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About Mallory the Metal MallardYarr! Mallory is a former pirate from the Shackles, who decided that the life of a buccaneer is not all that it is quacked up to be. She’s joined the Pathfinder Society in search of proper adventure. ★ ---- ★ ---- ★ ---- ★ Bot Me!:
Favorite Exploration Activities
Saves
Skills [dice=Perception T]1d20+4[/dice] [dice=Acrobatics T]1d20 +4[/dice]
★ ---- ★ ---- ★ ---- ★ Favorite Weapon Attacks and Macros Ranged
◈◈ [dice=Two-Action Ranged Propulsive Metal Blast (range 50 ft)]1d20 +7[/dice]
Thrown
◈◈ [dice=Two-Action Thrown Metal Blast (range 50 ft)]1d20 +7[/dice]
Melee
◈◈ [dice=Two-Action Melee Metal Blast (reach 5 ft)]1d20 +7 [/dice]
◈ [dice=Dagger (agile, finesse)]1d20 +XX [/dice]
◈ [dice=Short bow (deadly d10)]1d20 +XX[/dice]
◈ [dice=Beak (Finesse, unarmed)]1d20+5[/dice]
★ ---- ★ ---- ★ ---- ★ PFS Number: 820-2016
Nationality: The Shackles
★ ---- ★ ---- ★ ---- ★ Ancestry (Heritage) Awakened Animal (Flying)
SENSES
Perception:
____________________ OFFENSE
Class DC: 17 [T] Speed: 20 Attacks: Check out 'Bot me!' spoiler at the top! Weapon Proficiencies
MAGIC
None other than kinetic blasts.
SKILLS
See Botting Spoiler. ____________________ BACKGROUND
Sailor
Choose two attribute boosts. One must be to Strength or Dexterity, and one is a free attribute boost. You're trained in the Athletics skill, and the Sailing Lore skill. You gain the Underwater Marauder skill feat.
ABILITY SCORES
This is an example. Fill in your own details here. Ancestry Awakened Animal Con, Wis, Int, -Int
Ability Score Summary:
Str 14 BF Dex 12 F Con 18 ABCF Int 12 -A,A,F Wis 12 A Cha 10 STR +2, DEX +1, CON +4, INT +1, WIS +1, CHA +0
FEATS:
Ancestry Feats and Abilities Special 1st: Awakened Animal Ancestry (like Size, low-light vision or a beak)
1st: TAKE FLIGHT [one-action] FEAT 1
Prerequisites flying animal heritage Frequency once per round Though it's not fully effective, much of your ability to fly has stayed with you. You Fly. If you don't normally have a fly Speed, you gain a fly Speed of 15 feet for this movement. If you aren't on solid ground at the end of this movement, you fall. 5th: Feat Name Skill Feats Background: Underwater Marauder
Level 2: Feat name
General Feats
Class Feats and Abilities 1st: MAGNETIC PINIONS [three-actions] FEAT 1
Small pieces of metal fly from you, propelled with magnetism at great velocity. Make ranged impulse attack rolls against up to three creatures within 60 feet of you; you gain a +1 circumstance bonus to your attack roll against any target wearing metal armor or made of metal. All three attacks count toward your multiple attack penalty, but it doesn't increase until after all the attacks. The metal pieces deal 1d4 bludgeoning damage and 1d4 piercing damage on a hit (or double damage on a critical hit). Level (+2) Each type of damage increases by 1d4. 1st: METAL CARAPACE [one-action] FEAT 1
Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength 14; Bulk 2; Group plate; Armor Traits noisy.
1st: WEAPON INFUSION [free-action] FEAT 1
With a signature flair, you shape blasts of elemental power into the form of a weapon, such as a sword made of whirling wind or a bow that shoots flames. If your next action is an Elemental Blast, choose a weapon shape for it to take. You can choose to change the blast's damage type to bludgeoning, piercing, or slashing—whichever suits the weapon shape—and you can choose other alterations depending on whether you make a melee or ranged blast. Melee Add one of the following traits of your choice: agile, backswing, forceful, reach, sweep. Ranged Choose one of three options: range increment 100 feet and the volley 30 feet trait, range increment 50 feet and the propulsive trait, or range increment 20 feet and the thrown trait. 2nd: Feat Name or Dedication ____________________ EQUIPMENT
See ITS |