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BlueTrillium

BlueTrillium

Building Bellis here (so people can follow/double-check my work, as needed).

Bellis Brightcandle - MW Sheet - currently level 3

spacer.png

original img credit ymir fjeldstad, Artstation

Stat Mods (all 0 to start, build from there):

  • STR -1 = -1 from Halfling flaw
  • DEX 2 = 1 from Halfling + 1 from Lvl1 boost
  • CON 3 = 1 from Prisoner + 1 from Lvl1 boost +1 from Lvl2 boost
  • INT 4 = 1 from Halfling + 1 from Prisoner + 1 from Witch + 1 from Lvl1 Boost
  • WIS 2 = 1 from Halfling + 1 from Lvl1 boost
  • CHA 1 = 1 from Lvl3 boost

HP = 33 = 6 (halfling) + (6+2CON = 8) Lvl 1 Witch + (6+2CON = 8) Lvl 2 Witch + (2) Lvl 2 CON boost + (6+3CON = 9) Lvl 3 Witch

Saves:

  • Fortitude (Trained)
  • Reflex (Trained)
  • Will (Expert)
  • Perception (Trained)

Spells prepped at level 3 = 5 cantrips and 3 1st-rank spells and 2 2nd-rank spells (from pool that familiar knows)

  • cantrips = Frostbite, Glass Shield, Gouging Claw, Ignition, Message, Telekinetic Hand
  • 1st rank = Force Barrage, Grease, Tailwind
  • 2nd rank = Blazing Bolt, Blazing Bolt

Proficiencies

  • Trained in Simple Weapons, Unarmed Attacks, Unarmored Defense, Witch Class DC, spell attack modifier, and spell DC

Skills (trained or higher):

  • Acrobatics (Trained) - from ancestry feat Halfling Lore
  • Stealth (Trained) - from ancestry feat Halfling Lore
  • Lore (Halfling) (Expert) - from ancestry feat Halfling Lore, Additional Lore feat, lvl3 Additional Lore
  • Lore (Underworld) (Trained) - from background Prisoner
  • Thievery (Trained) - from background Prisoner
  • Arcana (Expert) - from witch Patron Inscribed One and Level 3 skill increase
  • Occultism (Trained) - from witch extra skills
  • Deception (Trained) - from witch extra skills
  • Crafting (Trained) - from witch extra skills
  • Survival (Trained) - from witch extra skills
  • Performance (Trained) - from witch extra skills
  • Medicine (Trained) - from witch extra skills
  • Society (Trained) - from witch extra skills

---------------------------- Construction and references below this line -----------------------------

Instructions used - no legacy content (or minimal)

1 - Ancestry - Halfling

  • Humanoid and Halfling tags
  • Base HP 6, Size Small, Speed 25ft, Boost DEX, WIS, and choice (INT), Flaw STR
  • Languages Common, Halfling, and INT-mod additional (4 more languages -- let's go Elven since Kael is part-elf, Diabolic (aka Infernal) since that seems like it'd be common in Kintargo, and then... hm Dwarven, and Fey (aka Sylvan) seem useful for trying to cover various language bases for reading and writing docs)
  • Keen Eyes feature - Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

2 - Heritage - Jinxed Halfling

  • Can never take the Halfling Luck feat
  • Instead gain the Jinx action - cost 2 actions, 1/day, curse a creature you can see within 30ft with clumsiness. They make a will save vs Class or Spell DC (whichever is higher). If they succeed, nothing happens except they are immune to Jinx for 24 hours. If they fail, they are clumsy 1 for 1 minute. If they critically fail, they are clumsy 2 for 1 minute.

3 - Ancestry Feat - Halfling Lore

  • Trained proficiency in Acrobatics and Stealth
  • Gain the Additional Lore feat for the skill Lore (Halfling)
    • Trained proficiency in Lore (Halfling)
    • At 3rd, 7th, and 15th levels, proficiency in Lore (Halfling) advances a level (Expert, Master, Legendary)
  • Gain additional ancestry feats at levels 5, 9, 13, and 17.

4 - We are using Ancestral Paragon, which grants us an extra 1st-level ancestry feat (per discussion, it's an extra ancestry feat at character creation, plus another ancestry feat when we reach level 3, slightly different from what Nethys has, so take special note of this whenever we get to level 3)

  • extra character creation ancestry feat - Unfettered Halfling - Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, it gets a critical failure instead.
  • extra level 3 ancestry feat - Distracting Shadows - You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action.

5 - Background - Prisoner

  • Boost STR or CON (took CON)
  • Boost of choice (took INT)
  • Trained in Lore (Underworld) and Stealth. Since we already are trained in Stealth from Ancestry Feat, took Trained in Thievery instead.
  • Gained Experienced Smuggler feat
    • You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.

