Peren Ambergross

Callaverthorna's page

44 posts. Organized Play character for Nomadical.


Race

HP 80 / 80 | AC 24| F +11 R +14 W +11 | Perc +11 (Darkvision)

Classes/Levels

Default Exploration = Avoid Notice | Active conditions: none

Gender

Male CN Gnome Rogue {Scoundrel} 6

Size

small

Languages

Common, Gnome, Sylvan, Varisian

Occupation

Charmer

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

About Callaverthorna

Male Gnome (Umbral) Rouge (Scoundrel) 6
CN, Small, Gnome, Humanoid
Perception +11 (Exp); Low-light vision, Darkvision
Initiative: Perception +11, Stealth +12, Deception +14
Default Exploration Mode = Avoid Notice w/ Trap Finder

Str 12 (+1), Dex 18 (+4), Con 16 (+3), Int 10 (+0), Wis 12 (+1), Cha 18 (+4)
Languages Common, Gnomish, Varisian, Sylvan

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Defense

AC 24
Fort +11 T
Ref +14 E
Will +11 E

HP 80
Toughness
Terrifying Resistance

+1 dread (lesser) leather armor

Dread Rune: Eerie symbols cover your armor, inspiring terror in your foes. Frightened enemies within 30 feet that can see you must attempt a DC 20 Will save at the end of their turn; on a failure, the value of their frightened condition doesn't decrease below 1 that turn.

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Offense
Speed: 25

Melee [1] +1 striking Shortsword +15 (agile, finesse, Versatile S, Magical) 2d6+1 P
Melee [1] +1 returning Throwing knife +15 (agile, finesse, thrown 20) 1d4+1 P
Melee [1] Stiletto pen +14 (Agile, concealable, Finesse, Thrown 10, Uncommon) 1d4+1 P

Ranged [1] +1 returning Throwing knife +15 (agile, finesse, thrown 20) 1d4+1 P

Sneak Attack +2d6 precision damage

Weapon traits:

Agile (trait): The multiple attack penalty you take on the second attack each round with this weapon is –4 instead of –5.
Finesse (trait): You can use your Dexterity instead of Strength to calculate your attack bonus (but not damage rolls) with this melee weapon.
Versatile (trait): A versatile weapon can be used to deal an alternate damage type listed. Choose the damage type each time you make an attack.
Thrown (trait): You can throw this weapon as a ranged attack, and it is a ranged weapon when thrown. A thrown weapon adds your Strength modifier to damage just like a melee weapon does. When this trait appears on a melee weapon, it also includes the range increment. 
returning (magic): When you make a thrown Strike with this weapon, it flies back to your hand after the Strike is complete. If your hands are full when the weapon returns, it falls to the ground in your space.
Concealable: [APG] This weapon is designed to be inconspicuous or easily concealed. You gain a +2 circumstance bonus to Stealth checks and DCs to hide or conceal a weapon with this trait.

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Scoundrel (Rogue Racket) When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.

Feint: [1] With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that opponent’s Perception DC (which may be affected by Distracting Feint)
(Adjusted for Scoundrel & Distracting Feint)
>> Critical Success: The target is flat-footed against all melee attacks until the end of your next turn, not just yours and takes a –2 circumstance penalty to Perception checks and Reflex saves.
> Success: The target is flat-footed against melee attacks you attempt against it until the end of your next turn and takes a –2 circumstance penalty to Perception checks and Reflex saves.
<< Critical Failure: Your feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.

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 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. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

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. You can disable traps that require a proficiency rank of master in Thievery.

Distracting Feint: Your Feints are far more distracting than normal, drawing your foes’ attention and allowing you and your allies to take greater advantage. While a creature is flat-footed by your Feint, it also takes a –2 circumstance penalty to Perception checks and Reflex saves.

Deny Advantage: As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Dread Striker: You capitalize on your enemies’ fear to slip past their defenses. Any creature that has the Frightened condition is also Flat-Footed against your attacks.

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, shortsword, and unarmed attacks. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or unarmed attack, or when using any of the listed weapons, you apply the critical specialization effect for that weapon or unarmed attack.

Skirmish Strike: [1] [Flourish] Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.

