Pippi Strelle's page

No posts. Organized Play character for Meranthi.


Full Name

Pippi Strelle

Race

HP 22/22| tAC 17 | tFort +6, tRef +7, tWill +7 | tPerc +5 | tStealth +7 | Speed 20 | Init +5 (or +7) |

Classes/Levels

Hero Pts 1/3 | FP 1 | Exploration Activity: Avoid Notice | Spells: 1st - 2/3 | Active Conditions: 0 | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Gender

CG (she/her) sprite (nyktera) witch 2 |

About Pippi Strelle

Pippi Strelle 2008 VW Witch 2
CG Tiny Sprite Nyktera Humanoid
Perception +5; Low-Light Vision
Languages Aklo, Common, Necril, Shadowtongue, Sylvan, Undercommon
Skills Acrobatics +7, Arcana +8, Athletics -1, Crafting +8, Lore: Mercantile +8, Lore: Pathfinder Society +8 (B), Medicine +5, Occultism +8, Society +8, Stealth +7, Thievery +7
Str -1, Dex +3, Con +2, Int +4, Wis +1, Cha +0
Items Unarmored
AC 17; Fort +6, Ref +7, Will +7
HP 22
Recognize SpellPrerequisites trained in Arcana, Nature, Occultism, or Religion Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.
Speed 20 feet
Occult Prepared Spells DC 18, attack +8; 1st Soothe, Magic Missile, Magic Weapon; Cantrips Shield, Chill Touch, Haunting Hymn, Needle Darts, Warp Step
Focus Spells (1 points)
Phase Familiar ↺ Range 60 feet; Targets your familiar You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage. Heightened (+1) Increase the resistance by 2.
Shroud of NightRange 30 feet; Targets 1 creature Saving Throw Will; Duration sustained up to 1 minute
Drawing your hand in a sweeping gesture, you shroud the target in a veil of night. The target's eyes are blanketed in darkness. If you cast this hex on a willing ally (for instance, one with light blindness), the ally can choose which result it gets without rolling. Regardless of the outcome, the target is then temporarily immune for 1 minute.
Success The target is unaffected. Failure The target is shrouded in murky darkness. Unless the target has darkvision, other creatures are concealed to it.

Enhanced Familiar
Evanescent Wings You've manifested wings that can flutter for brief spurts. You don't need to spend any additional actions to reach something in your space that a Medium creature could reach. For instance, if you wanted to open a cookie jar located four feet off the ground, you only need to spend a single Interact action to do so. When you use Evanescent Wings to flutter to a higher place in your space, your action gains the move trait.
Specialty Crafting: Artistry Your training focused on Crafting one particular kind of item. Select one of the specialties listed below; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

Familiar: Bat (Desmodus) 2
N Tiny Minion Familiar
Perception +6; Low-Light Vision, Darkvision, Scent (imprecise, 30 feet);
Languages Shadowtongue
Skills Acrobatics +6, Stealth +6, All other skills +2
Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0
Items Unarmored
AC 17; Fort +6, Ref +7, Will +7
HP 10
Speed 25 feet
Familiar Ability: Darkvision It gains darkvision.
Familiar Ability: Flier It gains a fly Speed of 25 feet.
Familiar Ability: Scent It gains scent (imprecise, 30 feet).
Familiar Ability: Speech It understands and speaks a language you know.
Familiar Ability: Manual Dexterity It can use up to two of its limbs as if they were hands to use manipulate actions.