6 - Four free attribute boosts at creation - took DEX, CON, INT, and WIS

  • With Gradual Boosts, get one ability boost per level in sets of 4 levels, cannot boost same ability twice within a set.
    • Set 1, levels 2 (CON), 3 (CHA), 4, 5
    • Set 2, levels 7, 8, 9, 10
    • Set 3, levels 12, 13, 14, 15
    • Set 4, levels 17, 18, 19, 20

7 - Class - Witch

  • Key attribute boost - INT
  • HP - add 6 + CON mod per level
  • Trained in Perception, Fortitude, and Reflex
  • Expert in Will
  • Trained in skill from Patron (see 8 below)
  • Trained in (3 + INT mod) additional skills - that's seven more skills - took Occultism, Deception, Crafting, Survival, Performance, Medicine, and Society
  • Trained in Simple Weapons and Unarmed Attacks
  • Trained in Unarmored Defense (untrained in all armor)
  • Trained in Witch Class DC, spell attack modifier, and spell DC
  • Gain a Patron (see 8 below)
  • Gain Witch Spellcasting (prepared caster, prep based on level, and spells the familiar knows, see Familiar post below)
  • Gain a Familiar (see Familiar post below)
  • Gain a Hex focus spell, and a Focus pool of 1 point - the Phase Familiar hex
  • Gain a Hex cantrip from patron (again see 8 below)
  • Level 2 skill feat - Arcane Sense
  • Level 2 witch class feat - Conceal Spell
  • Level 3 general feat - Assurance (Arcana)
  • Level 3 skill increase - Arcana (expert)

8 - Patron - The Inscribed One

  • Use the Arcane spell list
  • Patron skill is Arcana 
  • Gain Patron Hex cantrip - Discern Secrets
  • Familiar gains additional spell - Runic Weapon
  • Familiar gains ability - Familiar of Flowing Script - Your familiar is covered in a pattern that looks similar to letters in an unknown language, one that seems to draw attention even as it eludes understanding. When you Cast or Sustain a hex, the letters begin to rapidly change, causing a distraction. Until the start of your next turn, your familiar can provide flanking for you and your allies as though it were able to attack and had a reach of 5 feet; this is a visual effect.

9 - Free Archetype - extra class feat (must be archetype feat) at level 2 and every even level thereafter.

  • level 2 archetype feat - I think Spell Trickster dedication fits the best. This does mean I'll have to adjust his spells to actually fit the limitations of the archetype feats available (e.g I'll have to decide what to give up so I can take Telekinetic Hand, and probably Sigil, among other things. xD) - did that (for now)
    • For the two spell modifications we get to choose at dedication, let's go...
    • Agile Hand (mods Telekinetic Hand)
    • Tracing Sigil (mods Sigil)

10 - Equipment - Per the Treasure Guide, as a character starting at level 3, Bellis gets 1 2nd-Rank and 2 1st-Rank 'common permanent' items plus 25gp to start. (or if we don't want the items, then a lump 75gp to start, but I'll prob do the items).

  • For the 2nd-rank item, perhaps the Masquerade Scarf
  • For the 1st-rank items... maybe an Everlight Crystal and Versatile Tinderbox?
    • The ring of sigils is also interesting, mostly in that it brings up some major questions about his own 'tracing sigil' modification from spell trickster... hrm.
  • then buying stuff with the 25gp left...
    • 10 bulk L = 1 bulk, Bellis can carry up to 4 bulk before he's encumbered.
    • will need a Thieves Toolkit I think (3gp)
    • maybe start from the sample Witch's Kit ... do material component pouches still exist in non-legacy/are they still needed?
      • Adventurer's Pack (1gp, 5sp, bulk 1 altogether, except backpack negates bulk) - includes backpack, bedroll, 10 chalk, flint & steel, 50ft rope, 2wk rations, soap, 5 torches, waterskin
      • Explorer Clothing (1sp, bulk L)
      • Dagger (2sp, bulk L) - backup backup weapon, probably more likely to use for eating
      • Mirror (1gp, bulk --) - maybe?
      • Walking Cauldron (12gp, bulk 4) - might be cool to get eventually but prob not right now
      • Cookware (1gp, bulk 2) - maybe? Though I doubt he carries it around...
      • Repair Toolkit (2gp, bulk 1) - would allow him to repair things with his crafting skill
      • Basic Crafter's Book (1sp, bulk L) - would give him formulas for level-0 common items
      • Writing Set (1gp, bulk L) - all the stuffs for writing
      • Grappling Hook (1sp, bulk L) - might be useful?
      • Artisan's Toolkit (4gp, bulk 2) - in order to make stuff? But what kind of kit? Maybe not yet...
    • So moneywise, that's 25gp - 1.5gp (adventurer pack) - 3gp (thieves' toolkit) - 2gp (repair toolkit) - 1gp (writing set) - 0.5gp (clothing, dagger, crafter book, grappling hook) = 25gp - 8gp = 17gp left in reserve
BlueTrillium

BlueTrillium

Building Bellis here (so people can follow/double-check my work, as needed).

