Thramira Greathammer

Nandipha's page

195 posts. Alias of Hmm.


Gender

Female Ganzi Dwarf Amateur Hireling | +5 Skills

About Nandipha

PROFILE

Nandipha hails from the Terwa Uplands of the Mwangi Expanse. When she was born with a huge lizard tail, her people assumed that she was dragon-blooded -- a wondrous omen from a clan with deep ties to the cloud dragons. But in her teenage years, her wild chaotic ways outed that she was no dragon-kin, but instead a child of chaos, a ganzi. Feathers sprouted from her hair and tail, and her clan hinted that maybe she would be better off far from them.

So she took to the wild, becoming a hunter and meeting up with her animal companion, a dromaesaur named Carrots. Always roaming, they eventually found their way to Otari.

★ ---- ★ ---- ★ ---- ★

Bot Me!:

[dice=Athletics]1d20 +9 [/dice]
[dice=Diplomacy]1d20 +6 [/dice]
[dice=Lore (Cookery)]1d20 +6[/dice]
[dice=Nature]1d20 +10[/dice]
[dice=Occultism]1d20 +8 [/dice]
[dice=Perception (E)]1d20+12[/dice]
[dice=Stealth]1d20+7[/dice]
[dice=Survival (E)]1d20+12[/dice]

★ ---- ★ ---- ★ ---- ★

Physical Attacks

[dice=Ganzi Tail (Brawling, Sweep) + Striking Rune]1d20 +9 +1[/dice]
[dice=Bludgeoning damage] 2d6+3[/dice]

[dice=Magic +1 Dagger (Agile, Versatile S)]1d20+9+1[/dice]
[dice=Piercing / Slashing damage]1d4+3[/dice]

[dice=Clan Dagger (Agile, dwarf, parry, versatile B)]1d20 +9 [/dice]
[dice=Piercing / Bludgeoning damage] 1d4+3[/dice]

[dice=Longspear (Reach)]1d20+9[/dice]
[dice=Piercing]1d8+3[/dice]

[dice=Gauntlet (Agile, free hand)]1d20+9[/dice]
[dice=Bludgeoning damage]1d4+3[/dice]

[dice=Spiked Gauntlet (Agile, free hand)]1d20+9[/dice]
[dice=Piercing]1d4+3[/dice]

Sweep: This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.

★ ---- ★ ---- ★ ---- ★

Attack Cantrips

[dice=Electric Arc (DC 20 Reflex)]2d4+4 Electric[/dice]

[dice=Ray of Frost (120 feet)]1d20+9[/dice]
[dice=Cold Damage]2d4+4[/dice]

★ ---- ★ ---- ★ ---- ★

Bot Carrots!:

[dice=Carrots' Fort Save]1d20+9[/dice]
[dice=Carrots' Reflex Save]1d20+10[/dice]
[dice=Carrots' Will Save]1d20+8[/dice]

★ ---- ★ ---- ★ ---- ★

[dice=Carrots' Acrobatics]1d20+10[/dice]
[dice=Carrots' Athletics]1d20+9[/dice]
[dice=Carrots' Perception]1d20+10[/dice]
[dice=Carrots' Stealth]1d20+10[/dice]

★ ---- ★ ---- ★ ---- ★

[dice=Carrots’ Jaws (finesse)]1d20+10[/dice]
[dice=Piercing]2d8+3[/dice]

[dice=Carrots’ Talon (agile, finesse) attack 2]1d20+10-4[/dice]
[dice=Slashing]2d6+3 slashing[/dice]

★ ---- ★ ---- ★ ---- ★

PFS Information:

Apply to PFS Number: 820-2004

Nationality: M’beke Dwarf
Birthplace: Terwa Uplands
Age: 27
Gender & Pronouns: Female - she & her
Height: 4’7
Weight: 6 bulk
Physical Appearance: Brown skin, multi-colored feathered hair, feathered dinosaur tail

★ ---- ★ ---- ★ ---- ★

Ancestry Ganzi Dwarf
Background Hunter
Class Druid (Animal); Level: 4
Size Medium traits humanoid ganzi dwarf
alignment; CG deity Bolka (dwarven god of family, healing, passion)
Languages: dwarven, common, mwangi
____________________

SENSES
____________________

Perception: 12 (4 +4+4) [T]
Special Senses: darkvision
____________________

DEFENSES
____________________

HP 46
Random Ganzi energy resistance that applies to acid, electricity, or sonic damage.

