your own magic into the mix. You might be a solitary thief, performing burglaries that can’t be explained by skill alone, or a specialist called in by other rogues to deal with magical security measures. You might even be on the up-and-up, hired to test magical defenses or even build them yourself.

    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.

  • Sneak Attack - When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

  • Trap Finder - You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.

  • Vibrant Display (1/10 minutes) - Whereas most gnomes’ coloration is static or changes slowly, you can cause your hair, eye, and skin color to scintillate in brief and disorienting bursts. Once every 10 minutes, when you use the Feint action, you can compare your Deception check result to the Perception DCs of all adjacent creatures rather than just one creature within melee reach. It’s possible to get a different degree of success for each target.

    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.

  • Trick Magic Item - You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.

    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.
    Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
    Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.

  • Nimble Crawl - You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t flat-footed while prone.

  • Magical Trickster - Whether you’re using magic items, wielding innate magic, or dabbling in spellcasting, you can sneak spells past your foes’ defenses as easily as any blade. When you succeed at a spell attack roll against a flat-footed foe’s AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target.

  • Unexpected Shift (Reaction) - Your supernatural connection sometimes causes you to phase from reality when under threat, disappearing for split seconds before reappearing — often surprising you as much as your enemies. Roll a DC 16 flat check. On a success, you gain resistance to all damage equal to your level against the triggering effect, you gain a +2 circumstance bonus to saving throws against that effect until the start of your turn, and you gain the dazzled condition for 1 round.

  • Weapon tricks - You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding.

    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.

  • Natural Medicine - You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.

  • Reflection of Life:

    HEALING MAGICAL

    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.

    Background Notes:

  • Obsessed with collecting middle names. Any accomplishment or cool sound soon becomes his new middle name.

  • One morning Corkas woke up with some bread and a tin cup of water beside her, and underneath the cup was a note telling her that her tribe left her to return back to the first world. Since then she traveled the realm in hopes of finding people she can call family. Hence joining the circus.

  • Talks very fast when excited. "Heyguys,what'sup? Ooh,you'retalkingaboutgnomes! Ohgoody! Iknowallaboutthose, they'reum… um…kindashort… andtheylikeplayingpranksandstuff. Andtheyreallylikeshiniesandmakingnewstuffs. Oh,andalchemy,theylikethattoo. Anythingthatgoesboom,really.Evenifitisn'tsupposedt ogoboom. ESPECIALLYifitisn'tsupposedtogoboom."

  • She is very energetic, always showing off. She is constantly trying to get on the parties good side by showing that he was some use to the party.

  • Sadly creates an illusion of her gnomish family when she is alone.

  • I’m a sucker for a shiny bauble or a sack of coins, as long as you can get your hands on it without risking life and limb.
  • Trick:

    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:



  • Future Items:

    Invisibility Runes on Armor.
    Cloak of Elvenkind
    Boots of Elvenkind