Bellis Brightcandle - MW Sheet - currently level 3

spacer.png

original img credit ymir fjeldstad, Artstation

Stat Mods (all 0 to start, build from there):

  • STR -1 = -1 from Halfling flaw
  • DEX 2 = 1 from Halfling + 1 from Lvl1 boost
  • CON 3 = 1 from Prisoner + 1 from Lvl1 boost +1 from Lvl2 boost
  • INT 4 = 1 from Halfling + 1 from Prisoner + 1 from Witch + 1 from Lvl1 Boost
  • WIS 2 = 1 from Halfling + 1 from Lvl1 boost
  • CHA 1 = 1 from Lvl3 boost

HP = 33 = 6 (halfling) + (6+2CON = 8) Lvl 1 Witch + (6+2CON = 8) Lvl 2 Witch + (2) Lvl 2 CON boost + (6+3CON = 9) Lvl 3 Witch

Saves:

  • Fortitude (Trained)
  • Reflex (Trained)
  • Will (Expert)
  • Perception (Trained)

Spells prepped at level 3 = 5 cantrips and 3 1st-rank spells and 2 2nd-rank spells (from pool that familiar knows)

  • cantrips = Frostbite, Glass Shield, Gouging Claw, Ignition, Message, Telekinetic Hand
  • 1st rank = Force Barrage, Grease, Tailwind
  • 2nd rank = Blazing Bolt, Blazing Bolt

Proficiencies

  • Trained in Simple Weapons, Unarmed Attacks, Unarmored Defense, Witch Class DC, spell attack modifier, and spell DC

Skills (trained or higher):

  • Acrobatics (Trained) - from ancestry feat Halfling Lore
  • Stealth (Trained) - from ancestry feat Halfling Lore
  • Lore (Halfling) (Expert) - from ancestry feat Halfling Lore, Additional Lore feat, lvl3 Additional Lore
  • Lore (Underworld) (Trained) - from background Prisoner
  • Thievery (Trained) - from background Prisoner
  • Arcana (Expert) - from witch Patron Inscribed One and Level 3 skill increase
  • Occultism (Trained) - from witch extra skills
  • Deception (Trained) - from witch extra skills
  • Crafting (Trained) - from witch extra skills
  • Survival (Trained) - from witch extra skills
  • Performance (Trained) - from witch extra skills
  • Medicine (Trained) - from witch extra skills
  • Society (Trained) - from witch extra skills

---------------------------- Construction and references below this line -----------------------------

Instructions used - no legacy content (or minimal)

1 - Ancestry - Halfling

  • Humanoid and Halfling tags
  • Base HP 6, Size Small, Speed 25ft, Boost DEX, WIS, and choice (INT), Flaw STR
  • Languages Common, Halfling, and INT-mod additional (4 more languages -- let's go Elven since Kael is part-elf, Diabolic (aka Infernal) since that seems like it'd be common in Kintargo, and then... hm Dwarven, and Fey (aka Sylvan) seem useful for trying to cover various language bases for reading and writing docs)
  • Keen Eyes feature - Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

2 - Heritage - Jinxed Halfling

  • Can never take the Halfling Luck feat
  • Instead gain the Jinx action - cost 2 actions, 1/day, curse a creature you can see within 30ft with clumsiness. They make a will save vs Class or Spell DC (whichever is higher). If they succeed, nothing happens except they are immune to Jinx for 24 hours. If they fail, they are clumsy 1 for 1 minute. If they critically fail, they are clumsy 2 for 1 minute.

3 - Ancestry Feat - Halfling Lore

  • Trained proficiency in Acrobatics and Stealth
  • Gain the Additional Lore feat for the skill Lore (Halfling)
    • Trained proficiency in Lore (Halfling)
    • At 3rd, 7th, and 15th levels, proficiency in Lore (Halfling) advances a level (Expert, Master, Legendary)
  • Gain additional ancestry feats at levels 5, 9, 13, and 17.

4 - We are using Ancestral Paragon, which grants us an extra 1st-level ancestry feat (per discussion, it's an extra ancestry feat at character creation, plus another ancestry feat when we reach level 3, slightly different from what Nethys has, so take special note of this whenever we get to level 3)

  • extra character creation ancestry feat - Unfettered Halfling - Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, it gets a critical failure instead.
  • extra level 3 ancestry feat - Distracting Shadows - You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action.

5 - Background - Prisoner

  • Boost STR or CON (took CON)
  • Boost of choice (took INT)
  • Trained in Lore (Underworld) and Stealth. Since we already are trained in Stealth from Ancestry Feat, took Trained in Thievery instead.
  • Gained Experienced Smuggler feat
    • You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.

6 - Four free attribute boosts at creation - took DEX, CON, INT, and WIS

  • With Gradual Boosts, get one ability boost per level in sets of 4 levels, cannot boost same ability twice within a set.
    • Set 1, levels 2 (CON), 3 (CHA), 4, 5
    • Set 2, levels 7, 8, 9, 10
    • Set 3, levels 12, 13, 14, 15
    • Set 4, levels 17, 18, 19, 20

7 - Class - Witch

  • Key attribute boost - INT
  • HP - add 6 + CON mod per level
  • Trained in Perception, Fortitude, and Reflex
  • Expert in Will
  • Trained in skill from Patron (see 8 below)
  • Trained in (3 + INT mod) additional skills - that's seven more skills - took Occultism, Deception, Crafting, Survival, Performance, Medicine, and Society
  • Trained in Simple Weapons and Unarmed Attacks
  • Trained in Unarmored Defense (untrained in all armor)
  • Trained in Witch Class DC, spell attack modifier, and spell DC
  • Gain a Patron (see 8 below)
  • Gain Witch Spellcasting (prepared caster, prep based on level, and spells the familiar knows, see Familiar post below)
  • Gain a Familiar (see Familiar post below)
  • Gain a Hex focus spell, and a Focus pool of 1 point - the Phase Familiar hex
  • Gain a Hex cantrip from patron (again see 8 below)
  • Level 2 skill feat - Arcane Sense
  • Level 2 witch class feat - Conceal Spell
  • Level 3 general feat - Assurance (Arcana)
  • Level 3 skill increase - Arcana (expert)

