Marigold Longfoot's page

293 posts. Organized Play character for Mitch.

Full Name

Marigold Longfoot


HP 53 / 53 | AC 23 (25) | F +8 R +13 W +11 | Perc +11 | Stealth +13 |


speed 25| Hero 1/1| Active Conditions: ---


Female Gnome










Common, Gnome, Sylvan

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

About Marigold Longfoot

Female Gnome (Fey-Touched)
Rogue 5
Background: Pilgrim (Calistria)
School: Swords
Faction: Envoy’s Alliance
XP: 51
Hero Points: 1

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


HP: 8+8+1+9+9+9=53
AC: 10+4+1+7+1=23 (Nimble Dodge)
Shortbow: +14, 1d6P, 60’, deadly d10
Shortsword: +13, 1d6+4P/S, agile, finesse
Dagger: +13, 1d4+4P/S, agile, finesse, thrown 10’
Produce Flame: +11, 30’, 3d4+4F, double damage & 3d4 persistent on crit
Ray of Frost: +11, 120’, 3d4+4C, double damage & -10 Speed for 1 round on crit
Acid Splash: +11, 30’, 2d6+4A, +1 splash, +2 persistent on crit
Tanglefoot: +11, 30’, -10 Speed for 2 rds, + immobilized on crit
Sap: +10, 1d6B, agile, nonlethal

Size: Small
Speed: 25’
Languages: Common, Gnomish, Sylvan
Low-light vision

Acrobatics T +11 (Cat Fall)
Athletics E +10 (Combat Climber)
Deception T +11
Diplomacy T +11
Lore (Calistria) T +7
Medicine E +11 (Battle Medicine)
Perception E +11 (Pilgrim’s Token)
Performance T +11
Religion T +9
Society T +7
Stealth E +13 (Pilgrim’s Token)
Thievery E +13 (Subtle Theft)

Fort T +8
Ref E +13
Will E +11

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

Unarmored T
Light armor T

Rogue class DC T 21
Spell attack rolls (Primal) T +11
Spell DC (Primal) T 21

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.

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

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
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.

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.

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 (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2.

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.

Equipment: 15 gp
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 weapon rune 35gp

You see a female gnome with a red rat’s nest of hair. She wears leather armor, which is festooned with all sorts of tools and weapons.

Marigold was always a troublemaker, or so the elders said. She was creative, and easily bored, which led to her breaking rules that she thought were silly. Eventually, she heard about Calistria, and thought a goddess of trickery and revenge was right up her alley. She set out to learn more about her, and learned more about herself in the process. She found her calling: bringing justice to evil b~!!*#!!s. The Pathfinder Society seemed to align with her interests (for the most part), so she signed on, eager to take on her next adventure.