____________________

OFFENSE
____________________

Class DC: 20 [T]

Speed: 25

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

Weapon Proficiencies
Simple: All simple [T], Unarmed attacks[T].
____________________

MAGIC
____________________

Magic Traditions

Primal:
Spell Attack Roll (Primal): +10 [T]
Spell DC (Primal): 20 [T]

Focus Points: 2/2 (maximum)

Spell Slots per Day
1st: 3
2nd: 3

Spells Known
Cantrips (cantrip level):
◈◈ Electric Arc
◈◈ Prestidigitation
◈◈ Ray of Frost
◈◈ Stabilize
◈◈ Tanglefoot (f)

1st Level:
Heal Animal (f)
◈◈ Heal
◈◈ Magic Fang - touch (2)

2nd Level:
◈◈◈ Darkness
◈◈ Flaming Sphere

____________________

SKILLS
____________________

Automatic: Athletics, Nature, Tanning Lore plus 2 more

Athletics + 9T = 3 STR + 4 Levels + 2 T
Diplomacy +6 T = 0 CHA + 4 Levels + 2 T
Lore (Tanning) +6 T = 0 INT + 4 Levels + 2 T
Nature +10 T = 4 WIS + 4 Levels + 2 T
Stealth +7 T =1 DEX + 4 Levels + 2 T
Survival +12 E = 4 WIS + 4 Levels + 4 E

HUNTER BACKGROUND You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure. Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. You're trained in the Survival skill and the Tanning Lore skill. You gain the Survey Wildlife skill feat.
____________________

ABILITY SCORES
____________________

STRONG TAIL VERSION
Ancestry Dwarf Con, Wis -Cha, Str
Background Hunter Str, Wis
Class Druid Wis
Free Str Dex Cha Wis

Ability Score Summary:

Str 16 ABF
Dex 12
Con 12 A
Int 10 F
Wis 18 ABCF
Cha 10 -AF

STR +3, DEX 1, CON +1, INT +0, WIS +4, CHA 0
____________________

FEATS:
____________________

Ancestry Feats and Abilities

Special 1st: Medium, darkvision
Heritage 1st: Ganzi (Uncommon Heritage) Your blood is touched by primal chaos. You gain the ganzi trait in addition to the traits from your ancestry. You gain resistance to a single damage type equal to half your level; at the beginning of each day, determine randomly whether this resistance applies to acid, electricity, or sonic damage. You also gain a +1 circumstance bonus to saving throws against effects that would cause you to gain the controlled condition. You can choose from ganzi feats and feats from your ancestry whenever you gain an ancestry feat.

1st: SMASHING TAIL FEAT 1
GANZI
You have a tail that serves as a potent weapon. You gain a tail unarmed attack that deals 1d6 bludgeoning damage, has the sweep trait, and is in the brawling weapon group.

Skill Feats

Background: SURVEY WILDLIFE FEAT 1
GENERAL SKILL
Prerequisites trained in Survival You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you're a master in Survival, you don't take the penalty.

2nd: COMBAT CLIMBER FEAT 1
GENERAL SKILL

Prerequisites trained in Athletics Your techniques allow you to fight as you climb. 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.

4th: EXPERIENCED TRACKER FEAT 1
GENERAL SKILL

Prerequisites trained in Survival Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you're a master in Survival, you don't take the –5 penalty. If you're legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail.

General Feats
3rd: FLEET FEAT 1
GENERAL

You move more quickly on foot. Your Speed increases by 5 feet.

Class Feats and Abilities

Feat 1st: ANIMAL COMPANION FEAT 1
DRUID
Prerequisites animal order. You gain the service of a young animal companion that travels with you on your adventures and obeys any simple commands you give it to the best of its abilities. See Animal Companions on page 214 for more information.

Feat 2nd: FAMILIAR MASTER DEDICATION FEAT 2
ARCHETYPE DEDICATION

You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar (Core Rulebook 198). If you already have a familiar, you gain the Enhanced Familiar feat (Core Rulebook 198). Special You can't select another dedication feat until you have gained two other feats from the familiar master archetype.

Feat 4th: MATURE ANIMAL COMPANION FEAT 4
DRUID

Prerequisites Animal Companion Your animal companion grows up, becoming a mature animal companion, which grants it additional capabilities. See the animal companion rules on page 214 for more information. Your animal companion is better trained than most. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn that round to Stride or Strike.

____________________

EQUIPMENT
____________________

See ITS