Green Mother

Pip Hip Hooray's page

84 posts. Organized Play character for Hmm.


HP 18/18 | AC 16 | F +5 R +4 W +5 | Perc +5 | Stealth +2 |


25 speed | focus 1/1 | spells 1 2/2 | Hero Points 2/2 | Active Conditions: ---


820-2001 | CG Female Gnome (Fey-Touched) Barrister Bard 1 |

About Pip Hip Hooray

Pip’s family trained badgers in East Gate for generations. When her Uncle got sued by a land-grubbing neighbor, Pip successfully defended him by referring to Absalom’s ancient badger lease 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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Bot Me!:

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.

[dice=Acrobatics]1d20 +4[/dice]
[dice=Athletics]1d20 +2 [/dice]
[dice=Bardic Lore] 1d20 + 7[/dice]
[dice=Diplomacy]1d20 +8 [/dice]
[dice=Deception]1d20 +8 [/dice]
[dice=Intimidate]1d20 +8 [/dice]
[dice=Lore (Legal)] 1d20+7 [/dice]
[dice=Lore (Absalom)]1d20 +7[/dice]
[dice=Lore (Scribing)]1d20 +7 [/dice]
[dice=Medicine]1d20 +4 [/dice]
[dice=Nature]1d20 +4 [/dice]
[dice=Occultism]1d20 +7 [/dice]
[dice=Performance (Oratory)]1d20 +8 [/dice]
[dice=Society] 1d20 +7 [/dice]

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With Inspire Courage

[dice=Shortsword+I.C.]1d20 + 4 + 1 [/dice]
[dice=Piercing / Slashing) damage] 1d6 - 1 + 1[/dice]

[dice=Dagger+I.C.]1d20 + 4 + 1 [/dice]
[dice=Piercing / Slashing) damage] 1d4 - 1 + 1[/dice]

[dice=Whip+I.C]1d20 + 4 + 1[/dice]
[dice=Slashing damage] 1d4 - 1 + 1[/dice]

[dice=Short bow+I.C.]1d20 + 4 +1[/dice]
[dice=Piercing damage] 1d6 + 1[/dice]
[dice=Deadly?] 1d10[/dice]

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Without Inspire Courage

[dice=Shortsword]1d20 +4 [/dice]
[dice=Piercing / Slashing) damage] 1d6 - 1[/dice]

[dice=Dagger]1d20 +4 [/dice]
[dice=Piercing / Slashing) damage] 1d4 - 1[/dice]

[dice=Whip]1d20 +4[/dice]
[dice=Slashing damage] 1d4-1[/dice]

[dice=Short bow]1d20 + 4 [/dice]
[dice=Piercing damage] 1d6[/dice]
[dice=Deadly?] 1d10[/dice]

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PFS Information:

PFS Number: 820-2001
Experience: 5
Fame: 3
Gold: See ITS

Training: Scrolls (2), Spells (1), Swords (0)

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Major Factions
Envoy’s Alliance: 5
Grand Archive:
Horizon Hunters:
Vigilant Seal:
Minor Factions
Radiant Oath:
Verdant Wheel:
All Faction Reputation
Total (Sum of the Above) Reputation: 5

Purchased Boons
Envoy’s Alliance Champion (Faction) (0 Fame)
Boon #2 Wayfinder (General) 2 Fame

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Nationality: Absalom
Birthplace: Eastgate in Absalom

Age: 18
Gender & Pronouns: Female - she & her
Height: 3’
Weight: 3 bulk
Physical Appearance: brown skin and green hair

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Ancestry Fey-Touched Gnome
Background Barrister
Class Bard (Enigma Muse); Level: 1;
size small traits small humanoid gnome
alignment; CG deity Cayden Cailean
Languages: gnome, common, sylvan, kelish, osiriani, varisian


Perception: 5 (0 + 1+ 4) [E]
Special Senses: low light vision


HP 18

AC: 16 ((10 + 2 + 2 + 1) + (padded armor 1)) [T]

Fortitude: 5 [T]
Reflex: 4 [T]
Will: 5 [E]


Class DC: 17 [T]

Speed: 25

Melee Strikes
Shortsword +4 [T]
damage (1d6 - 1) [P/S] (Agile, finesse, versatile S)

Dagger +4 [T]
damage (1d4 - 1) [P/S] (Agile, finesse, thrown 10 ft., versatile S)

Whip +4 [T]
Damage (1d4-1) [S] (Disarm, finesse, nonlethal, reach, trip)

Ranged Strikes
Short bow + 4 [T]
damage (1d6) [P] (Deadly d10)

Weapon Proficiencies
Simple: All simple [T], Martial: longsword, rapier, sap, shortbow, shortsword, and whip. Unarmed attacks[T].


Magic Traditions

Spell Attack Roll (occult): +7 [T]
Spell DC (occult): 17 [T]

Focus Points: 1/1 (maxiumum)

Spell Slots per Day
1st: 2

Spells Known
Cantrips (cantrip level):
Forbidding Ward
Read Aura
Inspire Courage (f)
Tanglefoot (primal)

1st: True Strike, Magic Weapon, Magic Missile



Acrobatics +4 T
Athletics +2 T
Diplomacy +8 T
Deception +8 T
Intimidate +8 T
Lore (Legal) +7 T
Lore (Absalom) +7 T
Lore (Scribing) +7 T
Medicine +4 T
Nature +4 T
Occultism +7 T
Performance (Oratory) +8 T
Society +7 T



Ability Score Summary:

Str 8
Dex 12 F
Con 14 AF
Int 16 ABF
Wis 10
Cha 18 ABCF

STR -1, DEX +1, CON +2, INT +3, WIS +0, CHA +4


Ancestry Feats and Abilities

Special 1st: Small, low-light vision
Heritage 1st: FEY-TOUCHED GNOME The blood of the fey is so strong within you that you're truly one of them. 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

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

Skill Feats

Background: (feat)
2nd: (feat)

General Feats
3rd: (feat)

Class Feats and Abilities

Feature 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.

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.



(See ITS)

Combat Gear: Padded Armor, Short Bow with 20 arrows, Dagger, Short Sword, Whip
Magic Items: Wayfinder
Other Gear: Adventurer’s Pack, Bandolier, Handheld Instrument, Sheath
Purchased Riding Dog: ‘Bailiff’ + saddlebags + tack

Bulk: # (Encumbered at: 4 = 5 - 1; Maximum at: 9 = 10 - 1)

Coins: See ITS


For Reputation and Faction Information: See ITS

Chronicle Boons:

PFS(2) #1-A: Sandstone Secret
Boon: Sand Slide [reaction]
Uses 3 ▫ ▫ ▫; Trigger You would fail (but don't critically fail) a Reflex save to avoid a trap's effects; Effect You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap's effects initially, you succeed at the save instead.

PFS(2) #1-01 Absalom Initiation
Boon: Engraved Wayfinder (Slotless): To celebrate your success as a Pathfinder agent, Janira gave you a compass lid engraved with your name and a Glyph of the Open Road, symbol of the Pathfinder Society. You can attach this lid to any compass, including a wayfinder, to personalize it.

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.