Orc Mystic

Diggou's page

50 posts. Alias of Ira kroll.


RSS


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

May I ask what you were trying to accomplish that you deleted me from the game?

I was attempting to play along with your methods.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Well, you could have let us know from the outset it was a crafting check. That's why I made suggestions as to what I, the player, thought might be appropriate for the GM to secretly roll.

I will wait until you tell me when I may roll the Crafting check.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

I will be away Wednesday and Thursday.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

"I don't seem to be able to place the symbology. I think I will try to activate the device. Everybody stand back."

May I use Thievery to activate it/disable it... Basically to find out why and what to use it. Thievery is +7. Perception is +4


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Religion: 1d20 + 4 ⇒ (4) + 4 = 8


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Having given them the correct answer, Diggou waits impatiently for someone to actually act.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

"The decision tree is this:

First weigh: 3 coins vs 3 coins
If even, then the false coin is in third group.
If not even, then the false coin is in the group that doesn't raise up.

We now know which group has the false coin.
From that group, weigh 1 coin vs 1 coin.
If even, then the false coin is the one not weighed
If not even, then the false coin is the one that doesn't raise up.

Simple."


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

After disabling the trap, Diggou stands back. "Okay. I got rid of the trap. Now, someone else open the door, please."


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

"Maybe stand back while I continue to try." Diggou will wait until others are 20 feet away.

Thievery check: 1d20 + 5 ⇒ (8) + 5 = 13
Thievery check: 1d20 + 5 ⇒ (16) + 5 = 21
Thievery check: 1d20 + 5 ⇒ (10) + 5 = 15
Thievery check: 1d20 + 5 ⇒ (16) + 5 = 21
Thievery check: 1d20 + 5 ⇒ (17) + 5 = 22


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Another thievery check: 1d20 + 5 ⇒ (6) + 5 = 11


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou comes out of the cell carrying what he deemed worthwhile. "Here's a ring and some coin and a shiny sword. Oooh. What's down that hall?"

Perception: 1d20 + 4 ⇒ (16) + 4 = 20


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Thievery: 1d20 + 5 ⇒ (20) + 5 = 25

"There. See. Easy Peasy."


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

"I have a set of lockpicks, and I know how to use them. What do you see in the cell?"


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou will cast another electric Arc, this time only targeting the lone kobold.

Basic Reflex Save DC 17: 2d4 ⇒ (4, 4) = 8 electric damage.

Then, he will stride into the room.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou will move up enough to see the two remaining kobolds, and cast Electric Arc.

Reflex save for both of them DC 17: 2d4 ⇒ (4, 1) = 5


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou's exploration activity is Detect Magic, and was obviously distracted by finding nothing. Maybe he wasn't paying attention at all...


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Athletics: 1d20 + 1 ⇒ (13) + 1 = 14

Diggou makes his way down.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

"Urp! I'm... Okay. I feel better in some ways, but.... Urp! It's like it's too much. Urp!"


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou will drink some of the water.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou will inspect the water in the bowl, perhaps even tasting the water I would assume a Crafting check


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou moves up to the bowl, even though he can't figure out what's happening.

"I definitely stay away from seafood. I've got an allergy."


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

"Well, this is a shrine to Gozreh," Diggou says. "That bowl with the pristine water is probably magical. I'm going in."

First he'll look to see if he perceives any obvious traps (Perception is +4). If he doesn't see any, he will approach the bowl. If he has time (roughly ten minutes), he will use the Identify Magic action.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Since no one seems to want to haul Diggou up, he will attempt to climb: 1d20 + 1 ⇒ (10) + 1 = 11


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou hasn't posted, because nothing has happened. Diggou isn't a front-liner so isn't going to burst into a room, not going to scout ahead, can't climb, can't swim, etc.

Diggou has moved to keep up with the party, though.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou will wait until someone gets a rope to haul him up. Once on the ledge, he will Detect Magic into the room. If possible, he will attempt to recall knowledge about the Squid, the rot, and the bowl of unsullied water.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Perception: 1d20 + 4 ⇒ (8) + 4 = 12


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou moves closer to the barricade, and listens intently.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Perception: 1d20 + 4 ⇒ (17) + 4 = 21


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Oh, Diggou's crossbow shot definitely had lesser cover. He's unlikely to ever hit (and even if he does, he does minimal damage (it's a hand crossbow)). It does give Diggou an activity for his third action.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Before going to the west, Diggou will check the nest of the spider.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou will reload his crossbow, then send more flames to the spider.