8 - Patron - The Inscribed One

  • Use the Arcane spell list
  • Patron skill is Arcana 
  • Gain Patron Hex cantrip - Discern Secrets
  • Familiar gains additional spell - Runic Weapon
  • Familiar gains ability - Familiar of Flowing Script - Your familiar is covered in a pattern that looks similar to letters in an unknown language, one that seems to draw attention even as it eludes understanding. When you Cast or Sustain a hex, the letters begin to rapidly change, causing a distraction. Until the start of your next turn, your familiar can provide flanking for you and your allies as though it were able to attack and had a reach of 5 feet; this is a visual effect.

9 - Free Archetype - extra class feat (must be archetype feat) at level 2 and every even level thereafter.

  • level 2 archetype feat - I think Spell Trickster dedication fits the best. This does mean I'll have to adjust his spells to actually fit the limitations of the archetype feats available (e.g I'll have to decide what to give up so I can take Telekinetic Hand, and probably Sigil, among other things. xD) - did that (for now)
    • For the two spell modifications we get to choose at dedication, let's go...
    • Agile Hand (mods Telekinetic Hand)
    • Tracing Sigil (mods Sigil)

10 - Equipment - Per the Treasure Guide, as a character starting at level 3, Bellis gets 1 2nd-Rank and 2 1st-Rank 'common permanent' items plus 25gp to start. (or if we don't want the items, then a lump 75gp to start, but I'll prob do the items).

  • For the 2nd-rank item, perhaps the Masquerade Scarf
  • For the 1st-rank items... maybe an Everlight Crystal and Versatile Tinderbox?
    • The ring of sigils is also interesting, mostly in that it brings up some major questions about his own 'tracing sigil' modification from spell trickster... hrm.
  • then buying stuff with the 25gp left...
    • 10 bulk L = 1 bulk, Bellis can carry up to 4 bulk before he's encumbered.
    • will need a Thieves Toolkit I think (3gp)
    • maybe start from the sample Witch's Kit ... do material component pouches still exist in non-legacy/are they still needed?
      • Adventurer's Pack (1gp, 5sp, bulk 1 altogether, except backpack negates bulk) - includes backpack, bedroll, 10 chalk, flint & steel, 50ft rope, 2wk rations, soap, 5 torches, waterskin
      • Explorer Clothing (1sp, bulk L)
      • Dagger (2sp, bulk L) - backup backup weapon, probably more likely to use for eating
      • Mirror (1gp, bulk --) - maybe?
      • Walking Cauldron (12gp, bulk 4) - might be cool to get eventually but prob not right now
      • Cookware (1gp, bulk 2) - maybe? Though I doubt he carries it around...
      • Repair Toolkit (2gp, bulk 1) - would allow him to repair things with his crafting skill
      • Basic Crafter's Book (1sp, bulk L) - would give him formulas for level-0 common items
      • Writing Set (1gp, bulk L) - all the stuffs for writing
      • Grappling Hook (1sp, bulk L) - might be useful?
      • Artisan's Toolkit (4gp, bulk 2) - in order to make stuff? But what kind of kit? Maybe not yet...
BlueTrillium

BlueTrillium

Building Bellis here (so people can follow/double-check my work, as needed).

Bellis Brightcandle - MW Sheet - currently level 3

spacer.png

original img credit ymir fjeldstad, Artstation

Stat Mods (all 0 to start, build from there):

  • STR -1 = -1 from Halfling flaw
  • DEX 2 = 1 from Halfling + 1 from Lvl1 boost
  • CON 3 = 1 from Prisoner + 1 from Lvl1 boost +1 from Lvl2 boost
  • INT 4 = 1 from Halfling + 1 from Prisoner + 1 from Witch + 1 from Lvl1 Boost
  • WIS 2 = 1 from Halfling + 1 from Lvl1 boost
  • CHA 1 = 1 from Lvl3 boost

HP = 33 = 6 (halfling) + (6+2CON = 8) Lvl 1 Witch + (6+2CON = 8) Lvl 2 Witch + (2) Lvl 2 CON boost + (6+3CON = 9) Lvl 3 Witch

Saves:

  • Fortitude (Trained)
  • Reflex (Trained)
  • Will (Expert)
  • Perception (Trained)

Spells prepped at level 3 = 5 cantrips and 3 1st-rank spells and 2 2nd-rank spells (from pool that familiar knows)

  • cantrips =
  • 1st rank =
  • 2nd rank =

Proficiencies

  • Trained in Simple Weapons, Unarmed Attacks, Unarmored Defense, Witch Class DC, spell attack modifier, and spell DC

Skills (trained or higher):

