Weapon traits:
agile (only -4 if second attack in one round, -8 if third)
finesse (can use dex instead of strength for attack roll)
nonlethal (or -2 circumstance penalty)
unarmed
Weapon traits:
Versatile (can do two kinds of damage... have to choose one)
Duskwalker: Weapon and unarmed attack Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.
Weapon traits:
Deadly d10 (on a crit double damage plus a d10)
Volley 30 ft. (-2 on attacks within this range)
Duskwalker: Weapon and unarmed attack Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.
Ancestral Paragon [Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.]
Armor Proficiency [Trained in light armor.]
Battle Medicine [You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.]
Cantrip Expansion [add 2 more cantrips]
Duskwalker [Your connection to the Boneyard ensures that your blows strike true against spectral beings. Your weapon and unarmed attack Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.]
Natural Skill [Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.]
Skill Training [become trained in one skill]
Class:
KEY ABILITY
Charisma
HIT POINTS
8 plus your Constitution modifier
PERCEPTION
Trained in Perception
SAVING THROWS
Trained in Fortitude
Trained in Reflex
Expert in Will
SKILLS
Trained in Religion
Trained in one or more skills determined by your mystery
Trained in a number of additional skills equal to 3 plus your Intelligence modifier
ATTACKS
Trained in simple weapons
Trained in unarmed attacks
DEFENSES
Trained in light armor
Trained in unarmored defense
SPELLS
Trained in divine spell attack rolls
Trained in divine spell DCs
Athletic Rush [Your body fills with physical power and skill. You gain a +10- foot status bonus to Speed and a +2 status bonus to Athletics checks. As a part of Casting this Spell, you can use a Stride, Leap, Climb, or Swim action. The spell's bonuses apply during that action.]
Call to Arms [You cry out a call to arms, inspiring your allies to enter the fray. Each ally in the area gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to the spell's level; these temporary Hit Points last for the spell's duration. (Heightened to Level 2)]
Detect Magic (free from ring of minor arcana)
Electric Arc Gale Blast Gouging Claw Light Mage Hand (free from ring of minor arcana)
Message Prestidigitation (free from ring of minor arcana)
Shield Spout Stabilize
=== First Level ===
Spells slots: 3
Heal (Signature Spell)
Invisible Item Mending
=== Second Level ===
Spell slots: 2
Comprehend Languages Heal (Heightened to level 2)
See Invisibility
Adventurer's Pack [7 silver]
Bandolier (2) [2 silver]
Explorer's Outfit [1 silver]
Healer's Tools [5 gold] (group-owned item)
Leather Armor [2 gold]
Longbow [6 gold]
Morningstar [1 gold]
Quiver of Arrows (60) [6 silver]
Religious Symbol (Silver) [2 gold]
Tent (pup) [8 silver]
Vials (4) [2 silver]
Waterskin (2) [1 silver]
Writing Set [1 gold]
Ring of Minor Arcana [worth 160 gold, reward from Bort's collection]
[This rose-gold ring is adorned in the center by a somewhat ominous-looking horned skull. This ring gives you the power to cast the following innate arcane cantrips any number of times each day: detect magic, mage hand, and prestidigitation. Each is cast as a 1st-level spell. If you are an arcane spellcaster, these can instead be heightened to the level of your cantrips.]
Key from big orc
Leather, Healer's Tools, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin (2), Soap, Clothing (Explorer's), Arrows (60), Ring of Minor Arcana, Writing Set, Tent (Pup), Religious Symbol (Silver)
Cash on hand = 21.4 gold
Loot:
Stuff from dirty hoarder room:
37 sp, 52 cp, and a lot of damaged or shoddy common items (such as ropes, whetstones, backpacks, and candles). She discovers a small cache located under a rock beneath a bedroll. This cache contains an invisibility potion and a silver key (worth 1 gp).
Stuff from V's hideout:
robes and work aprons
Hallod’s letters confirming the delivery of various shipments of alchemical reagents.
Another piece of parchment contains a timeline of dates and notable occurrences; near the bottom, it shows the date that Bort’s caravan arrived in town with the note “Tied up loose end: merchant.” There are two entries beneath that line: one is dated yesterday, and reads, “The last reaction is in place.”
The final entry does not have a date listed— that spot is blank—but it reads, “Mother avenged.” Rewards: While the clothes in the dresser are of good make, they are not particularly valuable. One of the drawers contains a mistform elixir and two lesser elixirs of life.
53 gp, 86 sp, 416 cp
four moderate alchemist’s fire
two lesser tanglefoot bags
moderate fire energy mutagen.
Final battle:
Loot
Alchemical crossbow
Belt pouch (2 pp, 38 gp, 4 sp)
Bracers of missile deflection
daggers (2)
key
leather armor
lesser potion of fire resistance
lesser juggernaut mutagen
lesser stone body mutagen
+1 striking dagger
moderate acid energy mutagen
Background:
Sazen used to be a missionary and healer, trained as a Cleric, but gave that all up after running into a mad alchemist and having to fight for her life and save a town. Now she understands her nature as a duskwalker more clearly, and instead of encouraging the living to live right has converted to being an oracle, specializing in fighting the undead. She now serves Pharasma rather than Erastil.