Fey Creature

Croak~'s page

136 posts. Organized Play character for RabbitAlmiraj.


Full Name

Croak

Race

| HP: 19/19 | AC 17 (T15, FF 13) | CMB: -1 CMD: 13 | F:+7 R:+8 W:+2 | Init +4 | Perc +4, SM +3, Diplomacy +6, Bluff/Intimidate +0

Classes/Levels

| Speed 30 ft. Climb 20 ft. | Burn: 0/6 | Active Conditions: Fatigued, Nonlethal (3)

Gender

Female Grippli Kineticist 2

Size

Small

Special Abilities

Roadkill

Location

Mushfens, Absalom

Languages

Common, Grippli

Strength 8
Dexterity 18
Constitution 16
Intelligence 10
Wisdom 12
Charisma 10

About Croak~

Statistics:

PFS # 293425-5
Faction: Grand Lodge
Experience 3
Fame 5, Prestige Points 5

Croak~
Female Grippli Kineticist 2
CG Small Humanoid (grippli)
Init +4; Senses Darkvision 60 ft., Perception +7

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DEFENSE
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AC 17, touch 15, flat-footed 13 (+1 armour, +4 Dex, +1 natural, +0 shield, +1 size)
hp 19 (2d8+6)
Fort +7, Ref +8, Will +2

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OFFENSE
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Speed 30 ft., Climb 20 ft.
Melee light flail +1 (1d6-1 B) (disarm, trip)
Ranged wood blast +6 (1d6+4 B/P/S)
…net +6 ranged touch (entangled) (10 ft. range)

Utility Wild Talents
0 Burn basic phytokinesis

Offensive Abilities +1 attack

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STATISTICS
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Str 8, Dex 18, Con 16, Int 10, Wis 12, Cha 10
Base Atk +1; CMB -1; CMD 13
Traits insider knowledge, ?
Feats point-blank shot
Skills Acrobatics +10 (2R), Climb +1 (2R), Diplomacy +6 (1R), Handle Animal +2 (2R), Perception +7 (1R), Perform (song) +1 (1R), Stealth +8 (+12 in forest/marsh; 0R), Swim +1 (2R)
(5 points; 4 class, 0 INT, 0 race, 1 favoured class)
Abilities burn, camouflage, elemental defence (flesh of wood), elemental focus (wood), gather power, infusion (pushing), kinetic blast, utility wild talent (basic phytokinesis, woodland step), swamp stride
Languages Common, Grippli

Special Abilities:

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SPECIAL ABILITIES
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Burn (Ex): 1/round, max 6
A kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.

Elemental Defense
...Flesh of Wood - Your skin toughens like timber and can turn aside some blows. You gain a +1 enhancement bonus to your existing natural armor bonus. By accepting 1 point of burn, you can increase this enhancement bonus by 1. For every 3 levels beyond 2nd, you can accept 1 additional point of burn to further increase this enhancement bonus by 1 (to a maximum of +7 at 17th level). Whenever you accept burn while using a wood wild talent, phytokinetic power causes your full natural armor bonus to apply to your touch AC for 1 round. You can dismiss and restore this effect as an immediate action.

Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Insider Knowledge (trait): Venture-Captain Valsin likes to keep abreast of situations within the Pathfinder Society, and you do your best to emulate him. Choose either Diplomacy or Knowledge (local). You gain a +1 trait bonus on all checks with the chosen skill, and the chosen skill is a class skill for you.

Kinetic Blast (Sp): A kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
...Physical blasts are ranged attacks that deal an amount of damage equal to 1d6+1 + the kineticist’s Constitution modifier, increasing by 1d6+1 for every 2 kineticist levels beyond 1st.
...Wood Blast, Physical, Bludgeoning, Piercing, or Slashing; You lash out with boughs, vines, or a deluge of stinging blooms.

Infusion
...Pushing Infusion The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted.

Nets A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding at an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must succeed at a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell.
…An entangled creature can escape with a successful DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a successful DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you.
…A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so.

