Witch

Salliss's page

88 posts. Organized Play character for BretI.


Race

| HP 8/26 | AC 19 (20 with Shield spell) | F +5 R + 9 W + 6; +1 vs traps

Classes/Levels

| Hero Points: 1 | Active Conditions: shield shattered, rapier in hand

Gender

Male CG Half-Elf Rogue 2 | Perception +6; +1 vs traps; Trap Finder; Low Light Vision

About Salliss

Salliss

Male Half-Elven Chaotic Good Rogue 2
CG Medium humanoid (Human, Elf)
Senses Perception +6 E +1 vs Traps; Low-Light Vision
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Defense
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HP 26
AC 19 ; +1 vs Traps (Trap Finder) (10 +3 Dex +2 Studded Leather +2 Trained +2 Level)
Speed 25’
Fort +5 T Reflex +9 E Will +6 E; +1 vs. Traps (Trap Finder)
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Offense
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Rogue Class DC 17 T
Arcane Spell DC 17 T
Arcane Spell Attack +7 T

Melee
Dagger +6 (d4+3 P) Agile, Finesse, thrown 10’, versatile S
Rapier +6 (d6+3 P) Deadly d8, Disarm, Finesse
Light Mace +6 (d4+3 B) Agile, Finesse, Shove
Ranged
Shortbow +6 (d6 P) 60’, Deadly d10
Special Attacks:
Sneak Attack +1d6

Arcane Abilities:
At will: Detect Magic as Arcane Innate spell
0: Acid Splash, Shield

Reactions
Recognize Spell (General, Secret, Skill)
Trigger A creature casts a spell within line of sight of you, or a trap or similar inanimate object triggers and casts a spell. You must be aware the creature is casting a spell or the trap is triggering.

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Statistics
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Str 12 Dex 16 Con 12 Int 16 Wis 10 Cha 12

Skills
Acrobatics +7 T Treat falls as 10’ shorter
Athletics +5 T
Arcana +7 T +1 circumstance Identify Magic and Decipher Script
Craft +7 T
Deception +5 T
Diplomacy +5 T
Intimidation +5 T
Lore (Demon) +7 T
Lore (Architecture) +7 T
Medicine +4 T
Nature +4 T +1 circumstance Identify Magic and Decipher Script
Occult +7 T +1 circumstance Identify Magic and Decipher Script
Religion +4 T +1 circumstance Identify Magic and Decipher Script
Society +7 T
Stealth +9 E
Thievery +7 T Can disable traps requiring Master proficiency

Languages: Common, Hallit, Elven, Abyssal, Goblin, Orc
Background: Demon Hunter
Pathfinder Training: 1 scrolls, 2 spells

Consumable from Pathfinder connections: Minor Healing potion

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Gear
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Adventurers pack
Sheath
Dagger
Rapier
Light Mace
Shortbow
20 arrows
Thieve’s Tools
Replacement picks x5
Studded Leather
Spellbook
Bandolier
Crowbar
Explorer’s clothing
Writing Set
Material Component Pouch
Holy Water
Antidote, Lesser

Pack Animal
Saddlebags
Climbing Kit
Repair Kit
Pup Tent
Fine clothing
Healer's tools
Antiplague, Lesser

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Spellbook
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Acid Splash
Message
Read Aura
Shield

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Feat and Class Abilities
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Seer Elf You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.

Demon Slayer
For over a century, Mendev led a multinational coalition against ever-growing abyssal invaders in the Worldwound, and the Pathfinder Society aided in the so-called Fifth Crusade that ultimately sealed the planar rift and defeated its demon armies. You might be a hardened recruit who clashed with the demons, or perhaps you were a survivor who lost everything to the fiendish armies and narrowly escaped—or was rescued by Pathfinders. Your exposure to the Worldwound has taught you vital lessons in identifying fiends and their magic.

Choose two ability boosts. One must be to Strength or Constitution, and one is a free ability boost.

You’re trained in the Religion skill and the Demon Lore skill. You gain the Recognize Spell skill feat. Add Abyssal to the list of additional languages you can learn for having a high Intelligence modifier.

Special You can select this background only if you have earned credit for at least 5 First Edition scenarios from Season 5 of the Pathfinder Society organized play campaign.

Trap Finder
Rogue
You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

Wizard Dedication
Archetype Dedication Multiclass
You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You're trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Int, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice.

Catfall
General Skill
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter. If you're a master in Acrobatics, treat them as 50 feet shorter. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.