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Skills
Acrobatics +15 E
Athletics +9 T
Deception +14 E
Diplomacy +14 E
Intimidation +15 E (inc’s Demon Mask)
Medicine +11 E (Assurance)
Performance +12 T
Society +8 T
Stealth +12 T
Survival +9 T
Thievery +13 T (inc’s infiltrator picks)

Underworld Lore +8 T (background)
Scouting Lore +8 T (Swords School)

Skill Feats:
Charming Liar: Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve. (granted by Background)

Intimidating Glare: You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Assurance (Medicine): Even in the worst circumstances, you can perform basic tasks. Choose a skill you’re trained in (Medicine). You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Continual Recovery: When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Bon Mot: You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC.

>> Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action.
> Success As critical success, but the penalty is –2.
<< Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.

Terrifying Resistance: The spells of those you have Demoralized are less effective on you. If you succeed in Demoralizing a creature, for the next 24 hours you gain a +1 circumstance bonus to saving throws against that creature's spells.

Group Impression: When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two four targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.

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. (Swords School level 5 bonus)

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General Feats, Ancestry Feats, and Misc Abilities

First World Magic: Your connection to the First World grants you a primal innate spell, much like those of the fey. Choose one cantrip from the primal spell list. You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

scatter scree: [2] Range: 30 ft, Area: 2 contiguous 5 foot cubes
Saving Throw: Basic Reflex DC 22, Duration: 1 minute
You evoke a jumble of rocks in the area. The scattering rocks deal bludgeoning damage equal to 3d4+4 (heightened to 3 + spellcasting ability modifier CHA) to creatures in the area, with a basic Reflex save. The ground in the area becomes difficult terrain for the duration. A creature can Interact to clear a square of this scree. If you cast this spell again, any previous scatter scree you have cast ends.
Heightened (+1) The damage increases by 1d4.

Low light vision: You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Umbral Gnome: (heritage)  Whether from a connection to dark or shadowy fey, from the underground deep gnomes also known as svirfneblin, or another source, you can see in complete darkness. You gain darkvision.

Project Persona: (Ancestry 5) Where others etch their armor to serve as a conduit for their imaginations, your vivid mind and bold personality allow you to project a more fitting persona over your lackluster armor. You change the shape and appearance of your armor to appear as ordinary or fine clothes of your imagining. The armor's statistics don't change. This effect lasts as long as you remain conscious and are wearing the armor. A creature can disbelieve the illusion by Seeking or touching your armor. The DC equals your Will DC.

Charmer background: You grew up among the northern houses of Brevoy in old Issia. Steeped in the cultural legacy of pirates and smugglers, you rely on your cleverness and charm as you make your way throughout the world. Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You're trained in the Deception skill, and the Underworld Lore skill. You gain the Charming Liar skill feat.

Ancestry Languages: Common, Gnomish, Sylvan

Home Region Language: Varisian

Toughness: (General feat) You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.

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Items: +1 dread (lesser) leather armor, +1 striking shortsword, +1 returning throwing knife, stiletto pen, Bookthief brew, backpack, bedroll, chalks (10), flint and steel, lesseer healing potion (School), rations (2 weeks), rope (50’), soap, concealable infiltrator’s thieves' tools & spare picks, waterskin, feather token (ladder), 2 wayfinders (one inscribed by Rain in Cloudy Day); healer’s tools, Demon Mask ; boots of elvenkind

Note: He wears the Demon mask perched on the brim of his jaunty hat. He does not wear it on his face in normal or social circumstances, only when he has a weapon drawn or when he clearly expects trouble. The item bonus is included above, but will not always apply.

Note: Project Persona normally hides the appearance of his armor, but like the Demon Mask he will drop the persona to reveal the Dread Armor rune in or before combat or during exploration.

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Boons

Magical Mentor: While working with less experienced Pathfinder allies, you provide key spellcasting insights that augment your colleagues’ magic. Any PCs benefiting from a Level Bump and whose levels are lower than yours can prepare one additional spell of their highest-level spell slot or cast one additional spell of their highest-level spell slot. When casting spells of a magical tradition that is the same as the tradition you use for spellcasting (Primal), the affected PC also increases the Level Bump’s modifier to spell DCs to 2.

Rugged Mentor: While working with less experienced Pathfinder allies, you provide important insights that keep your less experienced colleagues safe from harm. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to saving throws to 2.