Doc Imogene

Not-Trixie's page

392 posts. Organized Play character for Hawthwile.


Race

| HP 58/58 | AC *20 T 15 FF *15 | CMB +2, CMD 17 | F: +9, R: +16, W: +13 | Init: +8 | Perc: +24, SM: +27, Low Light Vision, *Darkvision 60 ft

Classes/Levels

| Speed 30 ft, Fly 40 ft | Spells: 1st 4/6 2nd 5/6 3rd 3/5 4th 3/4 5th 1/3 | Reservoir 5/9 | Active conditions: Darkvision, Overland Flight, Shield

Gender

F CG Kitsune Wizard 7, Rogue 1, Trickster 3

About Not-Trixie

If we put our heads together, there’s no problem in the world we can’t solve!

PFS # 264524-19
Experience 30
Faction Sovereign Court
Wealth 25 GP, 28 PP 51 Fame

Female Kitsune Exploiter Wizard 7, Kitsune Trickster Unchained Rogue 1, Arcane Trickster 3
CG Medium Humanoid (kitsune, shapeshifter)
Init +8; Senses Perception +20, Sense Motive +22, Low-Light Vision
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DEFENCE
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AC 16, touch 15, flat-footed 11 (+1 armor, +5 dex)
hp 58
Fort +9, Ref +16, Will +13
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OFFENSE
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Speed 30 ft.

Melee Masterwork Dagger +10 (d4-2)

Ranged Ranged Touch +9

Special Sneak Attack +3d6
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STATISTICS
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Str 6, Dex 20, Con 12, Int 27, Wis 12, Cha 10
Base Atk +4; CMB +2; CMD 17
Traits Magical Lineage (Battering Blast), Reactionary
Feats Accomplished Sneak Attacker, Empower Spell, Extra Exploit (Familiar), Extra Reservoir, Heighten Spell, Improved Familiar, Preferred Spell (Battering Blast), Spell Focus (evocation)
Skills (126 points; 30 class, 50 INT, 10 racial, 7 FCB, 29 item)
ACP -0
(1) *Acrobatics +9
(1) Appraise +12
(1) Bluff +15
(1) *Climb +2
(11) Diplomacy +27
(11) *Disable Device +25
(1) Disguise +15
(4) *Escape Artist +18
(11) *Fly +19
(1) Intimidate +4
(11) Knowledge (arcana) +22
(1) Knowledge (dungeoneering) +12
(1) Knowledge (engineering) +12
(1) Knowledge (geography) +12
(1) Knowledge (history) +12
(1) Knowledge (local) +12
(1) Knowledge (nature) +12
(1) Knowledge (nobility) +12
(1) Knowledge (planes) +12
(1) Knowledge (religion) +12
(11) Linguistics +22
(11) Perception +24
(0) Perform +3
(11) Sense Motive +27
(10) *Sleight of Hand +18
(11) Spellcraft +22
(10) *Stealth +18
(0) Survival +1 (+3 to avoid getting lost)
(1) *Swim +2
(11) Use Magic Device +17
*ACP applies to these skills

Non-Standard Skill Bonuses
+INT mod (8) to Bluff, Diplomacy, Disguise, and Sense Motive
+6 Escape Artist (item)
+5 Perception (item)
+4 Disable Device (item)
+4 Perception, Sense Motive (familiar)
+3 Bluff, Diplomacy, Disguise, Intimidate, Perform, Use Magic Device (item)
+2 Diplomacy (boon)
+2 Disable Device (item)
+2 Survival to avoid getting lost (item)

Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common (Taldane), Draconic, Elven, Gnome, Halit, Ignan, Infernal, Ancient Osirioni, Sylan, Terran, Ancient Thassalonian, Tian, Undercommon

Special Abilities:
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SPECIAL ABILITIES
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Change Shape: A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.

