Witch

Salliss's page

587 posts. Organized Play character for BretI.


Race

| HP 140/140 | AC 31 (32 with Shield spell) | F +20 R +24 W +21; +2 vs traps Resist Evil 4 Resist Void 1 Resist Electric 5

Classes/Levels

| Active Conditions:

Gender

Male Aiuvarin Human Rogue 12 | Perception +20; +2 vs traps; Trap Finder; Low Light Vision

About Salliss

Salliss

Male Aiuvarin Human Rogue 12
Medium Humanoid (aiuvarin elf holy human)
Senses Perception +20 M ; low-light vision, +2 circumstance bonus to find traps
+2 circumstance to initiative
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Defense
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HP 140 (8+(8+3)*12)
AC 31; shield cantrip +1 AC, +2 AC vs traps (10 +4 Dex cap + 1 armor +2 runes +2 Trained +12 Level)
Speed 35’ (45’ with Tailwind from wand)
Fort +19 E Reflex +23 M Will +20 E; +2 vs. traps
Resist Void 1
Resist Electricity 5
Resist Evil 4

When you roll a success on a Reflex save, you get a critical success instead.
When you roll a success on a Fortitude save, you get a critical success instead.

Trained in light armor
Trained in unarmored defense
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Offense
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Rogue Class DC 31 E
Arcane Spell DC 28 T
Arcane Spell Attack +18 T

Melee
Dagger +21 (d4+7 P) Agile, Finesse, thrown 10’, versatile S

+2 Greater Striking Shifting Standard Grade Cold Iron Rapier +23 (3d6+7 P) Deadly d8, Disarm, Finesse
Form of Light Mace +23 (3d4+7 B) Agile, Finesse, Shove
Form of Short Sword +23 (3d6+7 P) Agile, Finesse, versatile S
Form of Sap +18 (3d6+7 B) Agile, Non-Lethal
Form of Dagger +23 (3d4+7 P) Agile, Finesse, versatile S

Light Mace +21 (d4+7 B) Agile, Finesse, Shove

Ranged
+1 striking composite shortbow +22 (2d6+2 P) 60’, Deadly d10, propulsive

Dagger +21 (d4+7 P) Agile, Finesse, thrown 10’, versatile S

Expert in simple and martial weapons
Expert in unarmed attacks

Special Attacks:
Sneak Attack +3d6
Debilitating Strike [free-action] -10 speed or enfeebled 1

Specialization effects:
Only get it if off guard

Reactions

Recognize Spell

Arcane Abilities:

Detect Magic innate
Shield
Caustic Blast

Sure Strike, Sure Strike
Mirror Image
Haste

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Statistics
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Str +0 Dex +5 Con +3 Int +4 Wis +2 Cha +2

Skills

Acrobatics M +24 includes Boots of Elvenkind, Steady Balance
Arcana M +22
Athletics +14
Crafting +18
Deception +16
Diplomacy +16
Intimidation +16
Lore Demon +18, +2 RK vs Fiends
Lore Pathfinder Society +18
Medicine +18 E Continual Recovery
Nature +16
Occultism +18
Performance U +2
Religion M +22 Includes Greater Symbol of Conflict, +2 RK vs Fiends
Society +18
Stealth M +24 includes Cloak of Elvenkind
Survival +16
Thievery M +23 Can disable traps requiring Legendary proficiency, +1 item Pick Locks and Disable Devices infiltrator’s picks

Languages: Common, Hallit, Elven, Chthonian, Goblin, Orc, Tien
Background: Demon Slayer
Patron Deity: Ketephys
Home Region: Kyonin (Erages), Shining Kingdoms

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Gear
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+2 Striking Shifting Standard Grade Cold Iron Rapier, Wayfinder, Dagger, Rapier, Light Mace, +1 Striking Shortbow, Infiltrator Thieve’s Tools, +2 Resilient Electricity-Resistant Leather, Spellbook, Adventurer's pack, Crowbar, Explorer’s clothing, Writing Set, fine clothes, healer’s tools, Bag of Holding II, Cloak of Elvenkind, Boots of Elvenkind, Wand of 2nd Rank Longstrider, pearly white spindle aeon stone, Greater Symbol of Conflict

