Seagull

Mallory the Metal Mallard's page

1 post. Organized Play character for Hmm.


Race

HP 18 / 18 | AC 17 (19 with Shield) | F + 9 R +6 W +4 | Perc +4 |

Classes/Levels

20 Speed, 15 Flight Speed | Hero Points 2/3 | Active Conditions: ---

Gender

“The Metal Mallard! The Pyrite Pirate! The Suave Swashduckler!” | 820-2016 | Female Awakened Animal

About Mallory the Metal Mallard

Yarr! 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.

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Bot Me!:

Favorite Exploration Activities
[dice=Search (Perception)]1d20+4[/dice]
[dice=Defend (Perception)]1d20+4[/dice]

Saves
[dice=Fortitude E]1d20+9[/dice]
[dice=Reflex E]1d20+6[/dice]
[dice=Will T]1d20+4[/dice]

Skills

[dice=Perception T]1d20+4[/dice]

[dice=Acrobatics T]1d20 +4[/dice]
[dice=Athletics T]1d20+5[/dice]
[dice=Deception U]1d20 +0[/dice]
[dice=Diplomacy T]1d20 +3[/dice]
[dice=Intimidate U] 1d20+0[/dice]
[dice=Lore (Sailing) T]1d20 +4[/dice]
[dice=Lore (Pathfinder) T] 1d20+4[/dice]
[dice=Nature T]1d20 +4[/dice]
[dice=Occultism T]1d20+4[/dice]
[dice=Society T]1d20+4[/dice]
[dice=Survival U]1d20 +0[/dice]
[dice=Stealth U (Noisy Armor)]1d20+1-1[/dice]

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Favorite Weapon Attacks and Macros

Ranged
◈ [dice=Ranged Propulsive Metal Blast (range 50 ft)]1d20 +7 [/dice]
[dice=Bludgeoning / Piercing / Slashing damage] 1d8+1[/dice]

◈◈ [dice=Two-Action Ranged Propulsive Metal Blast (range 50 ft)]1d20 +7[/dice]
[dice=Bludgeoning / Piercing / Slashing damage] 1d8+4+1[/dice]

Thrown
◈ [dice=Thrown Metal Blast (range 20 ft)]1d20 +7 [/dice]
[dice=Bludgeoning / Piercing / Slashing damage] 1d8+2[/dice]

◈◈ [dice=Two-Action Thrown Metal Blast (range 50 ft)]1d20 +7[/dice]
[dice=Bludgeoning / Piercing / Slashing damage] 1d8+4+2[/dice]

Melee
◈ [dice=Melee Metal Blast (reach 5 ft)]1d20 +7 [/dice]
[dice=Piercing / Slashing damage] 1d8+2[/dice]

◈◈ [dice=Two-Action Melee Metal Blast (reach 5 ft)]1d20 +7 [/dice]
[dice=Piercing / Slashing damage] 1d8+2+4[/dice]

◈ [dice=Dagger (agile, finesse)]1d20 +XX [/dice]
[dice=Piercing / Slashing damage] 1d4 + XX[/dice]

◈ [dice=Short bow (deadly d10)]1d20 +XX[/dice]
[dice=Piercing damage] 1d6[/dice]
[dice=Deadly?] 1d10[/dice]

◈ [dice=Beak (Finesse, unarmed)]1d20+5[/dice]
[dice=Piercing Damage]1d6+2[/dice]

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PFS Number: 820-2016
Faction: Grand Archive

Nationality: The Shackles
Birthplace: The Shackles
Age: Two Seasons ago
Gender & Pronouns: Female (She/Her)
Height: .5 feet
Weight: 1 bulk
Physical Appearance: She’s a tiny duck with a pirate hat

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Ancestry (Heritage) Awakened Animal (Flying)
Background Sailor
Class: Metal Kineticist
Archetype: None
Size tiny traits beast
Deity ??
Languages (including home region): common. XX, XX
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SENSES
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Perception:
Special Senses: none

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OFFENSE
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Class DC: 17 [T]

Speed: 20

Attacks: Check out 'Bot me!' spoiler at the top!

Weapon Proficiencies
Simple: All simple [T], Unarmed attacks[T].
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MAGIC
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None other than kinetic blasts.
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SKILLS
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See Botting Spoiler.

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BACKGROUND
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Sailor
You heard the call of the sea from a young age. Perhaps you signed onto a merchant’s vessel, joined the navy, or even fell in with a crew of pirates and scalawags.

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.
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ABILITY SCORES
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This is an example. Fill in your own details here.

Ancestry Awakened Animal Con, Wis, Int, -Int
Background Sailor Str, Con
qqqClass Kineticist Con
Free Str, Dex, Con, 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
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FEATS:
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Ancestry Feats and Abilities

Special 1st: Awakened Animal Ancestry (like Size, low-light vision or a beak)
Heritage 1st: Flying Animal You are an animal that can take flight for long or sustained bursts, such as an eagle, bat, bee, or flying squirrel. The awakening process has disrupted your ability to fly as freely as you once did. What used to be an automatic process is now one that you must apply some thought to until it becomes automatic once again. You can still slow your descent, so you take no damage from falling, regardless of the distance you fall. Most flying awakened animals choose the Take Flight ancestry feat at 1st level to regain a limited ability to fly. You have a land Speed of 20 feet and one animal attack of your choice (typically beak, claw, jaws, talon, or wing; see the sidebar).

1st: TAKE FLIGHT [one-action] FEAT 1
AWAKENED ANIMAL

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
You’ve learned to fight underwater. You are not off-guard while in water, and you don’t take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Level 2: Feat name
Details

General Feats
3rd: Feat Name

Class Feats and Abilities

1st: MAGNETIC PINIONS [three-actions] FEAT 1
IMPULSE KINETICIST METAL OVERFLOW PRIMAL

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
IMPULSE KINETICIST METAL PRIMAL

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.
Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it. When you use this impulse, you can also create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends. Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2.

1st: WEAPON INFUSION [free-action] FEAT 1
INFUSION KINETICIST

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

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EQUIPMENT
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See ITS