Poisoned Sand Tube Resembling a slim scroll case made of bamboo or metal, this tube is filled with fine sand that is soaked or coated with inhaled or contact poison. When loaded with 3 doses of these types of poison, you can blow into the tube to disperse the poisoned sand into your enemies’ faces in a 15-foot cone. Each creature in the cone is affected as if afflicted with 1 dose of the poison. Even when loaded with un-poisoned sand, the tube lets loose a powerful irritant, and an opponent struck must succeed at a DC 12 Fortitude saving throw or be dazzled for 1 round. Once expended, the tube must be repacked before it can be used again. Repacking a tube requires a full-round action, or a standard action if you have the Rapid Reload feat.

Swamp Stride (Ex): A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.

Wild Talents
DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

...Basic Phytokinesis
Element wood; Type utility (Sp); Level 1; Burn 0
You can prune and otherwise tend plants within 30 feet without using gardening tools. You can search wooded areas and other plant-heavy areas from a distance as if using the sift cantrip. By concentrating, you can detect plants within 120 feet as if using detect animals or plants
...Woodland Step
Element wood; Type utility (Sp); Level 1; Burn 0
You gain woodland stride, as per the druid ability. Due to your ability to manipulate plants, you can attempt a caster level check (DC = 11 + the spell’s caster level) as a standard action to also ignore magically manipulated plants (but not creatures of the plant type).

Proficiencies: Gripplis are proficient with nets. A kineticist is proficient with all simple and light armour.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear light flail, net, acid (4), potion of cure light wounds
Possessions masterwork reinforced tunic, cloak of resistance +1, backpack, bedroll, belt pouch, chalk (5), charcoal (2), flint and steel, mess kit, rations (2), sunrod, waterskin, waterproof bag (with 6 stuffed rabbits in it)
Carrying Capacity
Light 0-20 lb. Medium 21-40 lb. Heavy 41-60 lb.
Current Load Carried 18.5 lbs.
Money 374 GP 9 SP 5 CP

Temporary Gear:

New Purchases:

2 sp - sparkly gold bowtie

Boons:

Batrachian Hero: Your ancestors are the gripplis, a race of frog-like humanoids that hail from the Mwangi Expanse and the Valashmai Jungle. You may play a grippli character (Pathfinder RPG Bestiary 2 149, Pathfinder PPG Advanced Pace Guide 190, or Pathfinder Campaign Setting: Inner Sea Paces 244), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list

[X] Blessing of Aurelliax: By helping the people of Highdelve, you have also earned the favor of its protector, Aurelliax. As a sign of her appreciation, she has provided you a small golden dragon statuette. You can check the box that precedes this boon to tap into the statuette’s faint magic and gain one of the benefits below; afterward cross out all of the benefits below, (except Dragon’s Friend, if you selected that benefit).
Dragon’s Prosperity: Before attempting a Day Job check to earn additional gold at the end of one adventure, you can use this benefit to triple the amount of gold the check grants you (maximum 300 gp).
Dragon’s Luck: Before you roll any one d20 roll, you can use this benefit to roll twice and take the higher result. For 1 minute afterward, you gain a +1 luck bonus on all attack rolls, skill checks, ability checks, and saving throws.
Dragon’s Scales: You gain fire resistance 5 for 24 hours.

Dragon’s Friend: The statuette permanently transforms into a fairly harmless animal with supernaturally golden features, such as gold-hued fur, feathers, or scales. Once per day, the animal can either deal an additional 1d6 fire damage with one natural attack or can gain fire resistance 10 against one attack. You can select any Diminutive, Tiny, or Small animal suitable for a familiar. You can choose to adopt this creature as your familiar, spirit animal, or similar companion, replacing your current companion at no cost. Otherwise, you can keep the creature as a loyal pet. USED FOR FLYING SQUIRREL NAMED ROADKILL

[][][] Cleaning House: You’ve removed Phlegos Dulm from the Pathfinder Society, forcing the cruel half-orc to flee from Katapesh. While the Kotargo Lodge was seized by Phlegos’s many creditors, Wulessa Yuul reclaimed as many of the lodge’s assets as she could, setting aside a small trove for you in case of emergencies. Once per adventure you can spend 1 minute and check a box next to this boon to gain a free potion of cure light wounds. If you are 7th level or higher when you check a box, you instead gain a potion of cure serious wounds.

