About Tempest in a TeapotPROFILE Tempest is from Kodomi Village in Minkai, and likes to travel with her best friend, Maru. She’s a Tanuki trickster and firework performer hoping to see the world. ★ ---- ★ ---- ★ ---- ★ ____________________ BOT ME!
Favorite Exploration Activities
Saves
Skills Automatic: Acrobatics, Religion, Performance, Fireworks Lore + 3 others
[dice=Perception T]1d20+4[/dice] [dice=Acrobatics T]1d20 +7[/dice]
★ ---- ★ ---- ★ ---- ★ Favorite Weapon Attacks and Macros ◈ Raise Shield ◈ [dice=Dagger (agile, finesse)]1d20 +7 [/dice]
★ ---- ★ ---- ★ ---- ★ Favorite Combat Spells
◈◈ Incendiary Aura (f) (2d4 persistent fire on anything within 10 feet that is hit with a fire attack) ◈◈ [dice=Ranged Ignition (30 ft range)]1d20+8[/dice]
◈◈ [dice=Melee Ignition]1d20+8[/dice]
◈◈ [dice=Needle Darts (30 ft. range, 1d6 bleed on crit success)]1d20+8[/dice]
◈◈ [dice=Rousing Splash Temporary HP (also recovery from persistent fire or acid)]1d4[/dice] Slot Spells: ◈◈ [dice=Two-Action Heal]1d8+8[/dice]
◈◈ [dice=Breathe Fire (15 ft. Cone, DC 18 Reflex)]2d6[/dice] ★ ---- ★ ---- ★ ---- ★ ____________________ CHARACTER DETAILS
OrgPlay Number 820-2017 Experience, Reputation, Gear: See ITS
Nationality: Minkai
★ ---- ★ ---- ★ ---- ★ Ancestry (Heritage) Tanuki (Steadfast)
SENSES
Perception:
DEFENSES
HP 28 ____________________ OFFENSE
Class DC: 18 [T] Speed: 25 Attacks: Check out 'Bot me!' spoiler at the top! Weapon Proficiencies
MAGIC
Magic Traditions Tradition (Divine):
Focus Points: 2/2 (maximum) Spell Slots per Day
Spells Known / Prepared
1st:
2nd: FOCUS SPELLS: INCENDIARY AURA [two-actions] FOCUS 1
Area 10-foot emanation Duration 1 minute
SKILLS
See Botting Spoiler. ____________________ BACKGROUND
ABILITY SCORES
Ancestry Steadfast Tanuki Con, Dex, Cha, -Wis
Ability Score Summary:
Str Dex ABF Con A Int F Wis -A, F Cha 18 ABCF STR +0, DEX +3, CON +1, INT +1, WIS +0, CHA +4
MYSTERY: FLAMES
Fire lives at the center of the world, the center of the sun, and the center of civilization. You might revere this elemental force, siphon power from the Elemental Plane of Fire, or venerate a collection of deities such as Asmodeus, Sarenrae, the Tian goddess of disasters and volcanoes Lady Nanbyo, or the elemental lord of fire Ymeri. Granted Spells cantrip: ignition; 1st: breathe fire; 2nd: blazing bolt; 3rd: fireball
Related Domains dust*, fire, star*, sun
CURSE OF ENGULFING FLAMES
Fires flare noticeably (though not dangerously) in your presence, you occasionally smoke slightly, and your body is almost painfully hot to the touch. When you have the cursebound condition, you catch fire, taking persistent fire damage equal to your cursebound value. The flames shed light like a torch, and if you enter an environment where they could not burn (such as underwater), you simply seethe with flameless heat. The flames subside when you begin Refocusing to assuage your curse or if you fall unconscious, but they resume if your Refocus activity is interrupted or when you return to consciousness.
