Dawn Piper

Princess Hot-Bottom's page

36 posts. Alias of Brainiac.


Race

Ifrit Sprite Ranger 12 | HP 142/174 | AC: 32 | F: +23, R: +24, W: +20; juggernaut, evasion | Per +23 | Speed 20 ft | Focus 1/1| Hero Points 3/3 | Conditions: None

About Princess Hot-Bottom

Female ifrit sprite ranger 12
CG Tiny Fey (Ifrit, Sprite)

Senses: Perception +23 (+18 prof, +3 Wis, +2 item); low-light vision

STATISTICS
Str 8 (-1)
Dex 20 (+5)
Con 18 (+4)
Int 12 (+1)
Wis 16 (+3)
Cha 18 (+4)

DEFENSE
AC 32 (+16 prof, +5 Dex, +1 item)
HP 174

Fort +23 (+18 prof, +4 Con, +1 item); juggernaut
Ref +24 (+18 prof, +5 Dex, +1 item); evasion
Will +20 (+16 prof, +3 Wis, +1 item)

OFFENSE

Melee +17 (+18 prof, -1 Str)
Ranged +2 greater striking flaming longbow +25 (3d8+2+d6)

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
Flourish
Frequency once per round
Requirements You are wielding a ranged weapon with reload 0.
You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.

2nd Hunter's Aim
Two Actions
When you focus on aiming, your attack becomes particularly accurate. Make a ranged weapon Strike against your hunted prey. On this Strike, you gain a +2 circumstance bonus to the attack roll and ignore your prey’s concealed condition.

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
Two Actions

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
Lvl 0: produce flame (6d4+4, 6d4 persistent on crit)
Lvl 1 (1/day): pest form
Lvl 2 (1/day): glitterdust
Lvl 3 (1/day): haste

FOCUS POWERS (1 Focus Point)

Soothing Mist, Focus 2
Cast Two Actions somatic, verbal
Range 30 feet; Targets 1 willing living creature or 1 undead creature
You call forth a magical mist of positive energy that envelops a creature. The mist restores 6d8 Hit Points to a target living creature and ends one source of persistent acid, bleed, fire, negative, or poison damage affecting it. If the creature is taking persistent damage from multiple sources, you select which one is removed. Against an undead target, you deal 6d8 positive damage (basic Fortitude save); if it fails the save, it also takes 6 persistent positive damage.

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
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.

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}
Frequency once per 10 minutes
Trigger An effect would deal fire damage to you, even if you resist all the damage.
You harness the oncoming flames and twist them into a screen of heat and smoke, granting you concealment until the beginning of your next turn.

9th: Energize Wings {A}
Frequency once per hour
You stoke your magic to energize your wings, temporarily transforming them into glowing, majestic forms. For 1 minute, you gain a fly Speed of 30 feet.

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)
Deception +18 (+14 proficiency, +4 Cha)
Diplomacy +18 (+14 proficiency, +4 Cha)
Fey Lore +15 (+14 proficiency, +1 Int)
Nature +21 (+18 proficiency, +3 Wis)
Stealth +15 (+12 proficiency, +5 Dex, -2 glow)
Survival +15 (+12 proficiency, +3 Wis)
Thievery +23 (+18 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
Common, Sylvan, Tien

EQUIPMENT

+2 greater striking flaming longbow, +1 resilient cloth armor, spellstrike arrow V, eyes of the eagle, 870.6 gp