Highdelve’s Hero: You were instrumental in saving Highdelve from imminent attack and preserving its Brightbloom tradition. If you played one of the provided pregenerated characters, you earn the benefit below associated with that character. Otherwise, choose one of the benefits below. Cross out the other benefits.
[X] Torgen: You have tracked down an errant shipment of expensive goods, which has earned you the favor of Brevoy’s finest merchants. When purchasing a weapon or armor of masterwork quality (or made of a material that is automatically masterwork, such as mithral), you can check the box that precedes this boon to reduce that item’s cost by 150 gp. Used for masterwork reinforced tunic

[][][][][] Well-Connected: You’ve made a friend who wields substantial clout not just in Katapesh but throughout the Inner Sea region. Once per adventure before attempting an Appraise, Disable Device, Knowledge (local), Perception, Profession, or Stealth check, you can check a box next to this boon to add 1d6+1 to the roll, representing the benefits of the information filtered to you by Yigrig Moneymaker’s extensive underground network.

Background:

Croak grew up in a tribe of grippli who lived in the Mushfens. Life there was hard! It required patience, and relied on stealth and camouflage. Croak did not fit in. She was bright, chipper, and NOISY! Plus, she never sat still. After a particularly disastrous fishing expedition involving sixteen butterflies, a rubber ball, a fishing net, and seven very upset grippli, Croak was cast out from her tribe. It sucked! She was very upset!

She travelled a lot after that, and had a lot of trouble fitting in! Lots of people thought she was WEIRD. But, in time, she made new friends. They didn't mind that she never sat still. After all, they were always travelling anyway! And Croak never slowed them down. They didn't mind that she squirmed around and bounced through the battlefield. She was a very distracting target! They didn't mind that she talked all the time. They didn't even mind her singing! Well, okay, maybe they minded her singing. She couldn't really be sure when she was singing, after all. She was rather loud.

Croak loves to explore nature with her friend Pinesong Rippleroot. She loves to go swimming with her friend Sereia. And she loves to make discoveries in cities with her friend Lomo.

One day, Croak found a toy store that sold stuffed rabbits. Croak thought they were beautiful! So she bought one! But, she had trouble deciding which one was the prettiest so she bought a lot! She put them in her waterproof bag — so they wouldn’t get wet — and went about her business in town with Lomo. She danced and played, and climbed on roofs and wagons — and got scolded by the people who owned those things. Then she reached for a rabbit toy to play with it. BUT IT WAS GONE! Somewhere along the way Croak had put down the bag! She looked everywhere for it and asked all kinds of people. Eventually she realized she had left it on top of a carriage! Croak tried to track down the carriage, but it was too fast! Adventure awaits! Croak has been following the wagon’s trail and tracked it to Highdelve. She hopes to find the carriage and get back her bag of stuffed rabbits! Who know what will happen along the way!

In the end, Croak found the rabbits with the help of the people of Highdelve. She also met a dragon who was really nice. She gave her a magic statue, and it became a real animal! The animal looked like a squirrel that had been run over by a carriage. Croak called her roadkill.

Appearance and Personality:

Croak is a beautifully coloured grippli, with bright pink and purple skin. Her big, yellow eyes are so bright they practically glow. Her big wide mouth is always curved up in a happy smile! She wears a bright yellow tunic with a belt made of vines. She has a blowgun on her belt, along with a LOT of darts, some vials, and a light flail. She wears a backpack which she’s drawn on with chalk to make look fancy (it mostly looks messy). She taps her toes while she waits, wiggles her fingers, and flicks her tongue around. She never seems to stop moving.

Croak's a hyperactive, bouncy little thing that's constantly moving and talking. She's impulsive, impatient, and finds it difficult to settle. She loves to climb, swim, and play. She’s a very mobile and acrobatic fighter, cartwheeling, dancing, and diving across the battlefield. This makes her a big target. But, she doesn’t mind! They’ll never catch her! Especially once she’s tangled them up in a net, or poisoned them! Croak is the funny member of the group. She is naive, and boundlessly optimistic. She looks on the bright side of everything, even if she has to get pretty creative to find that bright side! She's the team member who keeps everyone moving, and brings a smile on a dour day. She's their spirit.