FEATS:
Ancestry Feats and Abilities Special 1st: Tanuki (Small) ◈ Change Shape (concentrate, polymorph, primal, tanuki) You can transform into a mundane raccoon dog, using the statistics of pest form. This is a specific raccoon dog form that's the same age and body type as your true form and has roughly analogous physical traits, such as hair color. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. You lose any unarmed Strikes you gained from a tanuki heritage or ancestry feat in this form. You can remain in your raccoon dog form indefinitely, and you can shift back to your tanuki form by using this action again. PEST FORM (Raccoon Dog) You transform into the battle form of a Tiny racoon dog. While in this form, you gain the animal trait, and you can't make Strikes. You can Dismiss the spell. You gain the following statistics and abilities:
Heritage 1st: Steadfast Tanuki Your pride in your true tanuki form knows no bounds. You gain your choice of Everyday Form or Teakettle Form as a bonus ancestry feat. 1st: EVERYDAY FORM FEAT 1
There's nothing better than being a tanuki, but sometimes you need a less conspicuous form when going into the big city or other crowded places. When you Change Shape, you can assume the form of a common Small or Medium humanoid ancestry prevalent where you grew up, typically human. This everyday form is a specific form with the same age and body type as your true tanuki form and has roughly analogous physical traits, such as hair color. Everyday form = Female Gnome with a cute raccoon tail sticking out from her kimono. 1st: TEAKETTLE FORM BONUS FEAT 1
Your shapeshifting is advanced enough to take the form of not just creatures, but objects as well. When you Change Shape, you can assume the form of a simple tool or object of 1 Bulk or less, such as a teakettle or umbrella. When transformed into an object, you can function as that object for allies to use; for instance, turning into a crowbar so you can help an ally pry open a crate. You can speak while in object form, but you can't attack, cast spells, or move except to Crawl (usually by hopping or flopping across the ground in an undignified manner). 5th: Feat Name Skill Feats Background: FASCINATING PERFORMANCE FEAT 1
Prerequisites trained in Performance When you Perform, compare your result to the Will DC of one observer. If you succeed, the target is fascinated by you for 1 round. If the observer is in a situation that demands immediate attention, such as combat, you must critically succeed to fascinate it and the Perform action gains the incapacitation trait. You must choose which creature you're trying to fascinate before you roll your check, and the target is then temporarily immune for 1 hour. If you're an expert in Performance, you can fascinate up to four observers; if you're a master, you can fascinate up to 10 observers; and if you're legendary, you can fascinate any number of observers at the same time. Level 2: Skill Training
General Feats
Class Feats and Abilities 1st: FORETELL HARM [free-action] FEAT 1
Frequency once per round Requirements Your previous action was to Cast a non-cantrip Spell that dealt damage. Your magic echoes ominously as you glimpse injury in the target's future. At the beginning of your target's next turn, it takes damage equal to twice the triggering spell's rank as a seemingly random and minor misfortune finds it. The damage and type of misfortune is of a type matching the spell; for instance, if you dealt fire damage, a flame might spontaneous ignite on them or they might burn a hand on their torch. The target is then temporarily immune to Foretell Harm for 24 hours. 2nd: FIREWORK TECHNICIAN DEDICATION FEAT 2
Prerequisites trained in Crafting You've learned the secrets of making fire and sound bloom using black powder, metals, and paper. You most likely came by this knowledge through formal training with a fireworks house in Tian Xia or a fireworks company from Vudra, though perhaps you mastered fireworks completely by yourself after finding a secret stash in an old shipwreck. You become trained in Fireworks Lore or become an expert if you were already trained in it. You gain the Alchemical Crafting feat, a pool of infused reagents equal to your level, and advanced alchemy (allowing you to make alchemical items during your daily preparations without the normal cost or time expenditure). You can use your infused reagents only to make fireworks, Launch a Fireworks Display, and use other feats from this archetype (see below). Your advanced alchemy level is 1. The rules for these are in the Alchemical Crafting section on page 258 of the Core Rulebook, and rules for infused reagents and advanced alchemy are on page 72. If you gain infused reagents from more than one source, you use the highest number of reagents to determine your pool rather than adding them together. You can also create special fireworks displays using your infused reagents, designed to create distinctive effects you can use to make onlookers marvel and even to gain an advantage in combat. You gain the Launch Fireworks Display action and learn some basic displays, and you can learn additional, more complex displays through other firework technician feats. The DC for any display is equal to your class DC or spell DC, whichever is higher. Launch Fireworks Display ◈ to ◈◈◈ (see below); (manipulate); Cost 1 or more batches of infused reagents; Requirements You have a free hand; Effect You set off a fireworks display. You can launch a normal firework to simply create a visual or audible signal within 20 feet or you can choose one of the following special effects. A firework display has the listed traits, and if it costs more than 1 batch of infused reagents, it is noted in its Cost entry. Comet ◈ (visual) You shoot a streak of shining light in a 60-foot line. All spaces in that line are lit with bright light until the start of your next turn. As part of this action, you can also Point Out a single creature in the line, and your allies do not need to hear or understand you. Flower ◈ (visual) You ignite a ring of sparks, creating a shape that might be reminiscent of a flower blooming in the sky. Each enemy with 20 feet of you must attempt a Fortitude save. On a failure, the enemy is dazzled for 1 round, and on a critical failure they are dazzled for 2 rounds. Salute ◈ (auditory) You create a startling bang or whistle, adding an auditory component to your fireworks display. When you launch a salute display, you can choose a confused or fascinated ally within 60 feet. If the ally you chose is fascinated, the noise is so violent that it acts as a hostile effect for the purpose of their fascinated condition (though it has no negative repercussions) automatically ending most applications of the fascinated condition. If they're confused, the sound is so loud and violent that it might snap the ally out of confusion. They can immediately attempt the flat check to remove the confused condition which normally occurs when a creature is damaged. If the confused condition has special rules that remove the flat check when taking damage or make the flat check harder, those rules also apply to the salute. ____________________ FUTURE PLANS
2nd level: Fireworks Technician Dedication; Skill Feat: Skill Training for Intimidate, Fireworks Lore becomes Expert
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