Anhana

The Doormouse's page

176 posts. Organized Play character for Zuckerman's Famous.


Full Name

Filatree Tumtucker

Race

Halfling Dampir

Classes/Levels

Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 / Arcane Trickster 6 |HP 61/68| AC 25, TAC 16, FFAC 22, 18 CMD|Fort +6(+10 vs Petrification), Ref +13, Will +8(+2vs Mind Effects and Diseases)|Init:5 Per -1|

Gender

Female

Size

S

Age

11

Alignment

CN

Languages

Common, Halfling, Sylvan, Necril, Thassalonian

Strength 8
Dexterity 20
Constitution 10
Intelligence 14
Wisdom 8
Charisma 20

About The Doormouse

Doormouse
Dampir Unchained Rogue 2 / Tattooed Crossblooded Sorcerer 4 (Unicorn/Sanguine) 4 / Arcane Trickster 6
Favored Class Bonus: .
NG Humaniod
Init +2; Senses Perception +4, Low-Light, Darkvision '60
-----DEFENSE-----
AC 21, touch 18, flat-footed 16 (+4 Armor, +5 Dex, +0 Natural, +2 Deflection)
hp 64
Fort +6, Ref +12, Will +8
Resist: Acid 4, Fire 4, Electric 4, Cold 4
Evasion
-----OFFENSE-----
Speed 30 ft.
Dagger x12: +12 to hit (1d4+5)
Ember Staff: +13 to hit (1d6+6)
Bite: +8 to hit (1d4+5)
5d6 Sneak Attack
-----STATISTICS-----
Str 8, Dex 20, Con 10, Int 14, Wis 8, Cha 20
Base Atk +6; CMB +3; CMD 18
Concentration:+15
Caster Level 10
Feats: Unusual Heritage, Point Blank, Improved Familiar, Skill Focus Stealth, Accomplished Sneak Attack, Spell Penetration, Empower Spell, Varisian Tattoo Conjuration (From Class)
Skills: Acrobatics +15 Appraise +2, Bluff +17, Climb -1, Diplomacy +10, Disable Divice +21, Disguise +22, Escape Artist +11, Fly +6 , Heal -1, Intimidate +5, Linguistics +8, Perception -1, Sense Motive -1, Slieght of Hand +20, Spellcraft +10, Stealth +25, Use Magic Device +15.
Languages: Common, Verisian, Sylvan, Necril, Ancient Thassalonian
Traits: (Race) Born in the Light, I am not Dazzled in Bright Light; (Faith) Blessed Touch, +1 to my Cure Spells
-----SPECIAL ABILITIES-----
Sneak Attack: 4d6
Bloodline Arcana: When I cast a spell I can heal a target that I can see for twice the spell level as a non-action.

Pure of Mind (Su): At 3rd level, you gain a +2 bonus on saving throws against charm effects and a +4 bonus on saving throws against spells with the evil descriptor.

The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you'd had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier. This bloodline power replaces grave touch.

Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Impromptu Sneak Attack (Ex): Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

Tricky Spells (Su): Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.

Varisian Tattoo (Ex): At 1st level, the tattooed sorcerer gains Varisian Tattoo (see the Inner Sea World Guide) as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Varisian Tattoo enhances. This ability replaces her Eschew Materials bonus feat.

Familiar Tattoo (Su): A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability (Core Rulebook 82), but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled. This ability replaces her 1st-level bloodline power.

Bloodline Tattoos (Ex): Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Varisian Tattoo feat, even if they don’t match the school to which her Varisian Tattoo belongs.

-----SPELLS-----

Spells Per Day
1st—7, 7 left
2nd—6, 4 left
3rd—6, 5 left
4th—5, 3 left
5th—3, 1 left

Level 0
Acid Splash
Detect Magic
Ray of Frost
Read Magic
Mage Hand
Prestidigitation

Level 1

Snowball
Shocking Grasp
Protection From Evil
Darting Duplicate
Cure Light Wounds
(Replace Stone Shield)

Level 2
Scorching Ray
Invisibility
Mirror Image
Hidden Presence
Cure Moderate Wounds

Level 3
Battering Blast
Force Punch
Cure Serious Wounds

Level 4
Black Tentacles
Greater Invisibility
Neutralize Poison

Level 5
Telekinesis

-----Gear-----
Head: Cap of Human Guise
Headband: Alluring Charisma +4
Eyes:
Neck: Ophidian Necklace (Amulet of Natural Armor +2 in pocket)
Shoulder: Cloak Of Resistance +3
Body: Quick Runner's Shirt (from Chronicle sheet Pathfinder Module: Down the Blighted Path Part 1)
Chest:
Belt: Belt of Dex +2
Hands: Trapspringer's Gloves
Wrist:Spring Loaded Wrist Sheath x2
Rings: Ring of Protection +2, Featherfall Ring
Feet:Cat Burglar's Boots
Slotless: Ocher Rhombiod Ioun Stone