Consumables:
Rations, 2 weeks
28 arrows
20 low-grade cold iron arrows
Replacement Infiltrator’s picks x5
Holy Water x4
moderate healing potion x4
Greater elixir of darkvision
Greater Antidote,
Greater Antiplague
Arcane scroll of See Invisible
Arcane scroll of Freedom of Movement
Arcane scroll of Waterbreathing
Arcane scroll of Water Walking
Arcane scroll of Ghostly Weapon
Arcane scroll of Resist Energy
Silversheen
Shining Arrow x4

Pack Animal
Saddlebags

Bag of Holding II
Climbing Kit, Repair Kit, Pup Tent, Fine clothing, Healer's tools, Cold Weather Clothes, rations, thieves’s tools

Invested items:
Wayfinder & pearly white spindle aeon stone
+2 Electricity-Resistant Resilient Leather armor
Boots of Elvenkind
Cloak of Elvenkind
Greater Symbol of Conflict - Holy to Ketephys

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Spellbook
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Caustic Blast, Message, Read Aura, Shield

Gentle Landing, Force Barrage, Sure Strike

Blur, Mirror Image, Resist Energy, Water Breathing, Water Walk

Circle of Protection (U), Haste, Mind of Menace

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Class Abilities and Feats
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Ketephys
The Hunter
Edicts Hunt and kill demons and undead, maintain the health of the forest, provide for your community
Anathema Take more than needed from the wilderness, hunt an animal for sport, aid Treerazer or his minions
Favored Weapon Longbow
Domains darkness, moon, nature, secrecy

Rogue

Rogue's Racket Thief
Nothing beats the thrill of taking something that belongs to someone else. You might be a pickpocket working the streets, a cat burglar sneaking through windows, or even a consultant, testing your clients' vaults for openings.
When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon or finesse melee unarmed attack, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
You are trained in Thievery.

Sneak Attack 3d6
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the off-guard 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.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are off-guard to you.

Deny Advantage 3rd
As someone who takes advantage of openings, you are careful not to leave such gaps yourself. You aren't off-guard to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Weapon Tricks 5th
You gain expert proficiency in simple weapons, martial weapons, and unarmed attacks. When you critically succeed at an attack roll against an off-guard creature while using an agile or finesse weapon or an agile or finesse unarmed attack, you apply the critical specialization effect for that weapon or unarmed attack.

Weapon Specialization 7th
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're an expert. This damage increases to 3 if you're a master, and 4 if you're legendary.

Debilitating Strike 9th
When taking advantage of an opening, you both hinder and harm your foe. You gain the Debilitating Strike free action.

Debilitating Strike [free-action]
Rogue

Trigger Your Strike hits an off-guard creature and deals damage.

You apply one of the following debilitations, which lasts until the end of your next turn.
• Debilitation The target takes a –10-foot status penalty to its Speeds. • Debilitation The target becomes enfeebled 1.

Trap Finder Feat 1
Rogue

You have an intuitive sense that alerts you to the 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 Feat 2
Archetype Dedication Multiclass

Prerequisites Intelligence +2
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 the spell attack modifier and spell DC statistics. Your key spellcasting attribute for wizard archetype spells is Intelligence, 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. Select a school; you don't gain any abilities from your choice of school, but qualify for feats as a member.

Basic Wizard Spellcasting Feat 4
Archetype

Prerequisites Wizard Dedication
You gain the basic spellcasting benefits. Each time you gain a spell slot of a new rank from the wizard archetype, add two common spells of that rank to your spellbook.

Gang Up Feat 6
Rogue

You and your allies harry an opponent in concert. You can flank an enemy if it's within reach of both of you and an ally—you and your ally don't have to be on opposite sides. This benefits your allies as well as you, but only if they're flanking with you, not each other. The other requirements for flanking must still be met.

Blind-Fight Feat 8
Rogue

Prerequisites master in Perception
Your battle instincts make you more aware of concealed and invisible opponents. You don't need to succeed at a flat check to target concealed creatures. You're not off-guard to creatures that are hidden from you (unless you're off-guard to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature. While you're adjacent to an undetected creature of your level or lower, it is instead only hidden from you.

