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Thalassa Tempestail's page

121 posts. Alias of Frozen Frost.


Race

HP 40/40 w Toughness, AC 20 w Coral Armor, Fortitude** +8 (+2 vs Grapple) w Breath Control, Reflex* +7 (+2 vs Trip), Will** +11, Perception** +11 w low-lightvision, Stealth +2 |

Classes/Levels

Speed Land 25 ft, Swim 10 ft | Exploration Activity Search | Active Conditions --- | ◆◇↺ | Rusthenge Map

Gender

[Rusthenge] Female Sacred Water Nagaji Druid of the Wave Order / Blessed One 3 | Osprey Fisher |

About Thalassa Tempestail

BOTTING INSTRUCTIONS:
Thalassa prefers to attack in range with spells primarily, then weapons.

OFFENSE & DEFENSE
Melee ◆ [dice=Tail (Finesse, Unarmed, Nagaji)]1d20+7[/dice] | [dice=Damage]1d6+2[/dice] P damage
Melee ◆ [dice=Fist (Agile, Finesse, Nonlethal, Unarmed) Attack]1d20+7[/dice] | [dice=Damage]1d4+2[/dice] B damage
Melee ◆ [dice=Dagger (Agile, Finesse, Thrown 10 ft, Versatile S) Attack]1d20+7[/dice] | [dice=Damage]1d4+2[/dice] P/S damage
Melee ◆ [dice=Longspear (Reach) Attack]1d20+7[/dice | [dice=Damage]1d8+2[/dice] P damage
Ranged ◆ [dice=Atlatl (Propulsive) Attack]1d20+7[/dice] | [dice=Damage]1d6+1[/dice] P damage
Armor Coral Armor (Aquadynamic) AC Bonus +3 Dex Ca 2 Check Penalty 2 Speed Penalty 5 Strength +2 Bulk 2
Shield ---

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SPELLS (* denotes Signature Spells)
Druid DC 19 Spell Attack +8
Max Focus Points 2
Focus Spells (Heightened 2nd Rank)
◆ Rising Surf - You move up to 35 feet, raising yourself up to 5 feet above the ground
◆ Lay on Hands – Willing Living Creature The target regains 12 Hit Points. If the target is someone other than yourself, it also gains a +2 status bonus to AC for 1 round. Undead Creature The target takes 2d6 vitality damage with a basic Fortitude save; on a failure, the target also takes a –2 status penalty to AC for 1 round.

Prepared Primal Spells (1st Rank)
[ ] ◆◆ Horizon Thunder Sphere – [dice=Horizon Thunder Sphere Spell Attack]1d20+8[/dice] | [dice=Spell Damage]3d6[/dice] electricity damage – Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters. ◆◆ (somatic, verbal) This spell has a range of 30 feet. ◆◆◆ (material, somatic, verbal) This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target. Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing 2d6 electricity damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon. Heightened (+1) The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1.
[ ] ◆◆ Runic Weapon – The target weapon becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two.
[ ] ◆◆ Snowball – [dice=Snowball Spell Attack]1d20+9[/dice] for [dice]2d4[/dice] cold damage Critical Success The target takes double damage and a –10-foot status penalty to its Speeds for 1 round. Success The target takes full damage and a –5-foot status penalty to its Speeds for 1 round. Failure No effect.[/ooc]

Prepared Primal Cantrips (1st Rank)
◆◆ Rousing Splash - The target gains [dice]1d4[/dice] temporary Hit Points, which last for 1 minute. The target is then temporarily immune to the temporary Hit Points from rousing splash for 10 minutes. The target can also attempt an immediate flat check to recover from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance.
◆ Guidance – Range 30 feet; Targets 1 creature. Duration until the start of your next turn. You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
◆◆ Spout – Range 30 feet; Area a 5-foot cube. Saving Throw Reflex. Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take 2d4 bludgeoning damage, with a basic Reflex saving throw. A creature that critically fails its save is disoriented by the explosion of water, becoming off-guard until the end of your next turn. You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub. Heightened (+1) The damage increases by 1d4.
◆◆ Ignition – [dice=Ignition Spell Attack]1d20+9[/dice] for [dice=Damage]3d4[/dice] fire damage. Range 30 feet; Targets 1 creature. Defense AC. You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target's AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell's damage dice to d6s. Critical Success The target takes double damage and 1d4 persistent fire damage. Success The target takes full damage.
◆◆ Slashing Gust – [dice=Slashing Gust Spell Attack]1d20+9[/dice] for [dice=Damage]3d4[/dice] slashing damage. Requirements You have at least one free hand. Range 60 feet; Targets 1 or 2 creatures. Defense AC. You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two creatures with this spell; otherwise, you target one. Make a spell attack roll against each target's AC. This deals 2d4 slashing damage. On a critical success, a target also takes 1d4 persistent bleed damage. If you're attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks. Critical Success The target takes double damage and 1d4 persistent bleed damage. Success The target takes full damage. Heightened (+1) The damage increases by 1d4, and the persistent damage on a critical hit increases by 1d4.