Quiet Allies
General Skill
You're skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn't apply for initiative rolls.

Recognize Spell [R]
General, Secret, Skill
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.

Botting:

Reaction: Recognize Spell
[dice=Arcana]d20 +7[/dice]
[dice=Nature]d20 +4[/dice]
[dice=Occult]d20 +7[/dice]
[dice=Religion]d20 +4[/dice]

Perception and Saves

[dice=Perception]d20+6[/dice] +1 circumstance find traps: Trap Finder

[dice=Fort]d20+5[/dice]
[dice=Reflex]d20+9[/dice]
[dice=Will]d20+6[/dice]

Combat

If we encounter something that looks like a swarm, use Acid Splash spell!
Range 30’
[dice=Two Action Arcane Acid Splash]d20+6[/dice] CS: +1 persistent damage
[dice=Acid damage]d6[/dice]
[dice=Acid Splash damage]1[/dice]

In melee will normally cast shield and attempt to strike once, normally with Rapier
Listing for second strike to make it easy if I do two strikes

[dice=Rapier]d20 +6[/dice] Disarm, Finesse
[dice=Piercing]d6+3[/dice] Deadly d8
[dice=Sneak Attack]d6[/dice]

[dice=Rapier, Second Attack]d20 +6-5[/dice] Disarm, Finesse
[dice=Piercing]d6+3[/dice] Deadly d8
[dice=Sneak Attack]d6[/dice]

[dice=Light Mace]d20 +6[/dice] Agile, Finesse, Shove
[dice=Blunt]d4+3[/dice]
[dice=Sneak Attack]d6[/dice]

[dice=Light Mace, Second Attack]d20 +6-4[/dice] Agile, Finesse, Shove
[dice=Blunt]d4+3[/dice]
[dice=Sneak Attack]d6[/dice]

[dice=Dagger]d20 +6[/dice] Agile, Finesse, Thrown 10’, Versatile S
[dice=Piercing]d4+3[/dice] Versatile S
[dice=Sneak Attack]d6[/dice]

[dice=Dagger, Second Attack]d20 +6-4[/dice] Agile, Finesse, Thrown 10’, Versatile S
[dice=Piercing]d4+3[/dice] Versatile S
[dice=Sneak Attack]d6[/dice]

Ranged

It is a bow, I will almost always shoot twice if doing bow
[dice=Shortbow]d20 +6[/dice] Range increment 69’
[dice=Piercing]d6[/dice] Deadly d10
[dice=Sneak Attack]d6[/dice]

[dice=Shortbow, Second s&+~]d20 +6-4[/dice] Range increment 69’
[dice=Piercing]d6[/dice] Deadly d10
[dice=Sneak Attack]d6[/dice]

Skills

[dice=Acrobatics]d20 +7[/dice] T Treat falls as 10’ shorter
[dice=Athletics]d20 +5[/dice] T
[dice=Arcana]d20 +7[/dice] T +1 circumstance Identify Magic and Decipher Script
[dice=Craft]d20 +7[/dice] T
[dice=Deception]d20 +5[/dice] T
[dice=Diplomacy]d20 +5[/dice] T
[dice=Intimidation]d20 +5[/dice] T
[dice=Lore (Demon)]d20 +7[/dice] T
[dice=Lore (Architecture)]d20 +7[/dice] T
[dice=Medicine]d20 +4[/dice] T
[dice=Nature]d20 +4[/dice] T +1 circumstance Identify Magic and Decipher Script
[dice=Occult]d20 +7[/dice] T +1 circumstance Identify Magic and Decipher Script
[dice=Religion]d20 +4[/dice] T +1 circumstance Identify Magic and Decipher Script
[dice=Society]d20 +7[/dice] T
[dice=Stealth]d20 +9[/dice] E
[dice=Thievery]d20 +7[/dice] T Can disable traps requiring Master proficiency

Character Creation:

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Character Creation
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Str 12 F
Dex 16 ACF
Con 12 B
Int 16 ABF
Wis 10
Cha 12 F

Experienced Adventurer boon: Build a 2nd-level PC. Begin with 12 XP, 12 Fame, 12 Reputation, and 30 gp

Ancestry: Human (Half Elf)
Elf Avatism: Seer Elf heritage
Background:
Demon Hunter: Recognize Spell, Lore (Demon)
Class: Rogue (Thief)
Trap Finder, Wizard Dedication
Skill feats: Catfall, Quiet Allies
Sneak Attack +1d6
surprise attack

Start with four arcane cantrips
Can prepare two cantrips each day.