Thieves' Gold/Zinari Diamonds

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Zinari Diamonds

Female Catfolk

Witch 4

Background: Gambler

CN


Str 10

Dex 10+2+2+2=16

Con 10+2=12

Int 10+2+2+2+2=18

Wis 10-2=8

Cha 10+2+2=14


HP: 36 / 36 (9 Lives)

AC: 19

Daze: 60’, 4M, Will save or Stunned 1

Telekinetic Projectile: +10, 2d6+4B/P/S, 30’

Dagger: +9, 1d4P/S, agile, finesse, thrown 10’

Claws: +7, 2d6S, agile (Eldritch Claws)

Hand crossbow: +9, 1d6P, 60’, Reload 1


Speed: 25’

Languages: Amurrun, Common, Elven, Gnomish, Goblin, Halfling

Low-light Vision


Acrobatics T +9

Athletics T +6

Deception E +10 (Lie to Me)

Diplomacy T +8 (Discreet Inquiry)

Intimidation T +8

Lore (Games) T +10

Occultism T +10

Perception E +7

Society T +10

Stealth T +9

Thievery T +9 (Subtle Theft)


Fort T +7

Ref T +9 (Cat’s Luck)

Will E +7


Unarmed T

Simple T

Unarmored T

Spell attack rolls T +10

Spell DC T 20


LOW-LIGHT VISION

 You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

LAND ON YOUR FEET

 When you fall, you take only half the normal damage and don’t land prone.

Heritage: NINE LIVES CATFOLK

 Your family has always seemed to bounce back from disaster, not through physical hardiness or specialized skill, but from sheer luck. Other catfolk whisper that you have nine lives. If you are reduced to 0 Hit Points by a critical hit on an attack roll, you become dying 1 instead of dying 2.

Ancestry Feat: Cat’s Luck

 Frequency: once per day
 Trigger: You fail a Reflex saving throw.
 You instinctively twist away from danger. You can reroll the triggering saving throw and use the better result.

Background Skill Feat: Lie to Me

 You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

Class Feat: Cackle (Hiss)

Skill Feat: Canny Acumen (Perception)

Class Feat: CONCEAL SPELL [one-action]

 You can hide your magical gestures and incantations within your speech and movement in an attempt to conceal the fact that you are Casting a Spell. If the next action you use is to Cast a Spell, attempt a Stealth check against one or more observers’ Perception DCs; if the spell has verbal components, you must also attempt a Deception check against the observers’ Perception DC. If you succeed at your check (or checks) against an observer’s DC, that observer doesn’t notice you’re Casting a Spell, even though material, somatic, and verbal components are usually noticeable and spells normally have sensory manifestations that would make spellcasting obvious to those nearby.
 This ability hides only the spell’s spellcasting actions and manifestations, not its effects, so an observer might still see a ray streak out from you or see you vanish into thin air.

General Feat: DISCREET INQUIRY

 Prerequisites expert in Deception or Diplomacy
 You are subtle in your efforts to learn the things you need to know. When Gathering Information, you can hide the true subject of your inquiry among other topics of little interest to you without increasing the difficulty of the check or taking more time to Gather Information. Anyone trying to Gather Information to determine if someone else was asking around about the topic in question must exceed your Deception DC or the normal DC to Gather Information about your inquiries, whichever is higher, or else they don’t learn of your efforts.

Skill Feat: Subtle Theft

 Prerequisites trained in Thievery
 When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.

Class Feat: Eldritch Nails

 You gain a nails unarmed attack that deals 1d6 slashing damage. Your nails are in the brawling group and have the agile and unarmed traits. You can etch your nails with runes with the same cost and restrictions as for etching runes onto handwraps of mighty blows; runes etched onto your nails apply to nails unarmed attacks with both hands but not to other unarmed attacks.
 You can deliver hexes through your nails. When you successfully cast a non-cantrip hex that requires 2 actions or more to cast and that doesn’t require a spell attack roll, if your target is within your reach, as part of the spellcasting activity you can make a nails Strike against the foe before applying any effects of the hex. If this Strike misses, the hex has no effect.


Patron: Lady Luck Patron Theme: Curse

 Spell List: occult
 Patron Skill: Occultism
 Hex Cantrip: evil eye 
 Granted Spell: ray of enfeeblement

Familiar: black cat (Hijinx)

 10 cantrips, five 1st- level spells, and one additional spell determined by your patron’s theme. Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition’s spell list by physically consuming a scroll of that spell in a process that takes 1 hour. 
 Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast.
 If your familiar dies, your patron replaces it during your next daily preparations. 