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CHARACTER INFORMATION
Name: Thalassa Tempestail
Ethnicity, Heritage & Ancestry: Sacred Water Nagaji
Background: Osprey Fisher Home Region: --- Nation: --- Languages: Common, Druidic
Sub-Class & Class: Wave Order Druid / Blessed One Level: 3
Gender: Female Size & Reach: Medium (5 ft) Speed: Land 25 ft, Swim 10 ft

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STATS & SKILLS (* indicates Proficiency Level)
STR +2, DEX +2, CON +1, INT +0, WIS +4, CHA +0
HP 40/40 w Toughness, AC 20 w Coral Armor, Fortitude** +8 (+2 vs Grapple) w Breath Control, Reflex* +7 (+2 vs Trip), Will** +11, Perception** +11 w low-light vision
Acrobatics* +7 – Shore Step – Prerequisites wave order. The shallows and tide pools have always called to you and let you pass unhindered. You ignore difficult terrain resulting from shallow water. In addition, if you roll a success on an Acrobatics check to Balance on a slippery or wet surface, or on an Athletics check to Swim, you get a critical success instead.
Arcana +0
Athletics +2
Crafting* +5 – Quick Repair – Prerequisites trained in Crafting. For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.
Deception +0
Diplomacy +0 – Animal Empathy – You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case.

Intimidation +0
Lore: Sailing* +5
Medicine** +11 – ◆ Battle Medicine – Prerequisites trained in Medicine. Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t 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 immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Nature* +9
Occultism +0
Performance +0
Religion +4
Society +0
Stealth +2
Survival* +9
Thievery +2

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OFFENSE & DEFENSE
Melee ◆ Tail (Finesse, Unarmed, Nagaji) +7 Damage 1d6+2 P
Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +7 Damage 1d4+2 B
Melee ◆ Dagger (Agile, Finesse, Thrown 10 ft, Versatile S) +7 Damage 1d4+2 P/S
Melee ◆ Longspear (Reach) +7 Damage 1d8+2 P
Ranged ◆ Atlatl (Propulsive) +7 Damage 1d6+1 P
Armor Coral Armor (Aquadynamic) AC Bonus +3 Dex Cap 2 Check Penalty 2 Speed Penalty 5 Strength +2 Bulk 2
Shield ---

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SPELLS (* denotes Signature Spells)
Druid DC 19 Spell Attack +8
Max Focus Points 2
Focus Spells
◆ Rising Surf
◆ Lay on Hands

Prepared Primal Spell (Rank 2)
◆◆◆ Ash Cloud – Range 120 feet; Area 20-foot burst. Saving Throw Fortitude; Duration 1 minute. You summon a tumultuous cloud of ash and smoke. The cloud is difficult terrain for flying creatures, and creatures in the cloud can't detect anything using their sense of smell. Creatures that start their turn within the cloud take 2d4 fire damage as their lungs fill with the hot, acrid smoke, with a Fortitude save. Critical Success The target is unaffected. Success The target takes half damage. Failure The target takes full damage and is dazzled for 1 round. Critical Failure The target takes double damage and is blinded for 1 round.

◆◆ Cleanse Air – Range 120 feet; Area 30-foot burst. Duration 1 minute. You purify the air in the area, making it clean and breathable. The spell immediately removes inhaled poisons, pollution, and similar contaminants from the air. For the remaining duration, the spell prevents any further contamination from altering air in the area, including keeping toxic air bordering the area from coming inside. (This doesn't prevent contaminants from coming in after the spell ends.) This spell doesn't create air, so casting it underwater wouldn't create breathable air, nor would it affect any toxins within air suspended in the water.

