Porthmos Drink

Tempest in a Teapot's page

41 posts. Organized Play character for Hmm.


Race

HP 28 / 28 | AC 18/20 (with shield) | F + 5 R +7 W +6 | Perc +4 |

Classes/Levels

25 Speed | Focus 2/2 | Spells 1st 3/3 | Hero Points 2/3 | Active Conditions: ---

Gender

“Baby, I’m a Firework! Also a Teapot." | 820-2017 | Female Tanuki Flame Oracle / Fireworks Technician 2

About Tempest in a Teapot

PROFILE

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.

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BOT ME!
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Favorite Exploration Activities
[dice=Search (Perception)]1d20+4[/dice]
[dice=Detect Magic (Religion)]1d20+4[/dice]

Saves
[dice=Fortitude T]1d20+5[/dice]
[dice=Reflex T]1d20+7[/dice]
[dice=Will E]1d20+6[/dice]

Skills

Automatic: Acrobatics, Religion, Performance, Fireworks Lore + 3 others
Selected: Athletics, Crafting, Deception, Diplomacy

[dice=Perception T]1d20+4[/dice]

[dice=Acrobatics T]1d20 +7[/dice]
[dice=Athletics T]1d20+4[/dice]
[dice=Arcana U]1d20+1[/dice]
[dice=Crafting T]1d20+5[/dice]
[dice=Deception T]1d20 +8[/dice]
[dice=Diplomacy T]1d20 +8[/dice]
[dice=Intimidate T] 1d20+8[/dice]
[dice=Lore (Fireworks) E]1d20 +7[/dice]
[dice=Lore (Pathfinder) T] 1d20+5[/dice]
[dice=Medicine U]1d20 +0[/dice]
[dice=Nature U]1d20 +0[/dice]
[dice=Occultism U]1d20 +1[/dice]
[dice=Performance T] 1d20+8[/dice]
[dice=Religion T]1d20+4[/dice]
[dice=Society U]1d20+1[/dice]
[dice=Stealth U]1d20+3[/dice]
[dice=Survival U]1d20 +0[/dice]
[dice=Thievery U]1d20+3[/dice]

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Favorite Weapon Attacks and Macros

◈ Raise Shield

◈ [dice=Dagger (agile, finesse)]1d20 +7 [/dice]
[dice=Piercing / Slashing damage] 1d4[/dice]

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Favorite Combat Spells
Focus and Cantrip:

◈◈ 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=Fire]2d4/dice]

◈◈ [dice=Melee Ignition]1d20+8[/dice]
[dice=Fire]2d6[/dice]

◈◈ [dice=Needle Darts (30 ft. range, 1d6 bleed on crit success)]1d20+8[/dice]
[dice=Piercing]3d4[/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=Three Action Heal Channel]1d8[/dice]

◈◈ [dice=Breathe Fire (15 ft. Cone, DC 18 Reflex)]2d6[/dice]

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CHARACTER DETAILS
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OrgPlay Number 820-2017

Experience, Reputation, Gear: See ITS
Chronicles: See Character Chronicle Folder

Nationality: Minkai
Birthplace: Minkai, Kodoma Village
Age:
Gender & Pronouns:
Height:
Weight: 3 bulk
Physical Appearance:

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Ancestry (Heritage) Tanuki (Steadfast)
Background Fireworks Performer
Class: Flame Oracle
Archetype:
Size small humanoid, tanuki
Deity Sun Wukong
Languages (including home region): Common, Gnomish, Tian, Tanuki
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SENSES
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Perception:
Special Senses: low-light vision, darkvision, scent??
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DEFENSES
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HP 28

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OFFENSE
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Class DC: 18 [T]

Speed: 25

Attacks: Check out 'Bot me!' spoiler at the top!