Ignition, Anthem: 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

"Well, I appreciate the spider getting within range."

Diggou casts Ignition, Anthem: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9for: 2d4 ⇒ (3, 3) = 6 fire damage.

Then, he fires his crossbow: 1d20 + 5 - 5 ⇒ (3) + 5 - 5 = 3for: 1d6 ⇒ 6 piercing damage.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺
GM Luna wrote:
Needle Darts is not in Player Core, which I explicitly stated as a requirement for character creation for this game. I know I accepted your character, but that was an oversight on my part. Would you please consider another Player Core spell to replace that one?

The only Core spell that is 60 feet is Frostbite. It requires a Fort Save DC 17 for: 2d4 ⇒ (4, 3) = 7 cold damage.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Holding his steel dagger in hand, Diggou casts Needle Darts.

Spell Attack Roll vs Spider: 1d20 + 7 ⇒ (20) + 7 = 27for: 3d4 ⇒ (1, 3, 3) = 7 piercing damage.

In addition to doubling the damage on a critical, the Spider takes 1 persistent bleed damage

Then, Diggou will try to get unstuck: 1d20 + 5 ⇒ (18) + 5 = 23


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

"It's a spider. We should kill it."

May I make a spell attack? Or should I wait until we setup our initiative?


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Would Diggou be able to tell anything about the Spider? He's got a +4 for Nature.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou is very unused to being in the lead. I'm just not made for this. he thinks to himself.

Then he, looking over his shoulder, advances to the edge of the next room.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

The wisp, that seems to always be around Diggou, flies down, landing on Diggou's prone form. It is loud enough to be heard laughing the entire way down...

Diggou gives it a stern look, and stands up, pointing out the trail.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Athletics: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Diggou, with Tama's help, tries to grasp the rope. Completely missing the rope, Diggou falls all the way down...


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou's skeletal guardian collapses into a heap of bones. "Pardon me while I refocus my attention while you all get healed."


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Not realizing that the supporting post also prevented sight, Diggou will instead move (to gain sight of the rats), and will cast Protect Companion


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺
GM Luna wrote:
I'm afraid the skeleton can't move there--that's one of the pillars holding the fishery up. You can have it move around, but it won't be able to catch the rat off-guard. If you'd like to change your actions given this, please feel free.

Move to a different spot.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

◆ Command Skeleton to attack.

Skeleton strides, and then strikes with its scimitar + anthem + Fortify: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12 against the off guard rat for: 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6 damage.

◆◆ Cast Electric Arc on the two rats for: 2d4 ⇒ (1, 1) = 2 electric damage. Basic Reflex Save DC 17


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou does not like this at all.

Diggou will summon a Skeleton Guard.

It will strike with its scimitar the rat just north of Diggou: 1d20 + 6 ⇒ (19) + 6 = 25for: 1d6 + 2 ⇒ (6) + 2 = 8 slashing damage.

It will claw the next rat (if the first one is dead): 1d20 + 1 ⇒ (20) + 1 = 21for: 1d4 + 2 ⇒ (2) + 2 = 4 slashing damage.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou is always in the back, possibly looking over his shoulder, but doing Detect Magic as his exploration activity.


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Here's a link to my token


Orc Wizard 1 | Speed 25 | AC 15 | HP 16 | F+3 R+5 W+6 | Init/Perc +4 |Arcana, Crafting, Necromancy Lore, Occultism, Society +7 | Acrobatics, Thievery +5 | Nature, Religion +4 | Athletics +1 | ◆◇↺

Diggou is a short, pale-gray orc. His pallor emphasized by his dirty gray robes. At his belt is an unused dagger. Flying about his head is a wispy... thing that occasionally repeats his words.

He approaches Tamily Tanderveil, and says, "Hello, I'm Diggou. I heard you're having trouble at the Fishery. Perhaps I can help."

[color=Pink]"I can help."[/color]


Please remove Diggou the Barbarian and replace him with Diggou the Necromancer.