Minion: one action -> two actions Saves and AC = my base

 AC: 19
 Fort T +7
 Ref T +9
 Will E +7

Perception, Acrobatics, Stealth (level +4) = 8 Attack, skill (level) = 4 HP (5/level) = 20 Tiny Low-light Empathic communication: 1 mile Speed: 25’ 3 abilities: Speech, Climber, Darkvision


Spells Known:

 Cantrip
  • Evil Eye: [one-action] somatic
  Range: 30 feet; Targets 1 creature
  Saving Throw: Will; Duration: sustained up to 1 minute
  Your fix your eye on the target, imposing a malevolent hex. The target becomes frightened based on the results of its Will save. This condition value can’t be reduced below 1 while the spell is active and you can see the target. Regardless of the outcome, the target is then temporarily immune for 1 minute. 
 Success: The target is unaffected.
 Failure: The target is frightened 1.
 Critical Failure: The target is frightened 2.

Telekinetic Projectile: [two-actions] somatic, verbal

 Range: 30 feet; Targets: 1 creature
 You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a ranged attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
 Critical Success: You deal double damage.
 Success: You deal full damage.
 Heightened (+1) The damage increases by 1d6.

Daze: [two-actions] somatic, verbal

 Range: 60 feet; Targets: 1 creature
 Saving Throw: Will; Duration: 1 round
 You cloud the target’s mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1. 
 Heightened (+2): The damage increases by 1d6.

Guidance: [one-action] verbal

 Range: 30 feet; Targets: 1 creature
 Duration: until the start of your next turn
 You ask for divine guidance, 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.

Mage Hand: [two-actions] somatic, verbal

 Range: 30 feet; Targets: 1 unattended object of light Bulk or less 
 Duration: sustained
 You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you’re levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
 Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.

Prestidigitation: [two‑actions] somatic, verbal

 Range: 10 feet; Targets: 1 object (cook, lift, or tidy only) 
 Duration: sustained
 The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.

• Cook: Cool, warm, or flavor 1 pound of nonliving material. • Lift: Slowly lift an unattended object of light Bulk or less 1 foot off the ground. • Make: Create a temporary object of negligible Bulk,made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or spell component. • Tidy: Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.

 Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.

Detect Magic: [two-actions] somatic, verbal

 Area: 30-foot emanation
 You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
 You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.                 
 Heightened (3rd) You learn the school of magic for the highest- level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn. 
 Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

Read Aura: 1 minute (somatic, verbal)

 Range: 30 feet; Targets: 1 object
 You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297–298).
 If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell. 
 Heightened (3rd) You can target up to 10 objects.

Shield: [one-action] verbal

 Duration: until the start of your next turn
 You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
 While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.
 Heightened (3rd) The shield has Hardness 10.
 SHIELD BLOCK [reaction]
 Trigger: While you have your shield raised, you take damage from a physical attack.
 You place your shield to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Sigil: [two-actions] somatic, verbal

 Range: touch; Targets: 1 creature or object 
 Duration: unlimited (see below)
 You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it’s on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.
 Heightened (3rd) The sigil instead fades after 1 month

Dancing Lights: [two-actions] somatic, verbal

 Range: 120 feet
 Duration: sustained
    You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.


 1

Ray of Enfeeblement: [two‑actions] somatic, verbal

 Range: 30 feet; Targets: 1 creature
 Saving Throw: Fortitude; Duration: 1 minute
 A ray with the power to sap a foe’s strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell’s effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save.
 Critical Success: The target is unaffected. 
 Success: The target becomes enfeebled 1. 
 Failure: The target becomes enfeebled 2. 
 Critical Failure: The target becomes enfeebled 3

Bane: [two-actions] somatic, verbal

 Area: 5-foot emanation; Targets: enemies in the area
 Saving Throw: Will; Duration: 1 minute
 You fill the minds of your enemies with doubt. Targets that fail their Will saves take a 

-1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet and force enemies in the area that weren’t yet affected to attempt another saving throw. Bane can counteract bless.

Déjà Vu

 Cast [two-actions] somatic, verbal
 Range 100 feet; Targets 1 creature
 Saving Throw Will; Duration 2 rounds
 You loop a thought process in the target’s mind, forcing it to repeat the same actions over again. The target must attempt a Will save. If the target fails, whatever actions the target uses on its next turn, it must repeat on its following turn. The actions must be repeated in the same order and as close to the same specifics as possible. For example, if the target makes an attack, it must repeat the attack against the same creature, if possible, and if the target moves, it must move the same distance and direction, if possible, on its next turn.
 If the target can’t repeat an action, such as Casting a Spell that has been exhausted or needing to target a creature that has died, it can act as it chooses for that action but becomes stupefied 1 until the end of its turn.

FEAR

 Cast [two-actions] somatic, verbal
 Range 30 feet; Targets 1 creature
 Saving Throw Will; Duration varies
 You plant fear in the target; it must attempt a Will save. 
 Critical Success The target is unaffected.
 Success The target is frightened 1.
 Failure The target is frightened 2.
 Critical Failure The target is frightened 3 and fleeing for 1 round 

Ill Omen: [two-actions] somatic, verbal

 Range: 30 feet; Targets 1 creature
 Duration: 1 round
 The target is struck with misfortune, which throws it off balance. The target must attempt a Will save.
 Success: The target is unaffected.
 Failure: The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.
 Critical Failure: Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.