  • Acrobatics (Trained) - from ancestry feat Halfling Lore
  • Stealth (Trained) - from ancestry feat Halfling Lore
  • Lore (Halfling) (Expert) - from ancestry feat Halfling Lore, Additional Lore feat, lvl3 Additional Lore
  • Lore (Underworld) (Trained) - from background Prisoner
  • Thievery (Trained) - from background Prisoner
  • Arcana (Expert) - from witch Patron Inscribed One and Level 3 skill increase
  • Occultism (Trained) - from witch extra skills
  • Deception (Trained) - from witch extra skills
  • Crafting (Trained) - from witch extra skills
  • Survival (Trained) - from witch extra skills
  • Performance (Trained) - from witch extra skills
  • Medicine (Trained) - from witch extra skills
  • Society (Trained) - from witch extra skills

---------------------------- Construction and references below this line -----------------------------

Instructions used - no legacy content (or minimal)

1 - Ancestry - Halfling

  • Humanoid and Halfling tags
  • Base HP 6, Size Small, Speed 25ft, Boost DEX, WIS, and choice (INT), Flaw STR
  • Languages Common, Halfling, and INT-mod additional (4 more languages -- let's go Elven since Kael is part-elf, Diabolic (aka Infernal) since that seems like it'd be common in Kintargo, and then... hm Dwarven, and Fey (aka Sylvan) seem useful for trying to cover various language bases for reading and writing docs)
  • Keen Eyes feature - Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

2 - Heritage - Jinxed Halfling

  • Can never take the Halfling Luck feat
  • Instead gain the Jinx action - cost 2 actions, 1/day, curse a creature you can see within 30ft with clumsiness. They make a will save vs Class or Spell DC (whichever is higher). If they succeed, nothing happens except they are immune to Jinx for 24 hours. If they fail, they are clumsy 1 for 1 minute. If they critically fail, they are clumsy 2 for 1 minute.

3 - Ancestry Feat - Halfling Lore

  • Trained proficiency in Acrobatics and Stealth
  • Gain the Additional Lore feat for the skill Lore (Halfling)
    • Trained proficiency in Lore (Halfling)
    • At 3rd, 7th, and 15th levels, proficiency in Lore (Halfling) advances a level (Expert, Master, Legendary)
  • Gain additional ancestry feats at levels 5, 9, 13, and 17.

4 - We are using Ancestral Paragon, which grants us an extra 1st-level ancestry feat (per discussion, it's an extra ancestry feat at character creation, plus another ancestry feat when we reach level 3, slightly different from what Nethys has, so take special note of this whenever we get to level 3)

  • extra character creation ancestry feat - Unfettered Halfling - Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, it gets a critical failure instead.
  • extra level 3 ancestry feat - Distracting Shadows - You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action.

5 - Background - Prisoner

  • Boost STR or CON (took CON)
  • Boost of choice (took INT)
  • Trained in Lore (Underworld) and Stealth. Since we already are trained in Stealth from Ancestry Feat, took Trained in Thievery instead.
  • Gained Experienced Smuggler feat
    • You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.

6 - Four free attribute boosts at creation - took DEX, CON, INT, and WIS

  • With Gradual Boosts, get one ability boost per level in sets of 4 levels, cannot boost same ability twice within a set.
    • Set 1, levels 2 (CON), 3 (CHA), 4, 5
    • Set 2, levels 7, 8, 9, 10
    • Set 3, levels 12, 13, 14, 15
    • Set 4, levels 17, 18, 19, 20

7 - Class - Witch

  • Key attribute boost - INT
  • HP - add 6 + CON mod per level
  • Trained in Perception, Fortitude, and Reflex
  • Expert in Will
  • Trained in skill from Patron (see 8 below)
  • Trained in (3 + INT mod) additional skills - that's seven more skills - took Occultism, Deception, Crafting, Survival, Performance, Medicine, and Society
  • Trained in Simple Weapons and Unarmed Attacks
  • Trained in Unarmored Defense (untrained in all armor)
  • Trained in Witch Class DC, spell attack modifier, and spell DC
  • Gain a Patron (see 8 below)
  • Gain Witch Spellcasting (prepared caster, prep based on level, and spells the familiar knows, see Familiar post below)
  • Gain a Familiar (see Familiar post below)
  • Gain a Hex focus spell, and a Focus pool of 1 point - the Phase Familiar hex
  • Gain a Hex cantrip from patron (again see 8 below)
  • Level 2 skill feat - Arcane Sense
  • Level 2 witch class feat - Conceal Spell
  • Level 3 general feat - Assurance (Arcana)
  • Level 3 skill increase - Arcana (expert)

8 - Patron - The Inscribed One

  • Use the Arcane spell list
  • Patron skill is Arcana 
  • Gain Patron Hex cantrip - Discern Secrets
  • Familiar gains additional spell - Runic Weapon
  • Familiar gains ability - Familiar of Flowing Script - Your familiar is covered in a pattern that looks similar to letters in an unknown language, one that seems to draw attention even as it eludes understanding. When you Cast or Sustain a hex, the letters begin to rapidly change, causing a distraction. Until the start of your next turn, your familiar can provide flanking for you and your allies as though it were able to attack and had a reach of 5 feet; this is a visual effect.