Combat Gear: spell component pouch, mithril dagger x12, smelling salts, padzahar x2, twitch tonic x2, impact foam, Scroll of Acid Arrow x2, Scroll of Open/Close, Scroll of Ray of Exhaustion, Scroll of Silent Image, Inflict Moderate Wounds potion x2, Cure Moderate Wounds potion x3

Insightful Scroll Case (Restoration x2, Breath of Life, Inflict Moderate Wounds x2)

Wand of Magic Missle (21 Charges)
Wand of Cure Light (36 Charges)
Wand of Inflict Light (13 Charges)
Wand of Keep Watch (41 Charges),
Wand of Mage Armor (46 charges)
Wand of Shield (45 charges)
Wand of Lesser Restoration (9 charges)
Wand of Endure Elements (45 charges)

Other Gear: ink and quill, masterwork backpack, Pocket Watch

Mule: Jessibel
Light Crossbow, 10 Crossbow Bolts,bedroll, bell net, blanket, block and tackle, bucket, cauldron, chalkboard and chalk, coffee pot, collapsible bathtub, collapsible plank, compass, cooking kit, cot, crowbar, fishing kit, folding chair, grappling hook and knotted rope, jug, mess kit, perfume, saw, shaving kit, shovel, signal whistle, soap, stove can, teapot, pavilion, gear maintenance kit, fancy parasol, chill cream x2, cooking kit, trail rations (14 trail rations), cheese, coffee, meat, tea,travel cake mix, yogurt, bread, honey

Boons:

----Boons---
-Grave Blooded: Can play a Dampir
-Mantle of the Black Rider +1 to my Charisma Score for 1 minute once per day.
-Three Traditions of Torag: +1 dodge bonus vs giants, orcs, and goblinoids. Using a charge, as a free action I can grant myself and all adjacent allies a +1 sacred bonus to AC for 1 round.
-Reluctant Guide: Use Rodert's bonuses in place of my own for an single adventure for 1 charge. 2 charges left. +10 Appraise, +10 Knowledge Dungeoneering, +10 Knowledge Local, +10 Survival.
-Necromacer's Bane: Expend a charge of this boon as a swift action to give ignore the 50% affect on incorporeal undead creatures for 1 round on your spels and spell like abilities.
-Torag's Bulwark: If I am acting to furtur Torag's interests, Torag's highest servitors may intercede on my behalf. By expending the boon, at the beginning of my turn as a non-action, I can recieve the effects of Cure Serious Wounds, Remove Blindness/Deafness, Remove paralysis, Break Enchantment, Breath of Life (all at CL 20).
-Elemental Awakening: The Society has cast its gaze upon the Elemental Planes, and as you and your
colleagues explore these wondrous realms, you develop a nuanced command of elemental forces and the
ability to withstand a fraction of the local hazards. Whenever any of your characters earns a Chronicle
sheet that grants the Air Affinity, Earth Affinity, Fire Affinity, or Water Affinity boon, you can include
a copy of that sheet with this character’s records and check a box below corresponding to that boon’s
element; Chronicle sheets applied to a different character do not grant you any benefit or rewards beyond
serving as a record for this boon. So long as you have checked at least one box associated with an element,
you gain an ongoing benefit and can cross the entire element’s entry off the Chronicle sheet in order to
cast a spell-like ability, treating your caster level as 3 times the number of checked boxes.
▫ ▫ ▫ ▫ Air: You gain electricity resistance equal to the number of boxes checked. You also gain a
bonus on Charisma-based skill checks made to influence creatures with the air subtype equal to the
number of boxes checked. You can cross this entry off your Chronicle sheet to cast feather fall as a spell-
like ability. If you have two or more boxes checked, you can instead cast fly. If you have all four boxes
checked, you can cast mass fly (Pathfinder RPG Advanced Player’s Guide 223).
▫ ▫ ▫ ▫ (Used) Earth: You gain acid resistance equal to the number of boxes checked. You also gain a bonus
on Charisma-based skill checks made to influence creatures with the earth subtype equal to the number
of boxes checked. You can cross this entry off your Chronicle sheet to cast stone shield (Pathfinder RPG
Advanced Race Guide 149) as a spell-like ability. If you have two or more boxes checked, you can instead
cast stone shape. If you have all four boxes checked, you can instead cast either stone to flesh or stoneskin.
▫ ▫ ▫ ▫ (Used) Fire: You gain fire resistance equal to the number of boxes checked. You also gain a bonus
on Charisma-based skill checks made to influence creatures with the fire subtype equal to the number
of boxes checked. You can cross this entry off your Chronicle sheet to cast burning hands (DC 16) as a
spell-like ability. If you have two or more boxes checked, you can instead cast fireball (DC 18). If you have
all four boxes checked, you can instead cast either fire shield or fire snake (Pathfinder RPG Advanced Player’s
Guide 222, DC 20).
▫ ▫ ▫ ▫ Water: You gain cold resistance equal to the number of boxes checked. You also gain a bonus
on Charisma-based skill checks made to influence creatures with the water subtype equal to the number
of boxes checked. You can cross this entry off your Chronicle sheet to cast touch of the sea (Pathfinder RPG
Advanced Player’s Guide 250) as a spell-like ability. If you have two or more boxes checked, you can instead
cast quench (DC 18) or water breathing. If you have all four boxes checked, you can instead cast either cone
of cold (DC 20) or solid fog.\
-Embeth Hound: The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound
is a riding dog who receives a +4 racial bonus on all Climb and Swim checks in place of a riding dog’s
typical +4 racial bonus on Acrobatic checks while jumping. An Embeth hound is trained for combat and
additionally knows the Track trick. If the Embeth hound dies, cross this boon off your Chronicle sheet.
-Henbane’s Token: Inquisitor Henbane leaves you with a token of her favor. This enchanted flower
from a henbane plant allows its wearer to step outside of the flow of time. As a purely mental move action
action, you can destroy the flower to disappear completely one round. While you are out of time, you
cannot be affected by any new spells or effects, and any ongoing durations of spells or effects affecting
you do not continue to progress. You also cannot take any actions while out of time. At the beginning
of your next turn after disappearing from time, you reappear in the same square you left (or the closest
open space if it is occupied). Once you expend the token’s power, cross this boon off your Chronicle sheet. (USED)
-Touched by Time: You have passed through time-distorting portals in Uringen, and residual magic from
that experience clings to you. You may cast either haste or slow as a spell-like ability, using your character
level as your caster level and Charisma as your key ability score. When you use this boon, cross it off your
Chronicle sheet.
-Aid of the Overwatched: Can take Daosvaria, the wyrmling Nightmare Dragon, as an Improved Familiar.
-Runes of Change: Now I am size Small.

----Money----
1,828.73 gp

Familiar:

Daosvaria
Figment nightmare dragon, wyrmling
CN Tiny dragon (extraplanar)
Init +5; Senses Darkvision 60', dreamsight; Perception +12
Defense
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 10
Fort +10, Ref +10, Will +7
Immune mind-affecting effects, paralysis, sleep; SR 13
Offense
Speed 60 ft., fly 100 ft. (average)
Melee bite +6 (1d4+2), 2 claws +6 (1d3+2)
Space 0 ft., Reach 0 ft. (10 ft. with bite)
Special Attacks breath weapon (30-ft. cone, DC 13, 1d6 acid)
Statistics
Str 15, Dex 15, Con 16, Int 10, Wis 12, Cha 13
Base Atk +2; CMB +4; CMD 13
Feats: Improved Initiative, Multiattack,
Skills: Fly +11, Intimidate +12, Knowledge (planes) +11, Knowledge (engineering) +11, Knowledge (arcana) +11, Perception +12, Stealth +11
Languages Common, Draconic
Description
These hunters of the Dimension of Dreams seek to wreak nightmares on sleepers and make existing bad dreams even more terrifying. Nightmare dragons often work with night hags in their grim collection of sleeping souls.

Adventures so far!:

Regional Support Program Gm Incentive #3
Emerald Spire, The Tower Ruins
AP #67, The Snows of Summer
AP #31, Stolen Land
Module Down the Blighted Path (Firebrand Redoubt)
Module Down the Blighted Path (Winding into Darkness)
PFS #7-99 Through the Maelstrom Rift
PFS #7-02 Six Seconds to Midnight
Module Down the Blighted Path (The Tower Spite Built)
Module Down the Blighted Path (Bonus Sheet)
PFS #9-17 Oath of the Overwatched
PFS # 4-12 The Refuge of Time
The Emerald Spire Superdungeon: Order and Chaos