Prepared Primal Spells (1st Rank)
[ ] ◆◆ Horizon Thunder Sphere – [dice=Horizon Thunder Sphere Spell Attack]1d20+8[/dice] | [dice=Spell Damage]3d6[/dice] electricity damage – Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is dazzled for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters. ◆◆ (somatic, verbal) This spell has a range of 30 feet. ◆◆◆ (material, somatic, verbal) This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target. Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing 2d6 electricity damage to all other creatures in a 10-foot emanation around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing 1 electricity damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon. Heightened (+1) The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1.
[ ] ◆◆ Runic Weapon – Range touch; Targets 1 weapon that is unattended or wielded by a willing creature. Duration 1 minute. The weapon glimmers with magic as temporary runes carve down its length. The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two. Heightened (6th) The weapon is +2 greater striking. Heightened (9th) The weapon is +3 major striking.
[ ] ◆◆ Snowball – Range 30 feet; Targets 1 creature. You throw a magically propelled and chilled ball of dense snow. The target takes 2d4 cold damage and potentially other effects, depending on the result of your spell attack roll. Critical Success The target takes double damage and a –10-foot status penalty to its Speeds for 1 round. Success The target takes full damage and a –5-foot status penalty to its Speeds for 1 round. Failure No effect. Heightened (+1) The damage increases by 2d4.

Prepared Primal Cantrips (1st Rank)
◆◆ Rousing Splash - The target gains [dice]1d4[/dice] temporary Hit Points, which last for 1 minute. The target is then temporarily immune to the temporary Hit Points from rousing splash for 10 minutes. The target can also attempt an immediate flat check to recover from a single source of persistent acid or fire damage, with the DC reduction from appropriate assistance.
◆ Guidance – Range 30 feet; Targets 1 creature. Duration until the start of your next turn. You ask for the guidance of supernatural entities, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.
◆◆ Spout – Range 30 feet; Area a 5-foot cube. Saving Throw Reflex. Water blasts upward, coming out of the ground, rising from a pool, or even manifesting from thin air. Any creatures in the area take 2d4 bludgeoning damage, with a basic Reflex saving throw. A creature that critically fails its save is disoriented by the explosion of water, becoming off-guard until the end of your next turn. You can change this spell's area to a 5-foot burst, provided you center the burst in a body of water. This body of water can be as small as a pond or creek, but not as small as a puddle or bathtub. Heightened (+1) The damage increases by 1d4.
◆◆ Ignition – Range 30 feet; Targets 1 creature; Defense AC. You snap your fingers and point at a target, which begins to smolder. Make a spell attack roll against the target's AC, dealing 2d4 fire damage on a hit. If the target is within your melee reach, you can choose to make a melee spell attack with the flame instead of a ranged spell attack, which increases all the spell's damage dice to d6s. Critical Success The target takes double damage and 1d4 persistent fire damage. Success The target takes full damage. Heightened (+1) The initial damage increases by 1d4 and the persistent fire damage on a critical hit increases by 1d4.
◆◆ Slashing Gust – Requirements You have at least one free hand. Range 60 feet; Targets 1 or 2 creatures. Defense AC. You slash your hand through the air, channeling miniature ripples of air from each finger to slice your enemy. If you have two hands free, you can target two creatures with this spell; otherwise, you target one. Make a spell attack roll against each target's AC. This deals 2d4 slashing damage. On a critical success, a target also takes 1d4 persistent bleed damage. If you're attacking two creatures, this counts as two attacks for your multiple attack penalty, but the penalty doesn't increase until after both attacks. Critical Success The target takes double damage and 1d4 persistent bleed damage. Success The target takes full damage. Heightened (+1) The damage increases by 1d4, and the persistent damage on a critical hit increases by 1d4.

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GEARS & ITEMS
Invested Items (0/10):
Worn Items: Dagger, Atlatl, Longspear, Coral Armor, Healer’s Tools, Holly and Mistletoe (10), Quiver of Arrows (10), Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 6.0 (Encumbered 7.0, Maximum 12.0)

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FEATS
Level 1
Skill Feat (from background) Quick Repair – Prerequisites trained in Crafting
For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.

