Meyanda

Locus 22's page

18 posts. Organized Play character for Nomadical.


Race

HP 56 / 56 | AC 23 (24 with shield| F +12 R +12 W +13 | Perc +12 (Darkvision & Low-light vision at 4x distance); Init +13

Classes/Levels

Default Exploration = Detect Magic | Focus Pool: 3 / 3 | Active conditions: none

Gender

Female Android Witch 6 {Psychic 0}

Languages

Common, Androffan, Draconic, Dwarven, Garundi, Kellish, Mwangi, Osirian, Tien, Undercommon, Utopian, Varisian, Vudrani

Strength 0
Dexterity 4
Constitution 2
Intelligence 4
Wisdom 3
Charisma -1

About Locus 22

Female Android (polyglot) Mosquito Witch 6 {Psychic 0}
Medium, Android, Humanoid

Perception +12 (T); Low-light vision, Darkvision (both 4x normal distance); -1 to Perc checks to Sense Motive; darkvision sees blood in color

Initiative: Perception +14

Default Exploration Mode = Detect Magic

Str +0, Dex +4, Con +2, Int +4 (& partial), Wis +3, Cha -1
Languages: Common, Androffan, Draconic, Dwarven, Garundi, Kellish, Mwangi, Osiriani, Tien, Undercommon, Utopian, Varisian, Vudrani

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Defense

AC 23 (24 with shield)
Fort +12 (E)
Ref +12 (T)
Will +13 (E)

Constructed: +1 circumstance bonus to saving throws against diseases, poisons, and radiation.

HP 56

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Offense
Speed: 25

Melee ◆ dagger +12 (agile, finesse, Versatile S, thrown 10) 1d4 P
Melee ◆ Stiletto Pen +12 (agile, concealable, finesse, thrown 10, Uncommon) 1d4 P

Spell Attack: +12

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Class Features and Class Feats

Patron (Mosquito Witch): Few in Shimmerford or elsewhere would be foolish enough to attempt to draw the Mosquito Witch's attention, but whether you're one of those foolish few or simply someone who attracted the Mosquito Witch's attention unwittingly or unwillingly, she grants you powers over insects and other arthropods. Spell List: primal. Patron Skill: Nature. Hex Cantrip: buzzing bites. Granted Spell: pest form. Familiar of Ongoing Misery ability.

Hexes and Focus Pool: Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up.
Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.

Hex Cantrips: Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.

Familiar (“Toop”): Flier (fly speed 25), Speech (Common), Familiar Focus, Spell Delivery
HP 30; AC 23; F +12, R +12, W +13, Perception +10, Low Light Vision
Familiar of Ongoing Misery: When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as “1 round” or “until the end of your next turn”) and doesn't prevent conditions from being removed by other means.

Psychic Dedication You feel something awaken within your mind. You become trained in Occultism; if you were already trained in Occultism, you become trained in a skill of your choice. You cast spells like a psychic and gain the Cast a Spell activity; as you don't have a subconscious mind, your thought components are simple intentions. Choose a conscious mind (The Silent Whisper). You gain a spell repertoire with one standard psi cantrip of your choice (Daze) from your conscious mind, which you cast as a psi cantrip. You gain the normal benefits and the amp for this psi cantrip, but not any other benefits from the conscious mind. If you don't have one, you gain a focus pool of 1 Focus Point, which you can use to amp your psi cantrips, and you can Refocus by meditating on your new powers. If you already have a focus pool, increase the number of points in your pool by 1. You're trained in occult spell attack rolls and occult spell DCs. Your key spellcasting ability for psychic archetype spells is the ability you used to qualify for the archetype, and they are occult psychic spells.
Special: You can't select another dedication feat until you have gained two other feats from the psychic archetype.

Archetype Conscious Mind (The Silent Whisper): {Intelligence} Every mind murmurs constantly, and the static from those nearby reverberates in your head like wind through leaves. What better focus for your magic then, than the very thoughts of those around you? Your versatile telepathic abilities let you soothe and communicate with your allies or control your enemies.

Psi Cantrip: Daze
You can daze from a great distance. The range increases to 120 feet. Your daze also gains the following amp.
Amp: Your spell cracks the target's mental defenses, leaving it susceptible to further psychic attack. The spell's damage changes to 1d10. If the target fails its Will save, until the end of its next turn, it gains weakness 1 to mental damage and takes a –1 status penalty to Will saves. On a critical failure, the weakness is 3 (in addition to the target being stunned 1). The weakness applies before daze deals damage.
Amp Heightened (+2): The spell's damage increases by 2d10, and the weakness on a failure or critical failure increases by 1.

Basic Psychic Spellcasting You gain the basic spellcasting benefits. When you gain a spell slot of a new level from the psychic archetype, add a spell of the appropriate spell level to your repertoire: a common occult spell, one of the granted spells from your conscious mind, or another spell you've learned or discovered. You gain a 1st-rank spell slot. At 6th level, you gain a 2nd-rank spell slot, and if you have a spell repertoire, you can select one spell from your repertoire as a signature spell. At 8th level, you gain a 3rd-rank spell slot.

Lesson of Decay: (Greater) All living things eventually decay, feeding fungus and insects. You gain the mycological malady hex, and your familiar learns insect form.

Spells
Focus Pool Max = 3
Primal & Occult DC 22, Spell Attack +12

Prepared

Cantrips
Detect Magic , guidance, needle darts, Stabilize , vitality lash
Shield via ioun stone Note: The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10.