Keen Kitsune: Although amiable, kitsune are notoriously clever and cunning, often far more than they seem. Such characters gain a +2 bonus to Dexterity and Intelligence instead of Dexterity and Charisma. This racial trait alters the kitsune’s ability score modifiers.

Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

Natural Weapons: In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Skilled: Some kitsune focus on diversifying their skill set in order to better blend in with their human peers. They gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. This racial trait replaces agile and kitsune magic.

Magical Lineage (Battering Blast): Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Reactionary: You gain a +2 trait bonus on initiative checks.

Arcane Reservoir: At 1st level, the exploiter wizard gains the arcanist’s arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level. This ability replaces arcane bond.

An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Exploiter Exploit: At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits. This ability replaces arcane school.

Spell Focus: At 1st level, a wizard gains Spell Focus as a bonus feat.

Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat.

Kitsune Guile: At 1st level, a trickster relies on her intellect as much as her personality. She adds her Intelligence modifier on Bluff, Diplomacy, Disguise, and Sense Motive checks. This ability replaces trapfinding.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Ranged Legerdemain: An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Impromptu Sneak Attack: Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

At 7th level, an arcane trickster can use this ability twice per day.

Exploits:
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EXPLOITS
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Familiar: An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar’s statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other).

Potent Magic: Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.

Quick Study: The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Spells:
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SPELLS
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Cantrips (4/day)
(*) Acid Splash
(*) Detect Magic
(*) Mage Hand
(*) Message

1st (6/day)
( ) Alarm
( ) Burning Hands Reflex 20
( ) Charm Person Will 19
( ) Chill Touch Fortitude/Will 19
( ) Crafter’s Fortune (Will 19)
( ) Dancing Darkness
( ) Darting Duplicate Will 19
( ) Detect Secret Doors
( ) Disguise Self Will 19
( ) Ear-Piercing Scream Fortitude 20
( ) Endure Elements
(1) Enlarge Person (Fortitude 19)
( ) Feather Fall (Will 19)
(1) Grease Reflex 19
(1) Heightened Awareness
( ) Liberating Command
(1) Magic Missile
(1) Protection from Evil (Will 19)
( ) Ray of Enfeeblement Fortitude 19
( ) Reduce Person (Fortitude 19)
( ) Shadow Weapon Will 19
(1) Shield
( ) Silent Image Will 19
( ) Shocking Grasp
( ) Snowball
( ) Touch of the Sea (Fortitude 19)
( ) True Strike
( ) Vanish
( ) Vocal Alteration Fortitude 19

2nd (6/day)
(1) Aram Zey’s Focus
( ) Arcane Lock
( ) Burst of Radiance Reflex 21
( ) Communal Protection from Evil (Will 20)
( ) Darkness
(1) Darkvision
( ) Disguise Self Will 20
( ) False Life
(2) Glitterdust Will 20
( ) Invisibility (Will 20)
( ) Knock
( ) Lipstitch Fortitude 20
( ) Minor Image Will 20
(1) Scorching Ray
(1) See Invisibility
( ) Spider Climb
( ) Twilight Haze
( ) Umbral Weapon

3rd (5/day)
( ) Battering Blast Reflex 22 partial
( ) Chain of Perdition
(1) Communal Resist Energy (Fortitude 21)
(1) Daylight
(1) Dispel Magic
( ) Displacement
( ) Fireball Reflex 22
( ) Fly (Will 21)
(2) Haste (Will 21)
( ) Heroism (Will 21)
( ) Invisibility Sphere
( ) Lightning Bolt Reflex 22
( ) Major Image Will 21
( ) Slow Will 21
( ) Vampiric Touch
( ) Water Breathing
( ) Wind Wall

4th (4/day)
( ) Ball Lightning Reflex 23
( ) Calcific Touch
( ) Dimensional Anchor
(1) Dimension Door
( ) Dragon’s Breath Reflex 23
(1) Emergency Force Sphere
( ) Eyes of the Void
(1) Greater Invisibility (Will 22)
( ) Phantasmal Killer Will/Fortitude 22
( ) Remove Curse
( ) Shadow Conjuration Will 22
(1) Stoneskin (Will 22)
( ) Wandering Star Motes Will 22

5th (3/day)
( ) Break Enchantment
( ) Cone of Cold Reflex 24
(1) Echolocation
( ) Greater Positive Pulse Will 23
(1) Overland Flight
( ) Passwall
(1) Telekinesis

Feats:
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FEATS
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Accomplished Sneak Attacker: Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).