General Feat (from Heritage) Sacred Nagaji – You stand out from most nagaji, with the upper body of a beautiful human and the lower body of a green or white snake. Legends claim your ancestors were faithful snakes uplifted by Nalinivati rather than nagaji created by the goddess. Instead of a fangs unarmed attack, you have a tail attack that deals 1d6 bludgeoning damage, is in the brawling weapon group, and has the finesse and unarmed traits. You gain a +2 circumstance bonus on your Fortitude or Reflex DC against attempts to Grapple or Trip you. This bonus also applies to saving throws against effects that would grab you, restrain you, or knock you prone.
Class Feat Voice of Nature – You gain your choice of the Animal Empathy or Plant Empathy druid feat. > Animal Empathy – You have a connection to the creatures of the natural world that allows you to communicate with them on a rudimentary level. You can ask questions of, receive answers from, and use the Diplomacy skill with animals. In most cases, wild animals will give you time to make your case.
Ancestry Feat Breath Control – You can breathe even in hazardous or sparse air. You can hold your breath for 25 times as long as usual before suffocating. You gain a +1 circumstance bonus to saving throws against inhaled threats, such as inhaled poisons, and if you roll a success on such a saving throw, you get a critical success instead.
Class Feature Druidic Order – Upon becoming a druid, you align yourself with a druidic order, which grants you a class feat, an order spell (see below), and an additional trained skill tied to your order. While you'll always be a member of your initial order, it's not unheard of for a druid to request to study with other orders in search of greater understanding of the natural world, and PC druids are among the most likely to blend the powers of different orders. Order spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with local nature spirits or otherwise tend to the wilderness in a way befitting your order. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points. The full rules for focus spells appear here. > Wave Order – Water is the source of life, and you've learned to shape how it flows. You're trained in Medicine. You also gain the Shore Step druid feat. You gain the rising surf order spell. Polluting water or allowing those who pollute water sources to go unpunished is anathema to your order (this doesn't force you to take action against potential water pollution or to sacrifice yourself against an obviously superior foe). > Shore Step – Prerequisites wave order. The shallows and tide pools have always called to you and let you pass unhindered. You ignore difficult terrain resulting from shallow water. In addition, if you roll a success on an Acrobatics check to Balance on a slippery or wet surface, or on an Athletics check to Swim, you get a critical success instead.
Class Feature Anathema – As stewards of the natural order, druids find affronts to nature anathema. If you repeatedly perform these acts, you lose your magical abilities from the druid class, including your druid spellcasting and the benefits of your order. These abilities can be regained only if you demonstrate your repentance with an atone ritual. The following acts are anathema to all druids. Anathema despoil natural places, consume more natural resources than you require to live comfortably, teach the Wildsong to non-druids. Your choice of druidic order adds further anathema, as detailed in the order's entry
Class Feature Wildsong – You know the Wildsong, a secret language known only within druid orders, in addition to any languages you know through your ancestry. The Wildsong is a melodic and tonal language sounding more like animal calls than a spoken tongue, and its alphabet involves fractals and spirals, like the arrangement of a seashell's chambers, a snowflake's crystals, or a fern's fronds. Teaching the Wildsong to non-druids is anathema.
Class Feature Shield Block – You gain the Shield Block general feat , a reaction that lets you reduce damage with your shield.

Level 2
Free Archetype Blessed One Dedication – You are touched by a deity and gifted with the ability to alleviate the suffering of others. You gain the lay on hands devotion spell. It costs 1 Focus Point to cast a focus spell. This feat grants a focus pool of 1 Focus Point that you can recover using the Refocus activity. You can Refocus by meditating, whether you reflect on the deity granting the blessing or not, allowing your blessing to refill your focus pool. Your devotion spells from the blessed one archetype are divine spells. Special You can't select another dedication feat until you have gained two other feats from the blessed one archetype.
Class Feat Order Explorer – You have learned the secrets of another druidic order, passing whatever rites of initiation that order requires and gaining access to its secrets. Choose an order other than your own. You gain a 1st-level feat that lists that order as a prerequisite, and you are now a member of that order for the purpose of meeting feat prerequisites. If you commit acts anathema to your new order, you lose all feats and abilities requiring that order but retain your other druid feats and abilities. You don’t gain any of the other benefits of the order you chose. Special You can take this feat multiple times. Each time you do, you must choose a different order other than your own. > Storm Order – Whether you were born under a tempest or survived a bolt of lightning from a clear blue sky, you now carry the fury of the storm in your heart, channeling thunder to terrifying destructive effect and riding the winds through the air. Druid Feat Storm Born. > Storm Born – [ooc][smaller] Prerequisites storm order. You are at home out in the elements, reveling in the power of nature unleashed. You do not take circumstance penalties to ranged spell attacks or Perception checks caused by weather, and your targeted spells don’t require a flat check to succeed against a target concealed by weather (such as fog).
Class Feature Anathema (Storm Order) – Pollute the air, allow those who cause major air pollution or climate shifts to go unpunished. (This doesn’t force you to take action against merely potential environmental harm or to sacrifice yourself against an obviously superior foe.)
Skill Feat ◆ Battle Medicine – Prerequisites trained in Medicine. Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t 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 immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.

LEVEL 3
General Feat Toughness
Class Feature Fortitude Expertise
Class Feature Perception Expertise

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