Arcane Breadth Feat 8
Archetype

Prerequisites Basic Wizard Spellcasting

Your thorough studies allow you to cast more arcane spells each day. Increase the spell slots you gain from wizard archetype feats by 1 for each spell rank other than your two highest wizard spell slots.

Mortal Herald Dedication Feat 12
Rare Archetype Dedication

Prerequisites worshipper of a specific deity, master in Religion or your deity's divine skill

You become a mortal herald of your deity, gaining power in return for your service. Others intuitively sense your connection with your deity, which subtly influences the way they act around you. You become bound by your deity's anathema. Depending on your deity, their sanctification can make you holy or unholy. This gives you the holy or unholy trait, which commits you to one side of a struggle over the souls of the planes and can be referenced in other abilities. If you “can be” holy or unholy according to your deity, you make that choice, and if you “must be” holy or unholy you gain the trait automatically. If you gain the opposing trait in some way, you lose the previous trait until you complete an atone ritual.

In addition, once per day, you can cast heal as a 6th-rank innate divine spell. You can only target yourself with the spell, but you gain the benefits of the 2-action version when you spend 1 action to cast it. In addition, if you would be reduced to 0 Hit Points but not immediately killed, you can cast the spell as a free action before you become unconscious. This spell is automatically heightened to a rank equal to half your level.

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Skill and General Feats
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Cat Fall Feat 1
General Skill

Prerequisites trained in Acrobatics
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 and 50 feet if you're a master. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.

Combat Climber Feat 1
General Skill

Prerequisites trained in Athletics
Your techniques allow you to fight as you climb. You're not off-guard while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb.

Continual Recovery Feat 2
General Skill

Prerequisites expert in Medicine
You zealously monitor a patient's progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Foil Senses Feat 7
General Skill

Prerequisites master in Stealth
You are adept at foiling creatures' special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses (see the Detecting with Other Senses sidebar on page 433).

Hefty Hauler Feat 1
General Skill

Prerequisites trained in Athletics
You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.

Kip Up [free-action] Feat 7
General Skill

Prerequisites master in Acrobatics
You stand up. This movement doesn't trigger reactions.

Pilgrim's Token Feat 1
General Skill

Prerequisites trained in Religion, follower of a specific religion

You carry a small token of protection from a site holy to your faith. You gain a wooden religious symbol for your deity for free. As long as this religious symbol is in your possession, when you tie an adversary's initiative roll, you go first.

If you lose this religious symbol, you must purchase or Craft a replacement and attune it. Such a token usually costs at least 1 sp, and the attunement takes 10 minutes of prayer. You can also attune a different religious symbol with the same amount of time, but you lose the benefit of the previous religious symbol.

Quick Recognition Feat 7
General Skill

Prerequisites master in Arcana, Nature, Occultism, or Religion; Recognize Spell

You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you're a master as a free action.

Quiet Allies Feat 2
General Skill

Prerequisites expert in Stealth
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 [reaction] Feat 1
General Secret Skill

Prerequisites 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 rank 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 rank 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.

Steady Balance Feat 1
General Skill

Prerequisites trained in Acrobatics
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You're not off-guard while attempting to Balance on narrow surfaces and uneven ground.

Swift Sneak Feat 7
General Skill

Prerequisites master in Stealth
You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Underwater Marauder Feat 1
General Skill

Prerequisites trained in Athletics
You've learned to fight underwater. You are not off-guard while in water, and you don't take the usual penalties for using a bludgeoning or slashing melee weapon in water.

Ancestral Paragon Feat 3
General

Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.

Fleet Feat 1
General

You move more quickly on foot. Your Speed increases by 5 feet.

Incredible Initiative Feat 1
General

You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls.

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Ancestry and Background
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Human

Aiuvarin (Heritage)
You have elves, or possibly other aiuvarins, in your family tree. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait, the aiuvarin trait, and low-light vision. In addition, when you gain an ancestry feat, you can choose from aiuvarin and elf feats in addition to those from your ancestry.

