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Marigold Longfoot's page

436 posts. Organized Play character for Mitch.


Full Name

Marigold Longfoot

Race

HP 80 | AC 26/27/28 | F +11 R +18 W +14 | Perc +16 | Stealth +16 |

Classes/Levels

speed 30 | Hero 1/1| Active Conditions: ---

Gender

Female Gnome

Size

Small

Age

18

Alignment

CG

Deity

Calistria

Languages

Common, Gnome, Sylvan

Strength 12
Dexterity 19
Constitution 12
Intelligence 10
Wisdom 14
Charisma 18

About Marigold Longfoot

Female Gnome (Fey-Touched)
Rogue/Eldritch Archer 8
Background: Pilgrim (Calistria)
CG
School: Swords
Faction: Envoy’s Alliance

Str 10-2+2=12
Dex 10+2+2+2+2=19
Con 10+2=12
Int 10
Wis 10+2=14
Cha 10+2+2+2=18

SNEAK ATTACK: 2d6, MAGICAL TRICKSTER, CRIT SPEC’N

HP: 8+8+1+9+9+9=80 / 80
AC: 10+4+1+7+1=26/27/28 (Nimble Dodge/buckler)
Shortbow: +17, 2d6+2P, 60’, deadly d10
Shortsword: +17, 2d6+6P/S, agile, finesse
Dagger: +16, 1d4+6P/S, agile, finesse, thrown 10’
Produce Flame: +14, 30’, 4d4+4F, double damage & 4d4 persistent on crit
Frostbite: 120’, 5d4C, Ref save, double damage & -10 Speed for 1 round on crit
Acid Splash: 30’, 3d6+4A, +1 splash, +3 persistent on crit
Tanglefoot: +14, 30’, -10 Speed for 2 rds, + immobilized on crit
Telekinetic Projectile: +14, 4d6+4P/S/B
Sap: +13, 1d6+1B, agile, nonlethal

Size: Small
Speed: 25’/30’ (Quick Climb, Boots)
Languages: Common, Gnomish, Sylvan
Low-light vision

Acrobatics E +16 (Cat Fall)
Athletics M +15 (Combat Climber, Quick Climb, Boots)
Deception T +14
Diplomacy E +16 (Bon Mot)
Lore (Calistria) T +10
Medicine E +14 (Battle Medicine, Continual Recovery)
Perception M +16 (Pilgrim’s Token)
Performance T +14
Religion T +12
Society T +10
Stealth E +16 (Pilgrim’s Token)
Thievery E +16 (Subtle Theft)

Fort T +11
Ref M +18 (Evasion)
Will E +14

Unarmed T
Simple weapons E
rapier, sap, shortbow, and shortsword E

Unarmored T
Light armor T

Rogue class DC T 24
Spell attack rolls (Primal) T +14
Spell DC (Primal) T 24

Heritage: Fey-touched Gnome
You gain the fey trait, in addition to the gnome and humanoid traits. Choose one cantrip from the primal spell list (page 314). 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. You can change this cantrip to a different one from the same list once per day by meditating to realign yourself with the First World; this is a 10-minute activity that has the concentrate trait.

Ancestry Feat: 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 (page 314). 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.

Background Feat: Pilgrim’s Token
You carry a small token of protection from a site holy to your faith, or you touched your religious symbol to a relic or altar at such a site. So long as this token is in your possession, when you tie an adversary’s initiative roll, you go first.
If you select this feat at 1st level, you receive your pilgrim’s token for free. Alternately, if you have a religious symbol, it is already attuned, as described above.

Racket: Thief
When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

Sneak Attack: 2d6
If you Strike a creature that has the flat-footed condition (page 620) 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
On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Class Feat: Nimble Dodge [reaction]
Trigger: A creature targets you with an attack and you can see the attacker.
Requirements: You are not encumbered.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Skill Feat: Hefty Hauler
+2 Bulk limit

Class Feat: MINOR MAGIC
You’ve dabbled in a variety of tricks, gaining minor magical abilities from a particular tradition. Choose *arcane, divine, occult, or primal magic, and gain two cantrips from the common cantrips available to that tradition.

Skill Feat: Cat Fall
Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Deny Advantage
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.

General Feat: Prescient Planner
Cost: the Price of the chosen item
Requirements: You haven’t used this ability since the last time you were able to purchase goods.
You take 1 minute to remove your backpack, then carefully remove an item you hadn’t previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear (from the table on page 288 of the Core Rulebook or other sources of adventuring gear), and can’t be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn’t have made you encumbered.

Skill Feat: Subtle Theft
When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.

Class Feat: Magical Trickster
When you succeed at a spell attack roll against a flat-footed foe’s AC and the spell deals damage, you can add your sneak attack damage to the damage roll. If your single spell leads to multiple separate damage rolls, apply your sneak attack damage only once per target.

Skill Feat: Combat Climber
You’re not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

Ancestry Feat: Project Persona [one-action]
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.

Skill Feat: Battle Medicine [one-action]
You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Weapon Tricks
You gain expert proficiency in simple weapons, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you’re wielding.

Eldritch Archer Dedication
If you don’t already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice [ARCANE]. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. This cantrip must require a spell attack roll. You’re trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma.
If you already cast spells from spell slots, you learn one additional cantrip from that tradition. If you’re a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you’re a spontaneous caster, you add this cantrip to your spell repertoire.
You also gain Eldritch Shot.