Weapon Proficiencies
Simple: All simple [T], unarmed attacks.
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MAGIC
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Magic Traditions

Tradition (Divine):
Spell Attack Roll (divine): +7 [T]
Spell DC (divine): 17 [T]

Focus Points: 2/2 (maximum)

Spell Slots per Day
1st: 3

Spells Known / Prepared
Cantrips (cantrip level):
Detect Magic
Ignition (+8 spell attack, 2d4 F ranged or 2d6 melee)
Needle Darts (+8 spell attack, 3d4 P (allows special metals), crit success bleed)
Rousing Splash (1d4 temporary hit points plus recover from persistent acid or fire)
Void Warp (2d4 void damage, DC 18 Basic fort, crit fail enfeebled 1)

1st:
Breathe Fire (15 ft. cone, 2d6 F, DC 18 Reflex)
Heal
Helpful Steps (summon a 40 foot ladder or staircase) - save for Level 2
Runic Weapon

2nd:

FOCUS SPELLS:

INCENDIARY AURA [two-actions] FOCUS 1
UNCOMMON CONCENTRATE FIRE FOCUS MANIPULATE ORACLE

Area 10-foot emanation Duration 1 minute
You surround yourself with a combustible aura. Each time a creature within the emanation takes fire damage, it catches on fire, taking 2d4 persistent fire damage. Heightened (+2) The persistent damage increases by 1d4 and the radius of the emanation increases by 5 feet.
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SKILLS
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See Botting Spoiler.

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BACKGROUND
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FIREWORKS PERFORMER BACKGROUND
Few celebrations in Tian-Xia are complete without a show of fireworks, and your job is to make sure they go off without a hitch. You load the fireworks, set the fuses, and choreograph the performance, bringing the show together in a finale of lights and explosions. Then it's time to pack up your gear and move on to the next civic holiday or religious festival. Of course, someone who travels the roads with a pack full of high explosives is bound to run into an adventure or two along the way, and so over time, your fireworks have been spent in support of that life.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You're trained in the Performance skill and the Engineering Lore skill. You gain the Fascinating Performance skill feat.
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ABILITY SCORES
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Ancestry Steadfast Tanuki Con, Dex, Cha, -Wis
Background Fireworks Performer Cha, Dex
Class Oracle Cha
Free Dex, Int, 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
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MYSTERY: FLAMES
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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
Revelation Spells initial: incendiary aura; advanced: whirling flames; greater: flaming fusillade

Related Domains dust*, fire, star*, sun
Mystery Skill Acrobatics
Oracle Feat Foretell Harm

CURSE OF ENGULFING FLAMES
CURSE DIVINE FIRE ORACLE

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.
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FEATS:
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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:
• AC = 15 + your level.
• Speed 20 feet.
• Weakness 5 to physical damage.
• Low-light vision and imprecise scent 30 feet.
• Acrobatics and Stealth modifiers of +10, unless your own is higher;
• Athletics modifier –4.

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
TANUKI

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
TANUKI

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
GENERAL SKILL

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
To gain the skill Intimidate.

General Feats
3rd: Feat Name

Class Feats and Abilities

1st: FORETELL HARM [free-action] FEAT 1
CURSEBOUND DIVINE ORACLE

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
UNCOMMON DEDICATION DEDICATION ARCHETYPE DEDICATION

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.

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FUTURE PLANS
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2nd level: Fireworks Technician Dedication; Skill Feat: Skill Training for Intimidate, Fireworks Lore becomes Expert
3rd level: 2nd-rank spells, ancestral paragon for ‘Scorched on the Crackling Mountain’, signature spell (Heal), skill increase (Deception)
4th level: Oracle feat: Domain Acumen (fire), fire ray focus spell, skill feat
5th level: 3rd-rank spells, attribute boosts, ancestry feat, skill increase
6th level: Oracle feat, skill feat
7th level: 4th-rank spells, expert spellcaster, general feat, mysterious resolve, skill increase
8th level: Oracle feat, skill feat
9th level: 5th-rank spells, ancestry feat, magical fortitude, skill increase