Pathbuilder Character Sheet

Crunch:

Diggou Necromancer Wizard 1
N Medium Orc Grave Orc Humanoid
Perception +4; Darkvision
Languages None selected
Skills Acrobatics +5, Arcana +7, Athletics +2, Crafting +7, Lore: Necromancy +7, Nature +4, Occultism +7, Religion +4, Society +7, Thievery +5
Str +2, Dex +2, Con +0, Int +4, Wis +1, Cha +0
Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Material Component Pouch, Writing Set
AC 15; Fort +3, Ref +5, Will +6
HP 16; Resistances void 1
Orc Superstition Trigger You attempt a saving throw against a spell or magical effect, and have not yet rolled. You defend yourself against magic by relying on techniques derived from orc cultural superstitions. You gain a +1 circumstance bonus to your saving throw against the triggering spell or magical effect.
Speed 25 feet
Melee Dagger +5 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+2 P
Ranged Hand Crossbow +5 (Crossbow), Damage 1d6 P
Drain Bonded Item (Arcane, Wizard) Frequency once per day Requirements Your bonded item is on your person. You expend the magical power stored in your bonded item. During the current turn, you can cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell’s other requirements.
Arcane Prepared Spells DC 17, attack +7; 1st Necromancer's Generosity, Phantasmal Minion, Summon Undead; Cantrips Electric Arc, Needle Darts, Protect Companion, Slashing Gust, Detect Magic, Void Warp
Focus Spells (1 points) Fortify Summoning
Additional Feats Familiar, Grave Orc, Quick Identification
Additional Specials Arcane Bond, Arcane School (School of the Boundary), Arcane Thesis (Improved Familiar Attunement), Spellbook, Wizard Spellcasting

+++++++++ Familiar ++++++++++++
Elemental Wisp (Air) (Troog) 1
N Tiny Minion Familiar
Perception +5; Low-Light Vision;
Languages None selected
Skills Acrobatics +5, Stealth +5, All other skills +1
Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0
Items Unarmored
AC 15; Fort +3, Ref +5, Will +6
HP 5
Speed 25 feet
Elemental Mobility Your wisp gains a familiar ability depending on its element. Air wisps gain flier.
Innate Element An elemental wisp’s element is set. You choose the element when you gain the specific familiar and can’t change it each day.
Resonance (Aura) (aura) 30 feet. Your wisp vibrates at a frequency attuned to their element, resonating with and empowering all effects sharing that trait. Creatures in the area gain a +1 status bonus to damage rolls for alchemical and magical effects with the same elemental trait as your wisp.
Flier It gains a fly Speed of 25 feet.
Accompanist Your familiar helps you perform. Whenever you attempt a Performance check, if your familiar is nearby and can act, it accompanies you with chirps, claps, or its own miniature instrument. This grants you a +1 circumstance bonus, or +2 if you're a master in Performance.
Elemental Your familiar has the elemental trait instead of the animal trait. Choose *air*, earth, fire, metal, water, or wood. Your familiar gains that trait. The familiar is immune to bleed, paralyzed, poison, sleep, and the element matching its trait. Your familiar must have the resistance familiar ability to select this.
Speech Your familiar understands and speaks a language you know.


Diggou in Pathbuilder

Player name: Ira Kroll
OOC: k012957
Character name: Diggou
Pronouns: he/him
Ancestry: Hold-Scarred Orc
Background: Gladiator
Class: Barbarian

Crunch:

Perception +6; Darkvision
Languages None selected
Skills Acrobatics +4
Athletics +7
Intimidation +3
Lore: Gladiatorial +3
Lore: Orc +3
Nature +4
Performance +3
Stealth +4
Survival +4
Abilities
Str +4, Dex +1, Con +3, Int +0, Wis +1, Cha +0
Items Hide, Climbing Kit, Sling Bullets (10), Backpack, Crowbar
AC 17; Fort +8, Ref +4, Will +6
HP 27
Speed 25 feet
Melee
Raging Ape Strike +7 (Agile, Finesse, Unarmed), Damage 1d10+4 B
Melee Fist +7 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4+4 B
Ranged Sling +4 (Propulsive), Damage 1d6+2 B
Sudden Charge
Rage Animal fury: Ape


I've got an ex-con token guard, who's got a smart mouth, and a flashing rapier.

He's a swashbuckler who is dependent on his quick wit.

He was a petty thief, who got caught because of his lack of planning, rather than lack of skills. He's decided that working for the Man is safer than working with other, truly bad people. He really thinks he is destined to be the leader, the planner, the man-in-charge.

Link to character sheet

Aegon Smerys has not created a profile.