![]()
About Princess Hot-BottomFemale ifrit sprite ranger 12
Senses: Perception +23 (+18 prof, +3 Wis, +2 item); low-light vision STATISTICS
DEFENSE
Fort +23 (+18 prof, +4 Con, +1 item); juggernaut
OFFENSE Melee +17 (+18 prof, -1 Str)
Spd 20 ft CLASS ABILITIES Hunt Prey {A} You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You gain a +2 circumstance bonus to Perception checks when you Seek your prey and a +2 circumstance bonus to Survival checks when you Track your prey. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting. Hunter's Edge: Precision You have trained to aim for your prey’s weak points. The first time you hit your hunted prey in a round, you also deal 1d8 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d8 precision damage, and at 19th level, the extra damage increases to 3d8 precision damage. Ranger Weapon Expertise You’ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple and martial weapons and unarmed attacks increases to expert. You gain access to the critical specialization effects of all simple and martial weapons and unarmed attacks when attacking your hunted prey. Trackless Step When you move through natural terrains, you are difficult to track. You always gain the benefits of the Cover Tracks action in such terrains, without moving at half your Speed. Evasion You’ve learned to move quickly to avoid explosions, dragons’ breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead. Weapon Specialization You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary. Nature's Edge You always find the weak points in your foes' defenses when they're on unfavorable terrain. Enemies are flat-footed to you if they're in natural difficult terrain or in difficult terrain resulting from a snare. Juggernaut Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead. Medium Armor Expertise You’ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert. Wild Stride You move quickly through obstacles, whether they’re tumbled stone, tangled undergrowth, or sucking mud. You can ignore the effects of non-magical difficult terrain. As normal for ignoring difficult terrain, this also lets you treat the hindrances of greater difficult terrain as those of difficult terrain. CLASS FEATS 1st Hunted Shot
2nd Hunter's Aim
4th Soothing Mist 6th Eldritch Archer Dedication You blend magic with your archery, leading to powerful results. If you don't already cast spells from spell slots, you learn to cast spontaneous spells and gain the Cast a Spell activity. You gain a spell repertoire with one cantrip of your choice, from a spell list of your choice. You choose this cantrip from the common spells on your chosen spell list or from other spells to which you have access on that list. This cantrip must require a spell attack roll. You're trained in spell attack rolls and spell DCs for that tradition. Your key spellcasting ability for these spells is Charisma. If you already cast spells from spell slots, you learn one additional cantrip from that tradition. If you're a prepared caster, you can prepare this spell in addition to your usual cantrips per day; if you're a spontaneous caster, you add this cantrip to your spell repertoire. You also gain Eldritch Shot. Activate Three Actions Eldritch Shot; Requirements You are wielding a bow; Effect You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell do not occur immediately but are imbued into the bow you're wielding. Make a Strike with that bow. Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don't apply the penalty until after you've completed both attacks. 8th Basic Eldritch Archer Spellcasting You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from this archetype, add a spell of the appropriate spell level to your repertoire, either a common spell of your chosen tradition or another spell of that tradition you have learned or discovered. 10th Enchanting Arrow
With a single whisper carried on the wind, you enchant your ammunition to make a foe more vulnerable to your attacks. Make a bow Strike. On a hit, the target takes an additional 2d6 mental damage. On a critical hit, the target also becomes stunned 1. The mental damage increases to 3d6 if your bow has a greater striking rune, or to 4d6 if your bow has a major striking rune. 12th: Distracting Shot The sheer power of your attacks, or the overwhelming number of them, leaves an enemy flustered. If you critically hit your hunted prey with a ranged weapon, or hit it at least twice on the same turn with a ranged weapon, it’s flat-footed until the start of your next turn. SPELLS Pirmal Spells
FOCUS POWERS (1 Focus Point) Soothing Mist, Focus 2
ANCESTRY ABILITIES Magical Strikes Your inherent magic pervades your entire being. All your Strikes are magical, whether with unarmed attacks or weapons. Heritage: Ifrit You descend from fire elementals or bear the mark of the Inner Spheres, and your features illustrate the influence that elemental fire has over you. You gain the ifrit trait, in addition to the traits from your ancestry. You gain resistance to fire equal to half your level (minimum 1), and you treat environmental heat effects as if they were one step less severe (incredible heat becomes extreme, extreme heat becomes severe, and so on). You can choose from ifrit feats and feats from your ancestry whenever you gain an ancestry feat. 1st: Evanescent Wings
3rd: Ancestral Paragon: Brightsoul The fire inside you asserts itself as beaming, radiant light. Your body is naturally luminescent, glowing with the effects of a primal light cantrip. A cantrip is heightened to a spell level equal to half your level rounded up. The light is involuntary and constant; if counteracted, it returns in 1d4 rounds. You suffer a –2 circumstance penalty on Stealth checks to Hide or Sneak and gain a +1 circumstance bonus on saves against light effects and effects that inflict the blinded or dazzled conditions. 5th: Heatwave {reaction}
9th: Energize Wings {A}
BACKGROUND: Feybound You have spent time in the First World or another realm of the fey and aren't entirely the same person you were before. Perhaps you made a purchase at the legendary Witchmarket or partook deeply of fey food and wine. Whatever the case, willingly or inadvertently, you made a bargain with the fey, the benefits of which come at a price. Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You are trained in Fey Lore and gain the Fey's Fortune free action. You must follow some rule or limitation as part of your pact with the fey. If you violate the rule, you lose Fey's Fortune until you receive the effects of a successful atone ritual using the Nature skill. The exact limitation is up to you and the GM, but the most common requirement is that you must fulfill a single request from any fey who knows your name. Fey's Fortune Free Action (Concentrate, Fortune) Frequency once per day; Trigger You attempt a skill check and haven't yet rolled; Effect Roll the skill check twice and use the better result. SKILLS Acrobatics +21 (+15 proficiency, +5 Dex)
SKILL AND GENERAL FEATS 2nd Pickpocket You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty 4th Wary Disarmement If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap. 6th Acrobatic Performer You're an incredible acrobat, evoking wonder and enrapturing audiences with your prowess. It's almost a performance! You can roll an Acrobatics check instead of a Performance check when using the Perform action. 8th Influence Nature With patience and time, you can make bird calls, leave game trails, and ultimately influence the behavior of a certain type of animals in the region to favor and even aid you in the days to come. The GM determines the DC of any check required and the amount of time your work requires (usually at least a day or two of downtime). While you can't directly control how you've influenced nature, you can hope for certain effects, such as easier hunts or birds falling silent whenever danger is approaching. If you're legendary in Nature, you can elicit these same adjustments to animal behavior in the area by spending only 10 minutes. 10th Consult the Spirits 7th Expeditious Search You have a system that lets you search at great speed, finding details and secrets twice as quickly as others can. When Searching, you take half as long as usual to Search a given area. This means that while exploring, you double the Speed you can move while ensuring you’ve Searched an area before walking into it (up to half your Speed). If you’re legendary in Perception, you instead Search areas four times as quickly. 11th Incredible Scout When you scout, you are particularly alert for danger, granting your allies precious moments to prepare to fight. When using the Scout exploration activity, you grant your allies a +2 circumstance bonus to their initiative rolls instead of a +1 circumstance bonus. 12th Quick Unlock You can Pick a Lock using 1 action instead of 2. LANGUAGES
EQUIPMENT +2 greater striking flaming longbow, +1 resilient cloth armor, spellstrike arrow V, eyes of the eagle, 870.6 gp |