9 - Free Archetype - extra class feat (must be archetype feat) at level 2 and every even level thereafter.

  • level 2 archetype feat - I think Spell Trickster dedication fits the best. This does mean I'll have to adjust his spells to actually fit the limitations of the archetype feats available (e.g I'll have to decide what to give up so I can take Telekinetic Hand, and probably Sigil, among other things. xD) - did that (for now)
    • For the two spell modifications we get to choose at dedication, let's go...
    • Agile Hand (mods Telekinetic Hand)
    • Tracing Sigil (mods Sigil)

10 - Equipment - Per the Treasure Guide, as a character starting at level 3, Bellis gets 1 2nd-Rank and 2 1st-Rank 'common permanent' items plus 25gp to start. (or if we don't want the items, then a lump 75gp to start, but I'll prob do the items).

  • For the 2nd-rank item, perhaps the Masquerade Scarf
  • For the 1st-rank items... maybe an Everlight Crystal and Versatile Tinderbox?
    • The ring of sigils is also interesting, mostly in that it brings up some major questions about his own 'tracing sigil' modification from spell trickster... hrm.
  • then buying stuff with the 25gp left...
    • will need a Thieves Toolkit I think (3gp)
    • maybe start from the sample Witch's Kit ... do material component pouches still exist in non-legacy/are they still needed?
      • Adventurer's Pack (1gp, 5sp, bulk 1 altogether) - includes backpack, bedroll, 10 chalk, flint & steel, 50ft rope, 2wk rations, soap, 5 torches, waterskin
      • Explorer Clothing (1sp, bulk L)
BlueTrillium

BlueTrillium

Building Bellis here (so people can follow/double-check my work, as needed).

Bellis Brightcandle - MW Sheet - currently level 3

spacer.png

original img credit ymir fjeldstad, Artstation

Stat Mods (all 0 to start, build from there):

  • STR -1 = -1 from Halfling flaw
  • DEX 2 = 1 from Halfling + 1 from Lvl1 boost
  • CON 3 = 1 from Prisoner + 1 from Lvl1 boost +1 from Lvl2 boost
  • INT 4 = 1 from Halfling + 1 from Prisoner + 1 from Witch + 1 from Lvl1 Boost
  • WIS 2 = 1 from Halfling + 1 from Lvl1 boost
  • CHA 1 = 1 from Lvl3 boost

HP = 33 = 6 (halfling) + (6+2CON = 8) Lvl 1 Witch + (6+2CON = 8) Lvl 2 Witch + (2) Lvl 2 CON boost + (6+3CON = 9) Lvl 3 Witch

Saves:

  • Fortitude (Trained)
  • Reflex (Trained)
  • Will (Expert)
  • Perception (Trained)

Spells prepped at level 3 = 5 cantrips and 3 1st-rank spells and 2 2nd-rank spells (from pool that familiar knows)

  • cantrips =
  • 1st rank =
  • 2nd rank =

Proficiencies

  • Trained in Simple Weapons, Unarmed Attacks, Unarmored Defense, Witch Class DC, spell attack modifier, and spell DC

Skills (trained or higher):

  • Acrobatics (Trained) - from ancestry feat Halfling Lore
  • Stealth (Trained) - from ancestry feat Halfling Lore
  • Lore (Halfling) (Expert) - from ancestry feat Halfling Lore, Additional Lore feat, lvl3 Additional Lore
  • Lore (Underworld) (Trained) - from background Prisoner
  • Thievery (Trained) - from background Prisoner
  • Arcana (Expert) - from witch Patron Inscribed One and Level 3 skill increase
  • Occultism (Trained) - from witch extra skills
  • Deception (Trained) - from witch extra skills
  • Crafting (Trained) - from witch extra skills
  • Survival (Trained) - from witch extra skills
  • Performance (Trained) - from witch extra skills
  • Medicine (Trained) - from witch extra skills
  • Society (Trained) - from witch extra skills

---------------------------- Construction and references below this line -----------------------------

Instructions used - no legacy content (or minimal)

1 - Ancestry - Halfling

  • Humanoid and Halfling tags
  • Base HP 6, Size Small, Speed 25ft, Boost DEX, WIS, and choice (INT), Flaw STR
  • Languages Common, Halfling, and INT-mod additional (4 more languages)
  • Keen Eyes feature - Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

2 - Heritage - Jinxed Halfling

  • Can never take the Halfling Luck feat
  • Instead gain the Jinx action - cost 2 actions, 1/day, curse a creature you can see within 30ft with clumsiness. They make a will save vs Class or Spell DC (whichever is higher). If they succeed, nothing happens except they are immune to Jinx for 24 hours. If they fail, they are clumsy 1 for 1 minute. If they critically fail, they are clumsy 2 for 1 minute.

3 - Ancestry Feat - Halfling Lore

  • Trained proficiency in Acrobatics and Stealth
  • Gain the Additional Lore feat for the skill Lore (Halfling)
    • Trained proficiency in Lore (Halfling)
    • At 3rd, 7th, and 15th levels, proficiency in Lore (Halfling) advances a level (Expert, Master, Legendary)
  • Gain additional ancestry feats at levels 5, 9, 13, and 17.