Empower Spell: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.

Extra Exploit: You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit.

Extra Reservoir: You gain three more points in your arcane reservoir, and the maximum number of points in your arcane reservoir increases by that amount.

Heighten Spell: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Improved Familiar: Gain a more powerful familiar.

Preferred Spell (Battering Blast): Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.

Spell Focus (Evocation): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Gear/Possessions:
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-20 lb. Medium 21-40 lb. Heavy 41-60 lb.
Current Load Carried 20 lb.
Masterwork Dagger (302 gp) (1 lb)
Masterwork Haramaki (153 gp) (1 lb)
Circlet of Persuasion (4500 gp) (0 lb)
Headband of Intelligence +6 (Elven, Tengu, Halit; UMD, Fly, Linguistics) (36000 gp) (1 lb)
Belt of Dexterity +4 (16000 gp) (1 lb)
Cloak of Resistance +5 (25000 gp) (1 lb)
Vest of Escape (5200 gp) (0 lb)
Eyes of the Eagle (2500 gp) (0 lb)
Cracked Dusty Rose Ioun Stone (500 gp) (0 lb)
Sleeves of Many Garments (200 gp) (1 lb)
Spring-Loaded Wrist Sheath x2 (10 gp) (2 lb)
Spell Component Pouch (5 gp) (2 lb)
Handy Haversack (2000 gp) (5 lb)
*Lesser Rod of Extend (3000 gp) (5 lb)
*Traveler’s Any-tool (250 gp) (2 lb)
*Wayfinder (250 gp) (1 lb)
*Concealable Thieves Tools (190 gp) (0.5 lb)
*Antiplague (50 gp) (1 lb)
*Antitoxin (50 gp) (1 lb)
*Adorable Glasses - Masterwork Tool (Diplomacy) (50 gp) (1 lb)
*Spell Catalogue - Masterwork Tool (Spellcraft) (50 gp) (1 lb)
*Flint and Steel (1 gp) (0 lb)
*Rope (1 gp) (10 lb)
*Inkpen (0.1 gp) (0 lb)
*Acid Flask (10 gp) (1 lb)
*Ink (8 gp) (0 lb)
*Vermin Repellent (5 gp) (1 lb)
*Parchment x4 (0.8 gp) (0 lb)
*Charcoal x5 (0.5 gp) (0 lb)
*Paper (0.4 gp) (0 lb)
*Glue Paper (0.2 gp) (0 lb)
*Scroll: Obscuring Mist (25 gp) (0 lb)
*Scroll: Magic Weapon (25 gp) (0 lb)
*Scroll: Endure Elements (25 gp) (0 lb)
*Scroll: Monkey Fish (25 gp) (0 lb)
*Scroll: Life Bubble (- gp) (0 lb)
*Wand: Air Bubble (50 charges) (- gp) (0 lb)
*Wand: Comprehend Languages (49 charges) (- gp) (0 lb)
*Wand: Touch of the Sea (50 charges) (- gp) (0 lb)
**Wand: Invisibility (3 charges) (540 gp) (0 lb)
**Wand: Mage Armor (38 charges) (- gp) (0 lb)
~First Aid Gloves (10 charges) (4500 gp) (1 lb)
~Wand: Cure Light Wounds (50 charges) (- gp) (0 lb)
~Wand: Vanish (49 charges) (- gp) (0 lb)

*Stored in Handy Haversack
**Stored in Spring-Loaded Wrist Sheath
~Carried by Vendalfek

Bot Me!:
In combat, Not-Trixie prioritizes buffing allies and potentially shutting down critical threats (such as using lipstitch on an opposing caster or glitterdust on an invisible opponent).

