DAILY PREPARATIONS
Current HP: 46/46 (+10 temp HP)
Current AC: 20
Current Condition(s): +1 HP/min & Void Resistance 1
Known Cantrips (Rank 2): ◆◆ Musical Accompaniment, ◆◆ Needle Darts, ◆◆ Telekinetic Projectile, ↺ Eat Fire, ◆ Shield
Known Spells (Rank 1) [][][]: ◆ to ◆◆◆ Force Barrage, ◆◆ Phantom Pain, ◆◆ Fear, ◆◆ Soothe*
Known Spells (Rank 2) [][][]: ◆◆ Spiritual Armament, ◆◆ See the Unseen, ◆◆ False Vitality, ◆◆ Soothe*
Focus Spells (Rank 2) [][][]: ↺ Counter Performance, ◇ Lingering Composition, ◆◆ Hymn of Healing
Focus Cantrips (Rank 2): ◆ Courageous Anthem, ◆ Rallying Anthem
Composer Staff (level 4 item) [][]: Cantrip (Rank 2) - haunting hymn, summon instrument; Spell (Rank 1) - concordant choir
Invested Items (3/10): Radiant Wayfinder (w Light and 10-ft Faerie Fire), Pearly White Spindle Aeon Stone, Cloak of Repute
Worn Items: Whip, Leather Lamellar Armor, Composer Staff, Cold Iron Chunk, Silver Chunk, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
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At the beginning, Griphook provides for himself temp HP.
◆◆ False Vitality (Rank 2) – Griphook gains 10 temp HP that is good for 8 hours.
During combat, for Round 1, Griphook raises his composer staff to call upon his musical accompaniment!
◆◆ Musical Accompaniment (+1 status bonus to Performance checks)
He continues to do so as he encourages his allies with the music from the accompaniment using Courageous Anthem with lingering effect.
[dice=Level-based DC Performance to Lingering Composition]1d20+13+1+1[/dice] w Virtuosic Performer & Musical Accompaniment (Crit Success, 4 rd of CA; Success, 3 rd of CA; Failure, 1 rd of CA, FP not spent)
◇ Lingering Composition
◆ Courageous Anthem (composition) (+1 status bonus to attack rolls, damage rolls, and saves vs fear effects)
Or protection to his allies with Rallying Anthem
◆ Rallying Anthem (composition) (+1 status bonus to AC, saving throws, and resistance 2 vs physical damage)
ATTACK
He also hurls something solid, pointy, or edgy to one target.
[dice=Telekinetic Projectile Spell Attack, CA]1d20+10+1[/dice] vs target
[dice=Spell Damage]3d6[/dice] B/P/S damage
◆◆ Telekinetic Projectile
Or use his cold iron or silver chunk to trigger weakness.
[dice=Needle Darts Spell Attack, CA]1d20+10+1[/dice] vs target
[dice=Spell Damage]4d4[/dice] P damage plus weakness to cold iron / silver (double damage and 2 persistent bleed damage on Crit)
◆◆ Needle Darts
Or he use the following attack spells:
◆ to ◆◆◆ Force Barrage (Rank 1) – [dice=Force Barrage]1d4+1[/dice] force damage per action (automatic hit on target that he can see)
[dice=Spiritual Armament Spell Attack]1d20+10[/dice]
[dice=Spell Damage]2d8[/dice] spirit damage or B/P/S damage type as chose weapon (double damage on Crit)
◆◆ Spiritual Armament (Rank 2)
◆◆ Phantom Pain (Rank 1) – DC 20 Will save vs [dice]2d4[dice] mental damage and 1d4 persistent mental damage
Critical Success The target is unaffected.
Success The target takes full initial damage but no persistent damage, and the spell ends immediately.
Failure The target takes full initial and persistent damage, and the target is sickened 1. If the target recovers from being sickened, the persistent damage ends and the spell ends.
Critical Failure As failure, but the target is sickened 2.
◆◆ Fear (Rank 1) – DC 20 Will save or be Frightened 1 on Success (Frightened 2 on Failure; Frightened 3 and fleeing for 1 round on Crit Failure)
DEFENSE
He raises magical shield
◆ Shield
↺ Shield Block (if triggered)
He has some reactions he can use, depending on the trigger
↺ Eat Fire (triggered if he would take fire damage, gains fire resistance 5), and then can ◆ Belch Smoke (on the same turn) to create a smoke cloud in a 5-ft burst within 20 ft, providing concealment for 1 min or until dispersed by wind.
↺ Counter Performance (composition) (triggered if he or an ally within 60 feet rolls a saving throw against an auditory or visual effect)
[dice=Performance w Virtuosic Performer & Musical Accompaniment]1d20+13+1+1[/dice] ( use the better result between Performance check and the saving throw.)
SUPPORT
For healing, he can use the following:
◆◆ Hymn of Healing (focus, composition) – target gains Fast Healing 4 sustained for 4 rds, and 4 temp HP which lasts 1 rd (when cast and first time each round sustained for 4 rds)
◆◆ Soothe (Rank 1) – [dice=Soothe Healing]1d10+4[/dice] HP to target and +2 status bonus to saves vs mental effects
◆◆ Soothe (Rank 2) – [dice=Soothe Healing]2d10+4[/dice] HP to target and +2 status bonus to saves vs mental effects
OTHERS
◆ Recall Knowledge (Arcana +7, Goblin Lore +9, Music Lore +7, Pathfinder Society Lore +7, Nature +6, Occultism +7, Society +6)
[dice=Performance to ◆ Perform]1d20+13+1+1[/dice] w Virtuosic Performer & Musical Accompaniment
◆ Perform (incapacitation) w Fascinating Performance (target gets Fascinated for 1 rd on Crit Success only)
Griphook sings annoying goblin songs, distracting your foes with silly and repetitive lyrics.
[dice=Performance to ◆ Goblin Song]1d20+13+1+1[/dice] w Virtuosic Performer & Musical Accompaniment
◆ Goblin Song
◆◆ See the Unseen (10 minutes) - can see invisible creatures as though they weren't invisible, although their features are blurred, making them concealed and difficult to identify. You can also see incorporeal creatures, like ghosts, phased through an object from within 10 feet of an object's surface as blurry shapes seen through those objects. Subtler clues also grant you a +2 status bonus to checks you make to disbelieve illusions.
BOONS
Boon: Big Game Hunter [][][]
Boon: Awesome Opposum
Boon: Protective Mentor (Radiant Oath)
Boon: Radiant Wayfinder (Radiant Oath)