Focus Cantrips
Buzzing Bites
Daze Note: Range is upped to 120 feet always. Amp available, see above.

Witch Spells
Rank 1: Fear, heal
Rank 2: Dispel Magic, Loose Time’s Arrow, Revealing Light
Rank 3: 2@ Haste, slow

Psychic Spells
Phantom Pain {signature}, Invisibility

Focus Spells
Phase Familiar ↺
Mycological malady

Accursed Staff Spells
4 charges = 3 base charges + 1 sacrificed level 1 slot
Rank 1: bane, ill omen
Rank 2: blood vendetta ↺, warrior’s regret

While wielding an accursed staff, you're empowered by the curses you inflict. If an enemy fails a saving throw against a spell you cast that has the curse trait, you gain temporary Hit Points equal to double that spell's level. These temporary Hit Points last 10 minutes. The enemy must be a significant threat and can't have been a willing subject of the curse.

Scrolls: (1 copy each unless noted otherwise)
Rank 1 > Foraging Friends, Helpful Steps
Rank 2 > 2@ Befitting Attire, Object Reading, See the Unseen, 2@ Translate

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Skills
Acrobatics +14 E
Arcana +12 T
Athletics +0 U
Crafting +12 T
Deception -1 U
Diplomacy +10 U (Expert Hireling)
Intimidation -1 U
Medicine +11 T
Nature +11 T
Occultism +12 T
Performance -1 U
Religion +3 U
Society +14 E
Stealth +12 T
Survival +11 T
Thievery +12 T

Pathfinder Society Lore +12 T
Scribing Lore +12 T (Background)
Accounting Lore +10 (Expert Hireling)
Legal Lore +10 (Expert Hireling)

Skill Feats:

Acrobatic Performer: You can roll an Acrobatics check instead of a Performance check when using the Perform action.

Cat Fall: Your catlike aerial acrobatics allow you to cushion your falls. If you’re an expert in Acrobatics, treat falls as 25 feet shorter.

Dubious Knowledge: (granted by Mosquito Witch charity boon) You're a treasure trove of information, but not all of it comes from reputable sources. When you fail (but don't critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don't have any way to differentiate which is which. This can occur as knowing something is significant, but not whether it’s good or bad.

Multilingual: You easily pick up new languages. You learn two three new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
Special: You can select this feat multiple times. Each time, you learn additional languages.
Note: Adjustment to number of languages due to Polyglot android heritage

Streetwise: You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

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General Feats, Ancestry Feats, and Misc Abilities

Emotionally Unaware: You find it difficult to understand and express complex emotions. You take a –1 circumstance penalty to Diplomacy and Performance checks, and on Perception checks to Sense Motive.

Constructed (Android): Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation.

Expert Hireling: Minzy Sesovenzer is her agent for getting work as a Scribe and Translator. Diplomacy, Accounting and Legal Lore +10; has Group Impression for using Diplomacy versus up to 10 targets.

Incredible Initiative: You gain a +2 circumstance bonus to initiative rolls.

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.

Nightvision Adaptation: (Ancestry feat) The nanites in your ocular processors have adapted to darkness, enhancing your ability to see in the dark. You gain darkvision.

Nanite Surge: ↺ Trigger: You attempt a skill check requiring three actions or fewer. Frequency: Once per hour. You gain a +2 status bonus to the triggering skill check. In addition, your circuitry glows, lighting a 10-foot emanation with dim light for 1 round.

Polyglot Android (heritage)  You were preprogrammed with a multitude of linguistic proficiencies, likely to act as a translator. You learn two new languages, chosen from common languages and any uncommon languages you have access to. These languages take the same form (signed or spoken) as your other languages. If you select the Multilingual feat, you learn three new languages instead of two.

Translator background: In your youth You were programmed to transcribe books and translate scrolls to preserve knowledge. You're trained in the Society skill and the Scribing Lore skill. You gain the Multilingual skill feat.

Languages:
Ancestry: Common, Adroffan, Draconic, Dwarven, Undercommon, Utopian
Granted: Regional Osiriani
Polyglot Heritage: Mwangi, Garundi
Multilingual*: Tien, Vudran, Kellish
Varisian Emblem Tattoo: Varisian

*Polyglot Heritage grants 3 languages each time the Multilingual skill feat is taken

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Items:

Eye Slash Tattoo (greater), Wayfiner from Rain in Cloudy Day, Dusty Rose ioun slotted in wayfinder, Healer’s tools, backpack and basic witch’s kit, pearly white ioun stone, reading glyph tattoo, stiletto pen, bookthief brew and mirror, bewitching bloom tattoo (cherry blossom), Varisian emblem tattoo (Carnasia), armor potency rune, Cold iron and silver chunks, Accursed Staff

Boons:
Magical Mentor: 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 and Occult), the affected PC also increases the Level Bump’s modifier to spell DCs to 2.
Normal: A Level Bump increases a PC’s spell DCs by 1, and it does not grant any additional spells prepared or spell slots.

Esoteric Wayfinder: You can activate this ability as a free action once per adventure before you Recall Knowledge. If you roll a critical failure on the Recall Knowledge check, you instead get a failure.

Heroic Recall: You can Recall Knowledge as a free action, rolling the skill check twice and using the better result. This is a fortune effect. (Likely a misprint as there’s no limitation. Somehow related to spending a Hero Point?)

Steady Hand: [free-action] (fortune) Once per adventure. Roll twice and take the higher result on a Thievery check. You can only activate this ability before rolling the check.

Also Mosquito Witch (charity) and Android (ACP)