Chronicles & Boons 1 B10 Hillcross Roundup
2 Boon - Kitsune Ancestry
3 B16 Boom Town Betrayal
4 Boon - Wayfinder
5 Q01 The Sandstone Secret
6 Boon - [][][] Sand Slide Reaction: gain reaction to help avoid traps
7 B12 Somewhere Below
8 B01 The Whitefang Wyrm
9 B02 Blood of the Beautiful
10 B03 Shadows and Scarecrows
11 B04 Cat's Cradle
12 B05 Witch's Winter Holiday
13 B06 The Road from Otari
14 Q5 In the Footsteps of Horror
Level 2 15 S99-01 The Second Confirmation
16 Boon: Second Confirmation Wayfinder
REMASTER REBUILD 17 Boon: Deathtouched Explorer
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BOTTING INSTRUCTIONS:
During Daily Preparations, he attunes himself to Witness to Ancient Battles as his primary apparition, and Custodian of Groves and Gardens as his second appartion.
At Round 1 of Encounter mode, Delta draws his +1 Greataxe and Demoralizes the nearest enemy to him before raising his shield.
[dice=Intimidation to Demoralize]1d20+6[/dice] vs target’s Will DC
If the target gains Frightened condition, Delta gains via ↺ Invigorating Fear temporary HP equal to the creature's level or 3, whichever is higher which lasts 1 minute.
◆ Interact to draw weapon
◆ Demoralize
↺ Invigorating Fear
◆ Shield
At Round 2, he allows to be taken over by his apparition that shields him from outside forces.
◇ Relinquish Control – +4 status bonus on saves vs spells and effects that gives controlled condition or attempt to influence your actions (such as charm, command, or a nosoi’s haunting melody). However, the only actions you can take are to Recall Knowledge, Step, Strike, Cast an apparition Spell, Cast a vessel Spell, Sustain a vessel spell, or use an action that has the apparition trait; +2 circumstance bonus on all Recall Knowledge checks made using Lore skills granted by your attuned apparitions.
If there is an enemy on melee, he casts his focus spell, Embodiment of Battle, that makes him trained in his +1 Greataxe. He then attacks target on melee.
[dice=+1 Greataxe Attack, Embodiment of Battle]1d20+7+1[/dice] vs target AC
[dice=Damage, Embodiment of Battle]1d12+2+1[/dice] S damage
◆ Embodiment of Battle
◆ Strike
↺ Reactive Strike (if triggered)
Otherwise, he casts Protector Tree spell and plants a Medium-sized tree next to an ally (AC 10, HP 10).
◆◆ Protector Tree
At Round 3, he continues to let the apparition take control of him. He also raises magical shield and sustains the focus spells that makes him trained with greataxe.
◇ Relinquish Control – +4 status bonus on saves vs spells and effects that gives controlled condition or attempt to influence your actions (such as charm, command, or a nosoi’s haunting melody). However, the only actions you can take are to Recall Knowledge, Step, Strike, Cast an apparition Spell, Cast a vessel Spell, Sustain a vessel spell, or use an action that has the apparition trait; +2 circumstance bonus on all Recall Knowledge checks made using Lore skills granted by your attuned apparitions.
◆ Shield
◆ Sustain Spell, Embodiment of Battle
If there is an enemy in melee, he attacks it.
[dice=+1 Greataxe Attack, Embodiment of Battle]1d20+7+1[/dice] vs target AC
[dice=Damage, Embodiment of Battle]1d12+2+1[/dice] S damage
◆ Strike
↺ Reactive Strike (if triggered)
At Round 4, he takes over of his own body, and provides support by healing wounded allies after raising shield.
