Senses
Perception (**) +13 w/ Sense Allies
Languages ➤ Common, Varisian; Empyrean
Explore ➤ Search
Defenses
AC 24 (Breastplate) or 25 Shield (hardness 10); HP 78
Fortitude (*) +11, Reflex (*) +10, Will (***) +15 w/ Resolve
Enveloping Light Tattoo (~, 1/day) Avert CF to treat wounds as a patient; (◆◆, 1/day) Light [rank 1] and heal 1d4 HPs for 5 rounds
Flash of Grandeur (↺, 15-aura) Reduce triggering damage by two plus level [9], and foe is subject to revealing light spell 1-rnd; dazzling it, negating concealment, or treating an invisible foe as if merely concealed
Offense
Oracle Spellcasting (**) DC 25, Holy Sanctification
Simple Weapons and Bladed Scarf (*), Medium Armor (*)
Speed 30; Leap 8 up / 25 across; Bulk 4.0 / 9.0
Striking Bladed Scarf w/ Warding Statuette (S, 2h, disarm, finesse, reach, sweep, trip) +14 @ 2d6+4 and ally adjacent to target +1 status to AC 1-rnd
Needle Darts (P, 60-ft, AC) +15 @ 6d4; plus 4 bleed w/ CS
Haunting Hymn (sonic, 15-cone) Basic Fortitude @ 2d8
Dance of Many (Ability Text):
Ancestral Touch
Curse of Ancestral Meddling
Dancing Scarf
Eject Soul
Enveloping Light Tattoo
Flash of Grandeur w/ Revealing Light
Leap w/ Boots of Bounding, Powerful Leap, and Quick Jump
Radiant Wayfinder (Faction Boon) w/ Faerie Fire
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.
Heightened (+1) the mental damage increases by 1d4.
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.
Dancing Scarf This long and billowing scarf is typically woven of silk or sheer fabric and adorned with bells or other jangling bits of shiny metal. It grants a +1 item bonus to Performance checks to dance.
Activate—Swirling Scarf [one-action] (manipulate); Requirements On your most recent action, you succeeded at a Performance check to dance; Effect You become concealed until the beginning of your next turn.
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.
Enveloping Light Tattoo This tattoo is a series of six concentric circles that show up as a soft yellow on any skin tone. The marks carry in them a protective force that bolsters your body and soul. The first time each day that someone attempts to Treat your Wounds and rolls a critical failure, they get a failure instead.
Activate [two-actions] command; Frequency once per day; Effect For 5 rounds, your entire body begins to glow, with the effects of a 1st-level light spell. At the end of each of your turns during this time, you regain 1d4 Hit Points.
Flash of Grandeur and Revealing Light
[↺, 15-aura]
Imperious divine light flashes out from you to surround your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. Until the end of your next turn, the attacker is affected by revealing light.
A wave of magical light washes over the area. You choose the appearance of the light, such as colorful, heatless flames or sparkling motes. A creature affected by revealing light is dazzled. If the creature was invisible, it becomes concealed instead. If the creature was already concealed for any other reason, it is no longer concealed.
Leap w/ Boots of Bounding, Powerful Leap, Quick Jump You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump.
Horizontal Jump: up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your Speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). You can't make a horizontal Leap if your Speed is less than 15 feet.
Vertical Jump: up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
The springy soles of these sturdy leather boots cushion your feet and make each step lighter. These boots give you a +5- foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.
You can jump 5 feet up with a vertical Leap without making a High Jump. You also increase the horizontal distance when you Leap, including as part of a High Jump or Long Jump, by 5 feet.
You can use High Jump and Long Jump as a single action instead of 2 actions. If you do, you don’t perform the initial Stride (nor do you fail if you don’t Stride 10 feet).
Radiant Wayfinder and Faerie Fire You have specially augmented your wayfinder, devising a way for the device to reveal hidden creatures. When you purchase this boon, you apply its benefits to one wayfinder in your possession, granting it the following activation ability: Activate [two-action] command (evocation, good, light) Effect The wayfinder glows with a spiritual radiance, revealing that which is hidden. This has the effects of faerie fire, except the effect occurs in a 10-foot radius centered around you.
Range: 120 feet; Area: 10-foot burst; Duration: 5 minutes
All creatures in the area when you cast the spell are limned in colorful, heatless fire of a color of your choice for the duration. Visible creatures can't be concealed while affected by faerie fire. If the creatures are invisible, they are concealed while affected by faerie fire, rather than being undetected.
You can safely use this benefit once per adventure. You can attempt to use it a second time, overcharging the wayfinder at the risk of destroying it. When you do so, roll a DC 10 flat check. On a success, the wayfinder is broken. On a failure, the wayfinder is destroyed. If anyone tries to overcharge a wayfinder that’s already been overcharged, the item is automatically destroyed (even if it has been repaired) and does not provide the activated benefit.
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 armament.
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 8 feet high and 25 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 or +14 to Make an Impression w/ Read the Air
Intimidation (*) +13
Lore: Circus (*) +9
Medicine (***`) +16 w/ Enveloping Light Tattoo, Expanded Healer's Tools, Ward Medic
Performance (**) +15 or +16 to Perform Dance w/ Dancer's Scarf; Fascinating Performance
Religion (*) +11
Society (*) +9
Survival (*) +9
Equipment:
⭐Invested Items⭐
Worn (3.0) @ Boots of Bounding (⭐), Dancer's Scarf (⭐), Enveloping Light Tattoo (⭐), Ordinary Clothing (-), Potent Breastplate (BB); Expanded Healer's Tools (B), Radiant Wayfinder (⭐), Wooden Religious Symbol (~)
Held (1.0) @ Bladed Scarf of Striking w/ Warding Statuette (B)
Stowed (1.0) @ Adventurer’s Pack (B)
Curse: 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:
Called Grandmother Crow, Andoletta represents consolation, respect, and security. Andoletta makes a clear distinction between guilt and innocence: there is no in-between. For those falsely accused or who show signs of redemption, she offers a path back to the light. That path is never an easy one, but it is one worth walking, and she stands beside those who make the trek. For the truly wicked and those who show no remorse, she has no mercy. For these reasons, her likeness is often found in courts, where she can watch over and ensure fairness to those accused of crimes. Andoletta also places great value on respect for the dead and the protection of children. To offer solace to the bereaved is true kindness and compassion. Children are slates with tremendous potential for good—if they can be guided and kept safe from evil. When she appears to mortals, Grandmother Crow does so as an older woman, gray-haired, wrinkled, and with keen, knowing eyes. She carries a walking stick and wears a cape of black crow feathers across her shoulders, giving the appearance of large, folded wings. Those who appeal to Andoletta include elders, the conflicted, the bereaved, the falsely accused, investigators, and judges.
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, security
Religious Symbol: Hand with willow staff
Sacred Animal: Crow
Sacred Color(s): Black, green
Divine Attribute: Wisdom or Charisma
Divine Font: heal
Divine Sanctification: can choose holy
Divine Skill: Society
Favored Weapon: staff
Domains: family, knowledge, protection, sorrow
Cleric Spells @ 1: gentle landing (1st), 4: aerial form (bird only), 6: collective transposition
Progression:
Ancestry and General
1: Skilled Heritage ➤ Performance, Unconventional Weaponry
3: Armor Proficiency
5: Sense Allies
7: Canny Acumen ➤ Perception