Senses
Perception (**) +13 or +15 w/ Incredible Initiative, Sense Allies
Languages ➤ Common, Varisian, plus one
Explore ➤ Search
Defenses
AC 24 (Raiment Breastplate) or 25 Shield (hardness 10); HP 78
Fortitude (*) +11, Reflex (*) +10, Will (***) +15 w/ Resolve
Flash of Grandeur (↺, 15-aura) Reduce triggering damage by two plus level [9], and foe is off-guard and effected by revealing light spell 1-rnd; dazzling it, negating concealment, or treating an invisible foe as if merely concealed
Offense
Oracle Spellcasting (**) DC 25
Simple Weapons and Bladed Scarf (*), Medium Armor (*)
Speed 30; Bulk 4.0 / 9.0
Striking Bladed Scarf w/ Warding Statuette (S, 2h, disarm, finesse, reach, sweep, trip) +14 @ 2d6+4 slashing and ally adjacent to target +1 status to AC 1-rnd
Needle Darts (P, 60-ft, AC; concentrate, manipulate) +15 @ 6d4 piercing; plus 4 bleed if CS
Daze (60-ft, Will, Basic Will) 2d6 mental; plus stunned 1 if CF
Dance of Many:
Ancestral Touch
Curse of Ancestral Meddling
Eject Soul
Flash of Grandeur
Sense Allies
Warding Statuette
Whispers of Weakness
Ancestral Touch
[◆, touch, emotion, fear, mental]
You touch a creature and force them to see and feel the ancestors surrounding you. The target takes 1d4 mental damage, with results depending on a Will save.
Critical Success @ The target is unaffected.
Success @ The target takes half damage.
Failure @ The target is frightened 1 and takes full damage.
Critical Failure @ The target is frightened 2 and takes double damage.
Curse of Ancestral Meddling
When you gain the cursebound condition, you are clumsy with a value equal to your cursebound value. Clumsy affects all Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.
Eject Soul
[◆◆, touch, incapacitation]
Your touch disrupts the connection between body and soul, possibly forcing the soul out of the body altogether. The target must attempt a Fortitude save. You can allow allies to choose the degree of success instead of rolling a saving throw.
Success @ The target is unaffected.
Failure @ The target is stunned 1 as its soul briefly loses its connection to its body.
Critical Failure @ The target’s soul exits its body for 1 round. The target’s body becomes stunned. While its body is stunned in this way, the target remains fully aware in soul form; it simply can’t consciously move its body (though the body makes basic instinctual defensive movements). The target’s soul has the incorporeal trait, is invisible, and has a fly Speed of 60 feet. It can’t attack, cast spells, or attempt any skill checks that require a physical body, and it must always maintain line of effect to its body. When the target’s body ceases being stunned, the target’s soul instantly returns to its body as the target wakes.
Flash of Grandeur
[↺, 15-aura]
Reduce triggering damage by two plus level [9], and foe is off-guard and effected by revealing light spell 1-rnd; dazzling it, negating concealment, or treating an invisible foe as if merely concealed
Sense Allies
Like many humans raised in a close-knit community, you have always been strongly attuned to the presence of others. Willing allies that you are aware of within 60 feet that would otherwise be undetected by you are instead hidden from you. The flat check for you to target willing allies within 60 feet that are hidden from you is 5 instead of 11.
Warding Statuette
Usage: affixed to armor or a weapon
When you hit with a Strike using the affixed weapon, or when a spell effect you created by activating the statuette hits with a Strike, you can choose a creature adjacent to the creature that was hit. That creature gains a +1 status bonus to AC until the start of your next turn. No more than one creature can benefit from this each turn.
Activate ➤ Cast a Spell; Effect You cast shield.
Activate ➤ Cast a Spell; Frequency once per day; Effect You cast spiritual weapon.
Whispers of Weakness
[◆, 60-ft, cursebound]
You learn a creature's weaknesses and it lowest save, and gain +2 status to next attack before end of next turn
Tao is a skilled jumper, who may freely Leap up to 5 feet high and 20 feet far, and may roll to High Jump or Long Jump as a single action without needing to Stride first, adding +3 vertical feet or +10 horizontal feet to the total rolled distance. Her masterful skill with medicine allows her to Treat Wounds or Disease upon four patients at a time, and her musical talents can Fascinate foes for 1 round with a check, but she must critically succeed as an incapacitation effect if doing so during combat.
Athletics (**) +15 or +17 to Jump w/ Boots of Bounding, Powerful Leap, Quick Jump
Acrobatics (*) +10
Diplomacy (*) +13
Intimidation (*) +13
Lore: Circus (*) +9
Medicine (***`) +16 or +18 w/ Gentle Breeze; Expanded Healer's Tools, Ward Medic
Performance (**`) +16 w/ Dancer's Scarf, Fascinating Performance
Religion (*) +11
Society (*) +9
Survival (*) +9
Equipment:
Worn (3.0) @ Boots of Bounding (-), Dancer's Scarf (-), Everlight Gem (-), Ordinary Clothing (-), Raiment Breastplate (BB) w/ affixed Emerald Grasshopper; Expanded Healer's Tools (B), Wooden Religious Symbol (~)
Held (1.0) @ Bladed Scarf of Striking w/ Warding Statuette (B)
Stowed (1.0) @ Adventurer’s Pack (B)
Curse: Of Ancestral Meddling
Granted Spells: Guidance (cantrip), Ill Omen (1st), Ghostly Carrier (2nd), Dreaming Potential (5th)
Related Domains: Death, Duty, Family, Soul
Mystery Skill: Society
Revelation Spells: Ancestral Touch, Ancestral Defense, Ancestral Form
Deity Profile:
Category: Empyreal Lords
Edicts: Respect elders, instill good virtues in children, seek and allow redemption
Anathema: Hold a grudge, mock the dead, pass judgment hastily or carelessly
Areas of Concern: consolation, respect, and security
Divine Skill: Society
Favored Weapon: staff
Domains: family, knowledge, protection, sorrow
Cleric Spells 1st: shillelagh, 4th: aerial form (bird only), 6th: collective transposition
Progression:
Ancestry and General
1: Skilled Heritage ➤ Performance, Unconventional Weaponry
3: Canny Acumen ➤ Perception
5: Sense Allies
7: Incredible Initiative