Outside of combat, Not-Trixie is happy to share her knowledge and clear out dangerous traps for her allies.

Boons:
Practiced Diplomat: When you attempt a check using Knowledge (nobility), you always receive a final result of at least 16.

Well-Connected: Once per adventure, before rolling a skill check that involves concealing evidence of your presence, gathering intelligence, influencing members of high society, or other tasks directly relevant to the Sovereign Court’s goals, you can gain a +4 bonus on the check.

Skilled Negotiator: When you use Bluff, Diplomacy, or Intimidate to resolve an encounter with a potentially hostile force without resorting to combat, you and any of your allies who witnessed your actions gain a +3 morale bonus for 1 hour.

Rebellion Leader: Your defiance has impressed the rebellious spirits around you, sparking a revolution with you as a rising star.

Title - Guardian: You gain a permanent +2 bonus on Diplomacy checks.

[ ] [ ] [ ] Champion of the Farheavens: You can check a box next to this boon as a standard action to conjure a small, feathered bear to aid you (use statistics for dire badger as though casting summon monster II with a caster level equal to your character level).

[ ] [ ] Firebreaker: When you would fail a skill or ability check related to putting out a fire, or a saving throw against an effect that deals fire damage, you can check a box that precedes this boon to reroll the check.

Study of Infinite Spells: Choose any number of spells of 1st, 2nd, 3rd, or 4th level so long as the total spell levels do not add up to more than eight. You may scribe these spells into a spellbook or formulae book by paying only the scribing costs.

Careful Archaeologist: When your table would fail the secondary success condition of a scenario, you can cross this boon off your Chronicle sheet to go back and make things right, earning the secondary success condition for the entire table.

Infiltrator: Before rolling a Stealth check, choose one other ally who is also rolling a Stealth check for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off your Chronicle sheet.

[ ] [ ] Sun Orchid Sleuth: You may check one of the boxes that precedes this boon to gain a +2 bonus on a Charisma-based skill check when attempting to convince another person to reveal sensitive information. While adventuring in Thuvia, you may use this boon once per scenario without crossing off one of the check boxes.

Elixir of Life: When you or another PC would spend Prestige Points to secure raise dead, resurrection, or true resurrection as a spellcasting service, you may cross this boon off your Chronicle sheet to halve the Prestige Points required. This reduction does not stack with other effects that reduce the Prestige Point cost.

[ ] Savior of the Acisazi: You can check the box that precedes this boon to purchase (or upgrade) any one magical belt that grants an enhancement bonus to your Strength, Dexterity, and/or Constitution score as though its market price were 1,000 gp lower.

Faerie Dragon Improved Familiar: A caster of at least 7th level with an alignment within one step of chaotic good may bond with a faerie dragon using the Improved Familiar feat.

Master Archivist: Whenever you spend at least 1 hour studying in a library (not including libraries that no longer contain books, scrolls, or other research material) during a scenario, choose one Knowledge skill. You gain a +2 competence bonus on trained checks with that skill, and you gain a +1 competence bonus on all other trained Knowledge checks. These benefits last for the rest of the day.

[ ] [ ] Paranoid Observer: You can check a box next to this boon to gain a +2 competence bonus on all Perception and Sense Motive checks you make for the duration of a scenario.

[ ] [ ] [ ] [ ] Chef’s Secret Recipes: Whenever you drink a potion or extract of 3rd level or lower with a variable numeric effect, you can check a box next to this boon as a swift action to maximize the benefit received. Alternatively, you can check a box next to this boon when stopping to eat to grant you and up to five allies a +1 alchemical bonus on Fortitude saves for the next 24 hours.