4 - We are using Ancestral Paragon, which grants us an extra 1st-level ancestry feat (per discussion, it's an extra ancestry feat at character creation, plus another ancestry feat when we reach level 3, slightly different from what Nethys has, so take special note of this whenever we get to level 3)

  • extra character creation ancestry feat - Unfettered Halfling - Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, it gets a critical failure instead.
  • extra level 3 ancestry feat - Distracting Shadows - You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action.

5 - Background - Prisoner

  • Boost STR or CON (took CON)
  • Boost of choice (took INT)
  • Trained in Lore (Underworld) and Stealth. Since we already are trained in Stealth from Ancestry Feat, took Trained in Thievery instead.
  • Gained Experienced Smuggler feat
    • You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.

6 - Four free attribute boosts at creation - took DEX, CON, INT, and WIS

  • With Gradual Boosts, get one ability boost per level in sets of 4 levels, cannot boost same ability twice within a set.
    • Set 1, levels 2 (CON), 3 (CHA), 4, 5
    • Set 2, levels 7, 8, 9, 10
    • Set 3, levels 12, 13, 14, 15
    • Set 4, levels 17, 18, 19, 20

7 - Class - Witch

  • Key attribute boost - INT
  • HP - add 6 + CON mod per level
  • Trained in Perception, Fortitude, and Reflex
  • Expert in Will
  • Trained in skill from Patron (see 8 below)
  • Trained in (3 + INT mod) additional skills - that's seven more skills - took Occultism, Deception, Crafting, Survival, Performance, Medicine, and Society
  • Trained in Simple Weapons and Unarmed Attacks
  • Trained in Unarmored Defense (untrained in all armor)
  • Trained in Witch Class DC, spell attack modifier, and spell DC
  • Gain a Patron (see 8 below)
  • Gain Witch Spellcasting (prepared caster, prep based on level, and spells the familiar knows, see Familiar post below)
  • Gain a Familiar (see Familiar post below)
  • Gain a Hex focus spell, and a Focus pool of 1 point - the Phase Familiar hex
  • Gain a Hex cantrip from patron (again see 8 below)
  • Level 2 skill feat - Arcane Sense
  • Level 2 witch class feat - Conceal Spell
  • Level 3 general feat - Assurance (Arcana)
  • Level 3 skill increase - Arcana (expert)

8 - Patron - The Inscribed One

  • Use the Arcane spell list
  • Patron skill is Arcana 
  • Gain Patron Hex cantrip - Discern Secrets
  • Familiar gains additional spell - Runic Weapon
  • Familiar gains ability - Familiar of Flowing Script - Your familiar is covered in a pattern that looks similar to letters in an unknown language, one that seems to draw attention even as it eludes understanding. When you Cast or Sustain a hex, the letters begin to rapidly change, causing a distraction. Until the start of your next turn, your familiar can provide flanking for you and your allies as though it were able to attack and had a reach of 5 feet; this is a visual effect.

9 - Free Archetype - extra class feat (must be archetype feat) at level 2 and every even level thereafter.

  • level 2 archetype feat - I think Spell Trickster dedication fits the best. This does mean I'll have to adjust his spells to actually fit the limitations of the archetype feats available (e.g I'll have to decide what to give up so I can take Telekinetic Hand, and probably Sigil, among other things. xD) - did that (for now)
    • For the two spell modifications we get to choose at dedication, let's go...
    • Agile Hand (mods Telekinetic Hand)
    • Tracing Sigil (mods Sigil)

10 - Equipment - Per the Treasure Guide, as a character starting at level 3, Bellis gets 1 2nd-Rank and 2 1st-Rank 'common permanent' items plus 25gp to start. (or if we don't want the items, then a lump 75gp to start, but I'll prob do the items).

  • For the 2nd-rank item, perhaps the Masquerade Scarf
  • For the 1st-rank items... maybe an Everlight Crystal and Versatile Tinderbox?
    • The ring of sigils is also interesting, mostly in that it brings up some major questions about his own 'tracing sigil' modification from spell trickster... hrm.
  • then buying stuff with the 25gp left...
    • will need a Thieves Toolkit I think (3gp)
    • maybe start from the sample Witch's Kit ... do material component pouches still exist in non-legacy/are they still needed?
      • Adventurer's Pack (1gp, 5sp, bulk 1 altogether) - includes backpack, bedroll, 10 chalk, flint & steel, 50ft rope, 2wk rations, soap, 5 torches, waterskin
      • Explorer Clothing (1sp, bulk L)
BlueTrillium

BlueTrillium

Building Bellis here (so people can follow/double-check my work, as needed).