Eldritch Shot [three-actions] Requirements You are wielding a bow;
Effect: You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you’re wielding. Make a Strike with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed both attacks.
Special: You can’t select another dedication feat until you have gained two other feats from the eldritch archer archetype.

Skill Feat: Bon Mot [1-action]
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.

Evasion
You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

General Feat: Prescient Consumable
You can predict which consumables you might need in advance. When using Prescient Planner, you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn’t have made you encumbered.

Skill Feat: Quick Climb
When Climbing, you move 5 more feet on a success and 10 more feet on a critical success, to a maximum of your Speed. If you’re legendary in Athletics, you gain a climb Speed equal to your Speed.

Vigilant Senses
You’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.

Weapon Specialization
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 damage if you’re a master, and 4 damage if you’re legendary.

Class feat: Magic Ammunition
When you select this feat, choose three types of common magical ammunition of 4th level or lower from GM Core (pages 255- 256) or this book (pages 301-302). Your GM might allow you to choose from other types of magical ammunition of an appropriate level, such as uncommon ammunition, or ammunition from other books. You gain the Transform Ammunition action.
Transform Ammunition [free-action] (magical)
Frequency: once per round
Effect: You transform a non-magical arrow or bolt on your person into a piece of magical ammunition of one type you chose for the Magic Ammunition feat. You must shoot the ammunition before the end of your turn or the magic dissipates. If the ammunition has an Activate entry, you still need to spend the required actions to activate the ammunition before shooting it. You can choose a type of magical ammunition that is typically not available to the type of ammunition you’re using—for example, you can use climbing bolt on an arrow, even though that magical ammunition is normally only found on bolts.

Skill Feat: Continual Recovery
You zealously monitor a patient’s progress to administer treatment faster. 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.

Magic Ammunition:

BEACON SHOT
Activate [one-action] Interact
The shaft of a beacon shot is studded with tiny flecks of glimmering gemstones. When an activated beacon shot hits a target, it embeds itself into that target and spews sparks for 1 minute. If the target is invisible, it becomes merely hidden to creatures who would otherwise be unable to see it. The sparks also negate the concealed condition if the target was otherwise concealed.
A creature can remove the arrow or bolt by using an Interact basic action and succeeding at a DC 20 Athletics check.

CLIMBING BOLT
The shaft of this bolt is wrapped with fine twine. When the bolt strikes a solid surface, the twine unwinds and enlarges into a 50-foot-long rope, securely fastened to the surface the bolt struck. The rope can be pulled free with an Interact action and a successful DC 20 Athletics check.

SHINING AMMUNITION
Shining ammunition gives off a faint glow. When shot, it sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 10 minutes. If it hits a target, it sticks, causing the target to shed light in the same radius. A creature can remove the ammunition with an Interact action, but the ammunition itself continues to glow for the rest of the duration or until destroyed.

Cantrips:

Produce Flame
Cast [two‑actions] somatic, verbal
Range 30 feet; Targets 1 creature
A small ball of flame appears in the palm of your hand, and you lash out with it either in melee or at range. Make a spell attack roll against your target’s AC. This is normally a ranged attack, but you can also make a melee attack against a creature in your unarmed reach.
On a success, you deal 1d4 fire damage plus your spellcasting ability modifier.
On a critical success, the target takes double damage and 1d4 persistent fire damage.
Heightened (+1) Increase the damage by 1d4 and the persistent damage on a critical hit by 1d4.

Ray of Frost
Cast [two‑actions] somatic, verbal
Range 120 feet; Targets 1 creature
You blast an icy ray. Make a spell attack roll. The ray deals cold damage equal to 1d4 + your spellcasting ability modifier.
Critical Success The target takes double damage and takes a -10-foot status penalty to its Speeds for 1 round.
Success The target takes normal damage.
Heightened (+1) The damage increases by 1d4.

ACID SPLASH
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature or object
You splash a glob of acid that splatters creatures and objects alike. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.
Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2.

Tanglefoot
Cast [two-actions] somatic, verbal
Range 30 feet; Targets 1 creature
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.
Critical Success: The target gains the immobilized condition
and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success: The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Failure: The target is unaffected.
Heightened (2nd) The effects last for 2 rounds.

Telekinetic Projectile
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets: 1 creature
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a spell attack roll against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success: You deal double damage.
Success: You deal full damage.
Heightened (+1): The damage increases by 1d6.

Equipment: 15 gp PRESCIENT PLANNER, PRESCIENT CONSUMABLE
Shortbow 3g, B, 60’, 1d6P, Deadly d10
10 arrows 1s, L
Leather armor 2g, B, +1 AC, Cap +4
Adventurer’s pack 7s, 1.4B
backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 1 week rations, soap, and a waterskin.
Healer’s tools 5g, B
This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. Expanded healer’s tools provide a +1 item bonus to such checks. When you carry the tools from place to place, you keep many of the components handy on your person, in pockets or bandoliers.
Shortsword 9s, L
Sap 1s, L
Dagger 2s, L
Crowbar 5s, L
Thieves’ tools 3g, L/ 15g, 5B/7B
+1 armor rune 160gp
+1 striking weapon, 100gp, p599
+1 striking weapon, 100gp (short sword)
Buckler 1gp, L, 3/6

Boots of Bounding 340gp
These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.

Bag of Holding, Level 1 (25B) 75gp