About Pip Hip Hooray
Pip’s grandmother, Mahana was a gnomish druid from the Mwangi island of Bhopan, off the shores of Nex. Mahana regaled Pip all through her childhood with tales of animal headed-people, verdant jungles and a fairy king.
The rest of Pip's family were gnomes who had trained badgers in East Gate for generations. When her Uncle Acorn Hooray got sued by a land-grubbing neighbor, Pip successfully defended him by referring to Absalom’s ancient badger leash laws. She soon became obsessed with all aspects of legal work. She currently works as a defense attorney for the Envoy Alliance, helping out Pathfinders in trouble everywhere.
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Pip likes using her skills to help people. She has awesome bardic lore, so feel free to roll on any knowledge. In combat, she inspires courage, intimidates or shoots bows and arrows.
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◈◈ [dice=Disrupt Undead Positive Energy (DC 26 Basic Fortitude)]4d6+4[/dice]
◈◈ [dice=Electric Arc (DC 26 Basic Reflex)]4d4+4[/dice]
◈◈ [dice=Ray of Frost]1d20+16[/dice]
◈◈ [dice=Telekinetic Projectile]1d20+16[/dice]
◈◈◈ [dice=Magic Missile Force Damage]6d4+6[/dice]
◈◈ [dice=Soundburst Level 3, 30 ft range, 10 ft burst, Sonic Damage]3d10[/dice]
◈◈ [dice=Blistering Invective (Level 4, targets 3 creatures, Persistent Fire Damage)]4d6[/dice]
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With Inspire Courage
◈ [dice=Shortsword+I.C.]1d20 +11+ 1 [/dice]
◈ [dice=Dagger+I.C.]1d20 +11 + 1 [/dice]
◈ [dice=Whip+I.C]1d20 +11+ 1[/dice]
◈ [dice=Striking Short bow+I.C.]1d20 +11+1+1[/dice]
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Without Inspire Courage
◈ [dice=Shortsword]1d20 +11 [/dice]
◈ [dice=Dagger]1d20 +11 [/dice]
◈ [dice=Whip]1d20 +11[/dice]
◈ [dice=Striking Short bow]1d20 +11+1[/dice]
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Ancestry Fey-Touched Gnome
Perception: 13 (1 +8+ 4) [E] (+1 with glasses)
Attacks: Check out 'Bot me!' spoiler at the top!
Focus Points: 2/2 (maximum)
Spell Slots per Day
Signature spells marked with an asterisk.
EMOTION ENCHANTMENT HEALING MENTAL
Traditions occult Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 willing living creature Duration 1 minute You grace the target's mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration. Heightened (+1) The amount of healing increases by 1d10+4.
Uncommon Bard Composition Enchantment Fortune Mental
Source Core Rulebook pg. 386
Cast Reaction somatic or verbal; Trigger You or an ally within 60 feet rolls a saving throw against an auditory or visual effect.
Area 60-foot emanation
Your performance protects you and your allies. Roll a Performance check for a type you know: an auditory performance if the trigger was auditory, or a visual one for a visual trigger. You and allies in the area can use the better result between your Performance check and the saving throw.
Uncommon Bard Enchantment
Source Core Rulebook pg 386
Cast [free-action] verbal You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest‑level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell.
Acrobatics +12 T (+2 Dex + 8 Levels + 2 T)
Invested Skill Items:
Boots of Bounding:
The springy soles of these sturdy leather boots cushion your feet and make each step lighter. 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.
This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to Performance checks to dance.
Activate ◈ [one-action] Interact; Requirements On your most recent action, you succeeded at a Performance check to dance; Effect You become concealed until the beginning of your next turn.
When displayed prominently, this brass badge makes creatures find you more agreeable. You gain a +1 item bonus to Diplomacy checks.
Activate ◈ [one-action] Recall Knowledge; Frequency once per day; Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day.
Goggles of the Night:
The opaque crystal lenses of these sleek goggles do not obscure vision, but rather enhance it. While wearing the goggles, you gain a +1 item bonus to Perception checks involving sight.
Activate ◈ [one-action] Interact; Frequency once per day; Effect Rotating the lenses 90 degrees, you gain darkvision for 1 hour.
Pendant of the Occult:
This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the guidance cantrip as an occult innate spell.
Pearly White Spindle:
When you invest this aeon stone, it slowly starts healing your wounds, restoring 1 HP every minute.
The resonant power grants you resistance 1 to negative damage.
Ring of Fire Resistance:
This ring grants you resistance 5 against one type of energy damage: acid, cold, electricity, fire, or sonic. Each ring is crafted to protect against a particular type of energy damage, and its design usually embodies the type of energy it protects the wearer from in some way. For instance, a ring of fire resistance might be capped with a ruby, whereas a ring of cold resistance features a sapphire instead.
Warding Tattoo - Wave:
Many cultures of Golarion have a tattoo to turn away harm; as such, warding tattoos often resemble whichever dangers are most common to the culture, such as a wild beast or a whirlpool in the high seas of the Shackles.
Activate Reaction envision; Frequency once per day; Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically; Effect Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.
In addition to the normal triggers, you can activate the tattoo when you enter an environment where you can't breathe. When you activate the tattoo, it casts air bubble on you, in addition to the other effects.
Also a Harmonic Wayfinder with a Pearly White Spindle.
