Girl

Zòila, or "Grandmother Time"'s page

115 posts. Organized Play character for rainzax.


Full Name

Zóila Juarez-Tempus

Race

| AC 17 or 19 w/ calculate threat | Fortitude (+4), Reflex (+7), Will (+8) | Perception (+6) | Speed 25

Classes/Levels

♥️ 18/18 | ☀️ (□□) | ☘️ ☑□ | ✋✋ Staffsling | ⚕ none | ♠️ (☑□)

Gender

LG Halfling (Gutsy Othoban) Time Traveler Psychic (Precise Discipline by Infinite Eye) / Talisman Dabbler 2 | ◆◇↺ | Explore: Detect Magic

Special Abilities

◆◇↺

Deity

Imbrex

Occupation

Time Traveler

Homepage URL

□☑

Strength 10
Dexterity 16
Constitution 10
Intelligence 18
Wisdom 14
Charisma 10

About Zòila, or "Grandmother Time"

CYCLE OF RETRIBUTION (SOG)

...one lump or two?..."

◇) Unleash Psyche (bonus damage and healing?)

#2019:

Horizon Hunter @ Spells Schooling

Senses
Perception (*) +6
Languages ➤ Common, Dwarven, Elven, Halfling, Hallit, Thassilonian, and Varisian

Defenses
AC 17 (none), HP 18
Fortitude (*) +4, Reflex (*) +7, Will (**) +8
Gutsy Halfling (~) Success to save vs emotion effects become critical success

Offense
Bend Time (◇, 1/day) When your turn begins, you are quickened 1 to Stride
Staffsling (2h/1r/80-ft) +7 or +8 w/ time sense @ 1d10 B

Tea Party through Time's Table (ability text):

Amped Detect Magic
Amped Guidance
Calculate Threats
Glimpse Weakness
Precise Discipline
The Infinite Eye and Amped Detect Magic and Amped Guidance
Unleash Psyche

Amped Detect Magic
You have the kind of fine control that other spellcasters can only dream of. When you cast detect magic, you're aware of any creature in the emanation affected by a spell or carrying a magic item, and you determine the main location of magic within any magical hazard in the emanation (with the normal restrictions on detecting illusions). This typically manifests as an alteration to your vision, such as seeing a soft aura around the creature or hazard. Sensing these phenomena doesn't make it clear which spell is on a creature, nor which of its items are magical. Your detect magic also gains the following amp.
Amp: Your pulse of detection magic helps you gain a sense of nearby magic's strengths or weaknesses. When you detect the presence of magic on an enemy or hazard, you gain a +1 status bonus to saves against magic originating from that enemy or hazard for 3 rounds. If you find magic from multiple sources with a single casting of detect magic, you get the bonus against all of them.
Amp Heightened (7th): The status bonus to saves against magic increases to +2.

Amped Guidance
You have eyes everywhere, allowing you to guide people from a great distance. The range of guidance increases to 120 feet. It also gains the following amp.
Amp: You can project a flash of insight to your ally in the nick of time to save them from failure. Amped guidance doesn't cause a creature to become temporarily immune to guidance, and a creature can be targeted by amped guidance even if it is temporarily immune to guidance.
You can cast an amped guidance spell as a reaction triggered when your ally fails or critically fails an attack roll, Perception check, saving throw, or skill check, and the bonus from guidance would change the failure to a success or the critical failure to a normal failure. The bonus from guidance applies retroactively to their check.
Amp Heightened (6th): The bonus from the spell increases to +2.

Calculate Threats
[one-action]
[mental, psyche]
Your subconscious automatically calculates vectors and forces when your mind is unleashed, showing you the likely path of incoming attacks to avoid. You gain a +2 circumstance bonus to AC and Reflex saves until the beginning of your next turn.

Glimpse Weakness
Cast [one-action]
Range: 60 feet; Targets: 1 creature
Duration: 1 minute
You glimpse a loose scale, a seam in a foe's armor, or a similar weakness, aiding your allies in landing a precise hit. The first ally that hits the target with a successful Strike deals additional precision damage equal to 1 + this spell's level [2], and then the spell ends.
Amp: The additional precision damage is 1d4+1.
Amp Heightened (+2): The additional precision damage increases by 1d4+1.

Precise Discipline
Determine intended outcome. Align thoughts. Identify and resolve distractions. Manifest. Intentional focus is the key to unleashing your abilities, whether that's because your power naturally tends to precise, discrete effects, or because you've adopted strict discipline to ensure your mind can change the world only when you intend it to.
Your thought components are calculations you make to determine the forces you need to call upon. Perhaps you mentally weigh the mass of an object against the force of gravity to levitate it or you might determine exactly how much energy is needed for an object to combust. Calculation components tend to impart ordered visual and auditory effects to your spell manifestation, such as regular tessellations of light, mathematical spirals, or harmonic tones.
Key Ability: Your key ability score is Intelligence.

The Infinite Eye
The true strength of the mind lies in the knowledge it contains, with each new observation contributing to the totality of its experiences. To grow your experiences—and with them, your power—you devote yourself to observing as much as possible, casting your senses through space and time with clairvoyance and precognition.
1st: true strike; 2nd: augury; 3rd: organsight; 4th: clairvoyance; 5th: prying eye; 6th: true seeing; 7th: true target; 8th: unrelenting observation; 9th: foresight
Standard Psi Cantrips: detect magic and guidance
Unique Psi Cantrips: surface: glimpse weakness; deeper: omnidirectional scan; deepest: foresee the path

Dabbelry and Trinkets:

Talisman 1
Firecracker Fulu (Sonic Dazzle w/ Weapon Crit), Potency Crystal (Striking Weapon), Predator's Claw (Weapon Critical Specialization), Wolf Fang (Athletics, Trip Damage)

Talisman 2
Bronze Bull Pendant (Athletics, Bonus to Shove), Crying Angel Pendant (Medicine, First Aid restores 1 HP and consciousness), Effervescent Ampoule (Athletics, Glide over Water), Hunter's Bane (Survival, Undetected to Hidden), Jade Cat (Acrobatics, Soft Fall or Easy Balance), Mesmerizing Opal (Deception, Improve Feint Outcome), Monkey Pin (Athletics, Quick Climb), Onyx Panther (Stealth, Fast Sneak), Savior Spike (Reflex, Improve Grab an Edge Outcome)

Skills (11)
Arcana (*) +8
Crafting (*) +8
Diplomacy (*) +4
Lore: Astronomy (*) +8
Lore: Tea (*) +8
Lore: Thassilon (*) +8
Nature (*) +6
Occultism (*) +8
Religion (*) +6
Society (*) +8
Survival (*) +6

Spellcasting
Cantrips (□□□□□□/day): Daze (VS◆◆), Detect Magic (VS◆◆/amp), Glimpse Weakness (V◆/amp), Guidance (V◆/amp), Read Aura (VS◆◆), Time Sense (V◆)
First (□□/day): Soothe (VS◆◆), True Strike (V◆)

Equipment:

Worn @ Teapot and Tea, Sling bullets
Held (1.0) @ Staffsling (B)

Planned > Aeon Stone (Azure Briolette)

Progression:

Ancestry
Gutsy Halfling, Halfling Weapon Familiarity

Background
Astronomy Lore, Tea Lore, Thassilon Lore, and Bend Time

Class
Precise Discipline Unconscious Mind, Infinite Eye Conscious Mind