◆ Shield
◆◆ Rousing Splash – [dice]1d4[/dice] HP to ally or ◆ Stride and ◆ Battle Medicine - [dice=Battle Medicine]1d20+8[/dice] for [dice=Healing]2d8[/dice] HP to ally
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CHARACTER INFORMATION Name: Delta Variant
Ethnicity, Heritage & Ancestry: Dark Fields Kitsune Alternate Form Fox (stats of 1st-level Pest Form)
Background: Willing Host Home Region: Tian Xia Nation: Oppara, Taldor Languages: Common
Sub-Class & Class: Medium Animist Level: 2
Gender: Male Size & Reach: Medium (5 ft) Speed: 25 ft
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STATS & SKILLS(* indicates Proficiency Level) STR +2, DEX +1, CON +0, INT +0, WIS +4, CHA +2
HP 24/24, AC 18 w Niyahaat (19 w Shield raised), Fortitude* +4, Reflex* +5, Will** +10, Perception* +8 (low-light vision)
Acrobatics +1
Arcana +0
Athletics +2
Crafting +0
Deception +2
Diplomacy +2
Intimidation* +6
Lore: Pathfinder Society* +4
Lore: Battlegrounds* +4
Lore: Farming* +4
Lore: Heraldry* +4
Lore: Spirit* +4
Medicine* +8 – ◆ Battle Medicine
Nature +4
Occultism* +4
Performance +2
Religion* +8
Society +0
Stealth +1
Survival +4
Thievery +1
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OFFENSE & DEFENSE Melee ◆ Fist (agile, finesse, nonlethal, unarmed) +6 Damage 1d4+2 B
Melee ◆ +1 Greataxe (sweep, magical) +3 Damage1d12+2[/b] S
Melee ◆ Longspear (reach) Damage 1d8+2[/b] P
Ranged ◆ Crossbow (crossbow) +5 Damage 1d8 P
Animist Apparition DC 18 Spell Attack +8
Apparition Spell Sure Strike Protector Tree
Apparition Cantrips ◆ Shield Tangle Vine
Kitsune Spell Familiarity DC 16 Spell Attack +6
Innate Cantrips (1st)
During Daily Preparations, choose: ◆◆ Daze, ◆◆ Forbidding Ward or ◆◆ Ghost Sound
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GEARS & ITEMS Invested Items:Wayfinder Worn Items:+1 Greataxe, Niyahaat, Cold Iron Chunk, Silver Chunk, Healer’s Toolkit, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 2.5 (Encumbered 7.0, Maximum 12.0)
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FEATS Level 1 Skill Feat (from background) trained in Spirit Lore
Background Feature ◆ Host Spirit – Frequency once per day; Effect You attempt one skill check to perform an exploration activity, even if it normally requires you to be trained to do so. You're trained in the skill just long enough to make that single check (to a maximum of 10 minutes). Whether or not the check succeeds, in the next 24 hours you must perform a minor favor to appease the spirit who aided you, determined by the GM (usually something sensation related, such as tasting a certain food, listening to a specific song, or smoking a pipe). You can't Host Spirit again until you've performed the favor. If you haven't completed it after 24 hours, you're fatigued until the obligation is fulfilled. PFS Note: If you select the Willing Host background, use the following clarifications to streamline play. For organized play purposes, the spirit doesn't ask for things that are beyond your means or that would be disruptive to the flow of the adventure (for example, they don't require you to provide a gourmet meal while your group is on the road). Since organized play games typically do not track the costs of every meal that characters eat, you do not need to pay additional money to procure sensory experiences for the spirits. You can choose to spend money on the spirits' requests for roleplaying reasons if you wish. Ancestry Feature ◆ Change Shape – You transform into a specific alternate form determined by your heritage. If your heritage doesn't list a form, your alternate form is a tailless form, which is a common Medium humanoid ancestry prevalent where you grew up (typically human). This form is the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a kitsune heritage or ancestry feat in this form. You can remain in your alternate form indefinitely, and you can shift back to your true kitsune form by using this action again. General Feat (from Heritage) Dark Fields Kitsune – You can exert your unsettling presence to subtly Demoralize others. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don't take a penalty when you attempt to Demoralize a creature that doesn't understand your language. You also gain the Invigorating Fear reaction. Your alternate form is a fox, which has the statistics of 1st-level pest form. > ↺ Invigorating Fear – Frequency once per hour; Requirements A creature within 60 feet gains the frightened condition. You are invigorated by the shock of a prank or the thrum of terror. You gain temporary Hit Points equal to the creature's level or 3, whichever is higher. You lose any temporary Hit Points after 1 minute. Class Feat ---
Ancestry Feat Kitsune Spell Familiarity – You've picked up a few magical tricks. During your daily preparations, choose daze, forbidding ward, or ghost sound. Until your next daily preparations, you can cast this cantrip as a divine innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. Class Feature Animist Spellcasting
Class Feature Animistic Practice
Vessel Spells Class Feature Invocation of Unity > Relinquish Control
Class Feature Apparition Spellcasting
Class Feature Apparition Attunement
Class Feature Primary Apparition > Witness to Ancient Battles
Class Feature Secondary Apparition > Custodian of Groves and Gardens
Level 2 Class Feat Apparition Sense
Skill Feat ◆ Battle Medicine
Level 3 General Feat Toughness
Class Feature Fortitude Expertise
Level 4 Class Feat ◆ Circle of Spirits
Skill Featp Intimidating Glare