Dawn Piper

Professor Felicity Featherwit's page

72 posts. Organized Play character for Tim Emrick.


Full Name

Professor Felicity Featherwit

Race

| HP 24/24 | AC 19 | F +5, R +10, W +7 (+1 vs. controlled condition), resist sonic 1 | Perc +7 | Speed 25 | normal vision

Classes/Levels

| Exploration: TBD | Hero Points 0/3 | School Item: 0/1 minor healing potion | Active Conditions: none | ◆◇↺ | portrait

Gender

CG Female Halfling (Ganzi) Rogue 2

About Professor Felicity Featherwit

CG | Small | Ganzi, Halfling, Humanoid
(character portrait)

Perception +7 (Pilgrim's Token: wins initiative ties)

Keen Eyes:
You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Languages Abyssal, Common, Elven, Halfling, Mwangi, Protean, Undercommon

Skills Acrobatics +8, Arcana +6, Athletics +4, Deception +5, Diplomacy +5, Lore (Academia) +8 (E), Lore (Alcohol, Pathfinder Society, Protean) +6, Occultism +6, Performance +5, Religion +5, Society +6, Stealth +8, Thievery +8

Str +0, Dex +4, Con +1, Int +2, Wis +1, Cha +1

Items leather armor, +1 rapier (w/owlbear claw), dagger (x5), juggling club (x5), light mace, hand crossbow, 10 bolts, wayfinder, adventurer's pack, climbing kit, blank book, crowbar, religious object (pilgrim's token, Cayden Cailean), thieves' tools, writing set, explorer's clothing

Owlbear Claw:
(consumable, evocation, magical, talisman) Activate ◇ envision; Trigger You critically succeed at an attack roll with the affixed weapon; Effect the triggering attack gains the weapon’s critical specialization effect (Sword: target flat-footed until start of your next turn).

Wayfinder:
(uncommon, evocation, invested, magical) Activate ◆ command; Effect The wayfinder is targeted by a 1st-level light spell.

=====

AC 19, Fort +5, Reflex +10, Will +6; +1 vs. effects causing the controlled condition.

HP 24; Resist 1 (acid, electricity, or *sonic*; randomly determined each day)

=====

Speed 25 feet

Melee +1 Rapier +9 (deadly d8, disarm, finesse), Damage 1d6+4 (P)

Melee Dagger +8 (agile, finesse, versatile S), Damage 1d4+4 (P or S)

Melee Light Mace +8 (agile, finesse, shove), Damage 1d4+4 (B)

Ranged Hand Crossbow +8 (reload 1, range 60 ft), Damage 1d6 (P)

Ranged Dagger +8 (agile, thrown 10 ft), Damage 1d4 (P or S)

Ranged Juggling Club +8 (agile, nonlethal, thrown 20 ft), Damage 1d4 (B)

Juggle:
◆ (concentrate, general, manipulate, skill) You can Juggle items and still use your hands between tosses. You can use the Juggle action in several ways.

You can start to Juggle with a single stored item, an item you were carrying, or an unattended item within your reach. The item must be of light or negligible Bulk. You Juggle the item until the end of your next turn, unless you use this feat against next turn to continue Juggling (see below). While you are Juggling, you can use this action again to add another item to the Juggle, which must meet all the same requirements. You can Juggle a number of items equal to one more than the number of hands you are using to Juggle.

You can also use this action to continue Juggling as long as you aren’t fatigued. When you do, you continue to Juggle until the end of your next turn. If you do not continue Juggling by the end of your turn, you cease Juggling and you drop all the items. You become fatigued if you continue Juggling for more than 10 minutes (60 rounds) within the course of an hour.

As long as you’re Juggling fewer than your maximum number of items, you have a free hand. You can wield weapons you are Juggling (but not shields or other items) as long as they can be wielded in one hand. For example, while you Juggle a dagger in one hand and wield a shield in the other, you are wielding the dagger but still have a free hand to Cast a Spell with a material component. Juggling two or more weapons with one hand doesn’t allow you to use feats that require two weapons each held in a different hand.

Sneak Attack (1d6):
If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

Surprise Attack On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Tumble Behind (rogue) When you successfully Tumble Through, the foe whose space you passed through is flat-footed against the next attack you make before the end of your turn.

Additional Feats Experienced Professional, Juggler Dedication (gives Juggle feat), Multilingual, Pilgrim's Token, Vestigial Wings (gives Catfall and Steady Balance feats)

Additional Specials thief racket (Dex to damage with finesse weapons)

=====

Pathfinder Training Generalist

Boons Ganzi Heritage; Inherited Wayfinder; Run Away and Join the Circus (Juggler Training)

=====

Bot Me:
In combat, Prof. Featherwit will frequently juggle her weapons, for both the sheer flashiness of it, and because she can add a new weapon to her Juggle as part of the same action as drawing it.

In melee, she will draw her rapier and Juggle up to two items with her other hand. If she doesn’t have a flat-footed target available (through either surprise attack or flanking), she will try to Tumble Behind to set that up.

In ranged combat, she will throw a dagger or juggling pin, then Juggle to draw and ready another weapon, and use her final action to either move to a better position (before or after her attack), Juggle another weapon (up to her max of hands +1), or make a second attack. She will use a pin if she needs better range or nonlethal damage.

◆ [dice=Tumble Behind (Acrobatics to Tumble Through)]1d20+8[/dice] vs. Reflex DC

◆ Melee: [dice=+1 Rapier]1d20+9[/dice], [dice=Damage (P)]1d6+4[/dice]
[dice=If sneak attack, add]1d6[/dice]
[dice=If crit, add Deadly]1d8[/dice]

◆ Ranged: [dice=Dagger]1d20+8[/dice], [dice=Damage (P or S)]1d4[/dice] agile, thrown 10 ft.
[dice=If sneak attack, add]1d6[/dice]

◆ Ranged: [dice=Juggling Pin]1d20+8[/dice], [dice=Damage (B)]1d4[/dice] agile, nonlethal, thrown 20 ft.
[dice=If sneak attack, add]1d6[/dice]