Mage Armor: [two-actions] somatic, verbal

 Duration: until the next time you make your daily preparations 
 You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.

Sanctuary: [two-actions] somatic, verbal

 Range: touch; Targets: 1 creature
 Duration: 1 minute
 You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends.
 Critical Success: Sanctuary ends.
 Success: The creature can attempt its attack and any other attacks against the target this turn.
 Failure: The creature can’t attack the target and wastes the action. It can’t attempt further attacks against the target this turn.
 Critical Failure: The creature wastes the action and can’t attempt to attack the target for the rest of sanctuary’s duration.

Soothe: [two-actions] somatic, verbal

 Range: 30 feet; Targets: 1 willing living creature
 Duration: 1 minute
 You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
 Heightened (+1) The amount of healing increases by 1d10+4.

2

Dispel Magic

 Cast [two-actions] somatic, verbal
 Range 120 feet; Targets 1 spell effect or unattended magic item 
 You unravel the magic behind a spell or effect. Attempt a counteract check against the target (page 458). If you succeed against a spell effect, you counteract it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn’t change the item’s non-magical properties. If the target is an artifact or similar item, you automatically fail.

Humanoid Form

 Cast [two-actions] somatic, verbal
 Duration 10 minutes
 You transform your appearance to that of a Small or Medium humanoid, such as a dwarf, elf, goblin, halfling, human, orc, or lizardfolk. You gain the humanoid trait in addition to your other traits while in this form, as well as any trait related to the creature’s kind (such as goblin or human). If this transformation reduces your size, it reduces your reach accordingly (as the shrink spell). This transformation doesn’t change your statistics in any way, and you don’t gain any special abilities of the humanoid form you assume. You can still wear and use your gear, which changes size (if necessary) to match your new form. If items leave your person, they return to their usual size.
 Humanoid form grants you a +4 status bonus to Deception checks to pass as a generic member of the chosen ancestry, and you add your level even if you’re untrained, but you can’t make yourself look like a specific person. If you want to Impersonate an individual, you still need to create a disguise, though the GM won’t factor in the difference in ancestry when determining the DC of your Deception check. You can Dismiss this spell.

INVISIBILITY

 Cast [two-actions] material, somatic
 Range touch; Targets 1 creature
 Duration 10 minutes
 Cloaked in illusion, the target becomes invisible. This makes it undetected to all creatures, though the creatures can attempt to find the target, making it hidden to them instead (page 466). If the target uses a hostile action, the spell ends after that hostile action is completed.
 Heightened (4th) The spell lasts 1 minute, but it doesn’t end if the target uses a hostile action.

Sound Burst

 Cast [two-actions] somatic, verbal
 Range 30 feet; Area 10-foot burst
 Saving Throw Fortitude
 A cacophonous noise blasts out, dealing 2d10 sonic damage. Each creature must attempt a Fortitude save.
 Critical Success The creature is unaffected.
 Success The creature takes half damage.
 Failure The creature takes full damage and is deafened for 1 round. 
 Critical Failure The creature takes double damage and is deafened and stunned 1 for 1 minute.

Spell Prep: Cantrips: 5

 Detect Magic 
 Evil Eye
 Prestidigitation 
 Shield
 Telekinetic Projectile

1st: 3

 Bane
 Ill Omen
 Soothe

2nd: 3

 Humanoid Form 
 Invisibility 
 Sound Burst


Focus Pool: 2

Hexes:

Phase Familiar: [reaction] somatic

 Trigger: Your familiar would take damage.
 Range: 60 feet; Targets your familiar
 You draw upon your patron’s power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage.

CACKLE

 Cast [free-action] verbal
 With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell.


Equipment: 15gp, 5B Thieves tools 3gp, L Crowbar 5sp, L Explorer’s clothing 1sp, L Fine clothing 2gp, L Dagger 2sp, L Hand crossbow 3gp, L 10 bolts 1sp, L Adventurer’s pack 7sp, 2B

 backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.

Caltrops 3sp, L Grappling hook 1sp, L Material component pouch 5sp, L Mirror 1gp Deck of cards (short tool) 4sp, L Set of dice (short tool) 4sp, L/9gp 32sp = 12gp 2sp, 3B 2L +1 striking runes on claws 100gp Climbing bolt 15gp Lesser healing potion 12gp 8sp


Appearance: You see a female catfolk with black fur and green eyes. She wears fine clothing in black with green accents. A black cat prowls nearby.

Backstory: Zinari was a gambler, and good at her job, until she entered the wrong card tournament. The local Thieves Guild had a player in it, and they bet heavily on him to win. They leaned on her to throw the game, but she didn’t. So they had a jinx put on her, to make her an example, and make her life a living hell. She turned to Lady Luck, who offered her the chance to change her fortune, by pushing her jinx onto others. Her future as a professional gambler was still shaky, but as an adventurer, she could make some coin by plying her new abilities.