Seer Elf (Heritage)
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 rank 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
Background

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 attribute boosts. One must be to Strength or Constitution, and one is a free attribute 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.

Elf Atavism Feat 1
Aiuvarin

Your elven blood runs particularly strong, granting you features far more elven than those of a typical aiuvarin. You may also have been raised among elves, steeped in your elven ancestors’ heritage. You gain the benefits of the elf heritage of your elven parent or ancestors. You typically can't select a heritage that depends on or improves an elven feature you don't have. For example, you couldn't take the Ancient Elf heritage (page 47) unless your non-elf ancestry also has a lifespan measured in multiple centuries. In these cases, at the GM's discretion, you might gain a different benefit.

Nimble Elf Feat 1
Elf

Your muscles are tightly honed. Your Speed increases by 5 feet.

Inspire Imitation Feat 5
Aiuvarin

Your actions inspire your allies to great achievements. Whenever you critically succeed at a skill check, you automatically qualify to use the Aid reaction when attempting to help an ally using the same skill, even without spending an action to prepare to do so.

Elf Step [one-action] Feat 9
Elf

You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.

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Special Equipment
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Greater Symbol of Conflict Item 10
Uncommon Divine Invested

Usage worn; Bulk —
This tarnished necklace can be attuned only by someone who is holy or unholy. When you attune it, it transforms into your deity's religious symbol or a personal symbol if you don't have a deity. You receive a +2 item bonus to Religion and a +1 circumstance bonus to saves against holy and unholy effects.

Activate—Presence [two-actions] (concentrate, manipulate)
Frequency once per day; Effect The symbol casts 4th Rank bane, bless, divine wrath and Cleanse Affliction. The counteract DC of these effects is 27, and the counteract modifier is +17.

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Old Faction Boons
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This character is old enough that it has boons that were purchased with Fame — something that no longer exists in Society play.

Adversary Lore:
Prerequisites: Vigilant Seal Tier 1
It doesn’t matter how powerful your weapons are if you don’t know where to strike. Before an adventure, you take time to study a certain category of creatures, making it easier to recall their capabilities later. When you purchase this boon, either select one creature type from List 1 below, or choose two creature types from List 2. While this boon is slotted, you have a +1 circumstance bonus to Recall Knowledge about creatures of the selected type(s). If your Reputation Tier for the Vigilant Seal faction is 4, this bonus increases to +2.
List 1: aberration, animal, beast, construct, dragon, elemental, fiend, undead.
List 2: astral, celestial, ethereal, fey, fungus, giant, monitor, ooze, plant.

Chose Fiend, so +2 to RK on Fiends

Resist Corruption
Prerequisites: Vigilant Seal Tier 1
No matter whether you’re a shining beacon of good or a jaded pragmatist with a mission, you must be prepared to shield yourself and your allies against unholy energy. While this boon is slotted, you and any adjacent allies gain resistance to evil damage equal to your Reputation Tier with the Vigilant Seal faction.

Resist Evil 4 (max)

Character creation:

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Character Creation
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Str +0
Dex +5 ABCFVX
Con +3 BFV
Int +4 AFVX
Wis +2 FX
Cha +2 VX

Ancestry: Human (Aiuvarin)
Elf Avatism: Seer Elf heritage
Inspire Imitation
Nimble Elf (from Ancestral Paragon)
Elf Step
Background:
Demon Slayer: Religion, Recognize Spell, Lore (Demon)
Skill:
Recognize Spell (from background)
Cat Fall, Combat Climber, Continual Recovery, Hefty Hauler, Foil Senses, Kip Up, Pilgrim’s Token, Quick Recognition, Quiet Allies, Steady Balance, Swift Sneak, Underwater Marauder
Class: Rogue (Thief)
Trap Finder, Wizard Dedication, Basic Wizard Spellcasting, Gang Up, Blind-Fight, Arcane Breadth, Mortal Herald Dedication
General
Ancestral Paragon (Nimble Elf), Fleet, Incredible Initiative
Experienced Adventurer boon: Build a 2nd-level PC. Begin with 12 XP, 12 Fame, 12 Reputation, and 30 gp