Ability Score Summary + 5th level Increase:
Dex 14 F5
Con 14 AF
Int 18 ABF5
Wis 12 5
Cha 19 ABCF5
STR -1, DEX +2, CON +2, INT +4, WIS +1, CHA +4
Ancestry Feats and Abilities
Special 1st: Small, low-light vision
1st: GNOME OBSESSION You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a Lore skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore as well as the Lore granted by your background, if any. At 7th level you gain master proficiency in these Lore skills, and at 15th level you gain legendary proficiency in them.
Lores affected: Legal Lore, Absalom Lore
3rd: (Via Ancestral Paragon) GNOME POLYGLOT Your extensive travels, curiosity, and love of learning help you to learn languages quickly. You learn three new languages, chosen from common languages and uncommon languages you have access to. These languages take the same form (signed or spoken) as your other languages. When you select the Multilingual feat, you learn three new languages instead of two.
5th: FEY INFLUENCE FEAT 5
Background: GROUP IMPRESSION FEAT 1. GENERAL SKILL
2nd: BATTLE MEDICINE [one-action] FEAT 1
4th: MULTILINGUAL FEAT 1 (x3 via Linguist Dedication & Pathfinder Training)
Prerequisites trained in Society. You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary.
SIGN LANGUAGE FEAT 1
Prerequisites trained in Society. You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory. Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment.
Pathfinder Training, 5th: Multilingual bonus
6th: BON MOT FEAT 1
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.
8th: SHAMELESS REQUEST FEAT 7
Requirements master in Diplomacy You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.
7th: You move more quickly on foot. Your Speed increases by 5 feet
Class Feats and Abilities
Feat 1st: Enigma Your muse is a mystery, driving you to uncover the hidden secrets of the multiverse. If your muse is a creature, it might be a dragon or otherworldly being; if a deity, it might be Irori or Nethys. You gain the Bardic Lore feat and add true strike to your spell repertoire.
Feat 2nd: MULTIFARIOUS MUSE
Your muse doesn't fall into a single label. Choose a type of muse other than that of your own. You gain a 1st-level feat that requires that muse, and your muse is now also a muse of that type, allowing you to take feats with the other muse as a prerequisite. You don't gain any of the other effects of the muse you chose. Muse selected: Maestro.
Maestro Your muse is a virtuoso, inspiring you to greater heights.
If it's a creature, it might be a performance-loving creature such as a choral angel or lillend azata; if a deity, it might be Shelyn. As a bard with a maestro muse, you are an inspiration to your allies and confident of your musical and oratorical abilities. You gain the Lingering Composition feat and add soothe to your spell repertoire.
Feat 4th: LINGUIST DEDICATION
Prerequisites You speak at least three languages. You have studied languages and their development. You become trained in Society; if you were already trained in Society, you instead become an expert in Society. You gain the Multilingual skill feat twice. Special You can't select another dedication feat until you have gained two other feats from the linguist archetype.
Feature 1st: Composition Spells
1st: BARDIC LORE Prerequisites enigma muse Your studies make you informed on every subject. You are trained in Bardic Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you have legendary proficiency in Occultism, you gain expert proficiency in Bardic Lore, but you can't increase your proficiency rank in Bardic Lore by any other means.
2nd: LINGERING COMPOSITION FOCUS 1
Cast [free-action] verbal You add a flourish to your composition to extend its benefits. If your next action is to cast a cantrip composition with a duration of 1 round, attempt a Performance check. The DC is usually a standard-difficulty DC of a level equal to the highest‑level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Critical Success The composition lasts 4 rounds. Success The composition lasts 3 rounds. Failure The composition lasts 1 round, but you don't spend the Focus Point for casting this spell
6th: INSPIRE DEFENSE FEAT 4
Prerequisites maestro muse You learn the inspire defense composition cantrip (page 386), which protects you and allies.
INSPIRE DEFENSE CANTRIP 2
Cast [one-action] verbal Area 60-foot emanation Duration 1 round
You can perform multiple compositions simultaneously. If your next action is to cast a composition, it becomes a harmonized composition. Unlike a normal composition, a harmonized composition doesn’t end if you cast another composition, and you can cast another composition on the same turn as a harmonized one. Casting another harmonized composition ends any harmonized composition you have in effect.
Combat Gear: Padded Armor, Short Bow with 20 arrows, Dagger, Short Sword, Whip
Bulk: # (Encumbered at: 4 = 5 - 1; Maximum at: 9 = 10 - 1)
Coins: See ITS
For Chronicles: Pip’s Chronicles
For Reputation and Faction Information: See ITS
PFS(2) #1-A: Sandstone Secret
PFS(2) #1-01 Absalom Initiation
Boon: □ Society Connections (Downtime): Your connections with leaders within the Pathfinder Society help you find opportunities, both new missions and support for your other endeavors. Check the box that precedes this boon when you Earn Income during Downtime to attempt a task of level _____. If you critically fail the check, you still earn the result of a failure for that task.
PFS(2) #1-03 Into the Gravelands
PFS(2) #1-10 Tarnbreakers Trail
PFS(2) #Q3-A Grehunde’s Gorget
PFS(2) Flooded King’s Court
PFS(2) #Q6-Archaeology in Aspenthar
PFS(2) #Q4-Port Peril Pub Crawl
PFS(2) 1-06 Lost on the Spirit Road
PFS(2) #Q8 Shadows of the Black Sovereign
Technological Defense [free-action]. Trigger You attempt a saving throw against a technological weapon or effect, but you haven't rolled it yet; Effect You gain a +1 circumstance bonus to the saving throw.
PFS(2) #Q7 A Curious Claim