Society Infiltrator: Characters with the boon can purchase disguise kits at half price. This reduction in cost does not stack with any other boons or abilities that reduce the cost to purchase disguise kits, and disguise kits obtained in the manner cannot be sold for more than was spent to acquire them under any circumstances.

[ ] [ ] [ ] Sommelier’s Private Selection: As a standard action, you may check one of the boxes next to this boon to draw and drink a bottle of rare and potent vintage, healing yourself for 1d8 hitpoints per 2 levels you have (maximum 5d8). The effects of this beverage may be maximized using the Chef’s Secret Recipes boon.

[ ] Secrets of Thuvian Alchemy: So long as you possess this boon, all of your Pathfinder Society Roleplaying Guild characters have access to the Thuvian alchemist prestige class. In place of Brew Potion, you must possess one of the following feats to qualify for the prestige class:
- Extra Bombs
- Skill Focus (Craft (alchemy))
Skill Focus (Knowledge (any))

[ ] [ ] Shield of the Sun Orchid: As an immediate action, you can check one of the boxes that precedes this boon to perform one of the following:
- You can grant yourself and any allies that can see and hear you a +4 morale bonus on a saving throw against a fear effect
- You can grant yourself and any allies that see and hear you 3d6 temporary hit points before they are dealt damage by a spell or effect (these hit points last only until the damaging effect has been resolved)
- You can automatically succeed at any one check to direct a crowd or perform the Aid Another action

Kitio’s Foe: You gain access to the following unique magic item at the listed discount:
- Goggles of the Certain Shot: These brass and leather goggles house dark ruby lenses and allow the wearer to find and dispatch targets at range. The wearer can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die. Furthermore, the goggles have 3 daily charges that the wearer can expend to enhance his visual perception. By spending a charge as a standard action, the wearer can gain the effects of darkvision or see invisibility for 30 minutes. They can spend a charge as a swift action to gain a +2 circumstance bonus on each sneak attack damage die on ranged attacks at any range until the end of their turn. The wearer can have multiple effects active at once, and charges replenish automatically after 24 hours.

Experience with Dark Dreams: Before attempting a saving throw against any mind-affecting ability of an outsider with the evil subtype or a spell or spell-like ability with the mind-affecting and evil descriptors, you can cross this boon off your Chronicle sheet to gain a +4 bonus on the save. Alternatively, you can cross this boon off your Chronicle sheet on a night when you would be fatigued by a nightmare spell or a similar effect - you are not fatigued by that effect and rest normally that night.

[ ] [ ] Savior of the Tapestry: You may spend two prestige points to learn Undercommon as a bonus language. Additionally, you may check a box that precedes this boon as a standard action to make either a Handle Animal or Survival check with a +18 bonus. This bonus increases to +22 at lvl 11. Finally, you may check a box that precedes this boon to gain the benefits of flanking on all of your attacks for 1 round as a free action.

[ ] [ ] Radiant Ruby Feathers: You can check a box that precedes this boon as a standard action to use one of the following spell-like abilities (using your character level as your caster level):
- Burning hands
- Cure moderate wounds
- Lesser restoration
- Cure serious wounds
- Fireball
- Scorching ray
- Cure critical wounds
- Restoration (if used to remove a permanent negative level, check both boxes)
- Wall of fire

At lvl 12, you can also use the following spell-like abilities:
- Heal (check both boxes)
- Sirocco (check both boxes)

[ ] Wielder of Reprisal: At the start of an adventure, you can check the box that precedes this boon to borrow Reprisal for the entire adventure. Treat this as a +2 evil-outsider-bane weapon (any metal weapon) that grants the wielder a +2 sacred bonus on saving throws against attacks from evil outsiders.

[ ] Family Feud (Legacy): You can check the box that precedes this boon to gain the shadow blend ability as if you were a fetchling for one scenario.

Background:

Appearance and Personality: