Meyanda

Locus 22's page

17 posts. Organized Play character for Nomadical.


Race

HP 22 / 22 | AC 17 (18 with shield|) F +5 R +7 W +8 | Perc +6 (Darkvision & Low-light vision at 4x distance)

Classes/Levels

Default Exploration = Detect Magic | Focus Pool: 1 / 2 | Active conditions: shield

Gender

Female Android Witch 2 {Psychic 0}

Languages

Common, Androffan, Draconic, Dwarven, Undercommon, Utopian, Regional: Osiriani, Tien, Vudran, Kellish, Mwangi, Garundi

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 14
Charisma 8

About Locus 22

Female Android (polyglot) Mosquito Witch 2 {Psychic 0}
LN, Medium, Android, Humanoid
Perception +6 (T); Low-light vision, Darkvision (both 4x normal distance); -1 to Perc checks to Sense Motive
Initiative: Perception +6
Default Exploration Mode = Detect Magic

Str 10 (+0), Dex 16 (+3), Con 12 (+1), Int 18 (+4), Wis 14 (+2), Cha 8 (-1)
Languages: Common, Androffan, Draconic, Dwarven, Undercommon, Utopian, Regional: Osiriani, Tien, Vudran, Kellish, Mwangi, Garundi

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Defense

AC 17 (18 with shield spell
Fort +5 T
Ref +7 T
Will +8 E

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

HP 22

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Offense
Speed: 25

Melee ◆ dagger +7 (agile, finesse, Versatile S, thrown 10) 1d4 P

Ranged Spell Attack: +8

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. 

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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.

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), Tattoo transformation

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.

Spells
Focus Pool Max = 2
Primal & Occult DC 18

Cantrips
Detect Magic ◆◆
Disrupt Undead ◆◆
Electric Arc ◆◆
Puff of Poison ◆◆
Stabilize◆◆
Shield ◆ Note: The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10.

Focus Cantrips
Buzzing Bites ◆
Daze ◆◆

Spells
Fear ◆◆
Heal ◆ - ◆◆◆
Pummeling Rubble ◆◆

Focus Spells
Phase Familiar ↺

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Skills
Acrobatics +7 T
Arcana +8 T
Athletics +0 U
Crafting +8 T
Medicine +6 T
Nature +6 T
Occultism +8 T
Society +8 T
Stealth +7 T
Survival +6 T
Thievery +7 T

Pathfinder Lore +8 T (School)
Scribing Lore +8 T (Background)

Skill Feats:

Streetwise: You know about life on the streets and feel the pulse of your local settlement. 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.

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

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.

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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.

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.

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. Whether you set out to make your own fortune or are drawn to decipher the strangest codes, your linguistic training will guide your discoveries. 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

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

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Items:

Feather token (ladder), Eye Slash Tattoo, Wayfiner from Rain in Cloudy Day, Dusty Rose ioun slotted in wayfinder, Healer’s tools, backpack and basic witch’s kit, scroll of heal