Bellis Brightcandle - MW Sheet - currently level 3

spacer.png

original img credit ymir fjeldstad, Artstation

Stat Mods (all 0 to start, build from there):

  • STR -1 = -1 from Halfling flaw
  • DEX 2 = 1 from Halfling + 1 from Lvl1 boost
  • CON 3 = 1 from Prisoner + 1 from Lvl1 boost +1 from Lvl2 boost
  • INT 4 = 1 from Halfling + 1 from Prisoner + 1 from Witch + 1 from Lvl1 Boost
  • WIS 2 = 1 from Halfling + 1 from Lvl1 boost
  • CHA 1 = 1 from Lvl3 boost

HP = 33 = 6 (halfling) + (6+2CON = 8) Lvl 1 Witch + (6+2CON = 8) Lvl 2 Witch + (2) Lvl 2 CON boost + (6+3CON = 9) Lvl 3 Witch

Saves:

  • Fortitude (Trained)
  • Reflex (Trained)
  • Will (Expert)
  • Perception (Trained)

Spells prepped at level 3 = 5 cantrips and 3 1st-rank spells and 2 2nd-rank spells (from pool that familiar knows)

  • cantrips =
  • 1st rank =
  • 2nd rank =

Proficiencies

  • Trained in Simple Weapons, Unarmed Attacks, Unarmored Defense, Witch Class DC, spell attack modifier, and spell DC

Skills (trained or higher):

  • Acrobatics (Trained) - from ancestry feat Halfling Lore
  • Stealth (Trained) - from ancestry feat Halfling Lore
  • Lore (Halfling) (Trained) - from ancestry feat Halfling Lore, Additional Lore feat
  • Lore (Underworld) (Trained) - from background Prisoner
  • Thievery (Trained) - from background Prisoner
  • Arcana (Expert) - from witch Patron Inscribed One and Level 3 skill increase
  • Occultism (Trained) - from witch extra skills
  • Deception (Trained) - from witch extra skills
  • Crafting (Trained) - from witch extra skills
  • Survival (Trained) - from witch extra skills
  • Performance (Trained) - from witch extra skills
  • Medicine (Trained) - from witch extra skills
  • Society (Trained) - from witch extra skills

---------------------------- Construction and references below this line -----------------------------

Instructions used - no legacy content (or minimal)

1 - Ancestry - Halfling

  • Humanoid and Halfling tags
  • Base HP 6, Size Small, Speed 25ft, Boost DEX, WIS, and choice (INT), Flaw STR
  • Languages Common, Halfling, and INT-mod additional (4 more languages)
  • Keen Eyes feature - Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

2 - Heritage - Jinxed Halfling

  • Can never take the Halfling Luck feat
  • Instead gain the Jinx action - cost 2 actions, 1/day, curse a creature you can see within 30ft with clumsiness. They make a will save vs Class or Spell DC (whichever is higher). If they succeed, nothing happens except they are immune to Jinx for 24 hours. If they fail, they are clumsy 1 for 1 minute. If they critically fail, they are clumsy 2 for 1 minute.

3 - Ancestry Feat - Halfling Lore

  • Trained proficiency in Acrobatics and Stealth
  • Gain the Additional Lore feat for the skill Lore (Halfling)
    • Trained proficiency in Lore (Halfling)
    • At 3rd, 7th, and 15th levels, proficiency in Lore (Halfling) advances a level (Expert, Master, Legendary)
  • Gain additional ancestry feats at levels 5, 9, 13, and 17.

4 - We are using Ancestral Paragon, which grants us an extra 1st-level ancestry feat (per discussion, it's an extra ancestry feat at character creation, plus another ancestry feat when we reach level 3, slightly different from what Nethys has, so take special note of this whenever we get to level 3)

  • extra character creation ancestry feat - Unfettered Halfling - Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, it gets a critical failure instead.
  • extra level 3 ancestry feat - Distracting Shadows - You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action.

5 - Background - Prisoner

  • Boost STR or CON (took CON)
  • Boost of choice (took INT)
  • Trained in Lore (Underworld) and Stealth. Since we already are trained in Stealth from Ancestry Feat, took Trained in Thievery instead.
  • Gained Experienced Smuggler feat
    • You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.

6 - Four free attribute boosts at creation - took DEX, CON, INT, and WIS

  • With Gradual Boosts, get one ability boost per level in sets of 4 levels, cannot boost same ability twice within a set.
    • Set 1, levels 2 (CON), 3 (CHA), 4, 5
    • Set 2, levels 7, 8, 9, 10
    • Set 3, levels 12, 13, 14, 15
    • Set 4, levels 17, 18, 19, 20

7 - Class - Witch

  • Key attribute boost - INT
  • HP - add 6 + CON mod per level
  • Trained in Perception, Fortitude, and Reflex
  • Expert in Will
  • Trained in skill from Patron (see 8 below)
  • Trained in (3 + INT mod) additional skills - that's seven more skills - took Occultism, Deception, Crafting, Survival, Performance, Medicine, and Society
  • Trained in Simple Weapons and Unarmed Attacks
  • Trained in Unarmored Defense (untrained in all armor)
  • Trained in Witch Class DC, spell attack modifier, and spell DC
  • Gain a Patron (see 8 below)
  • Gain Witch Spellcasting (prepared caster, prep based on level, and spells the familiar knows, see Familiar post below)
  • Gain a Familiar (see Familiar post below)
  • Gain a Hex focus spell, and a Focus pool of 1 point - the Phase Familiar hex
  • Gain a Hex cantrip from patron (again see 8 below)
  • Level 2 skill feat - Arcane Sense
  • Level 2 witch class feat - Conceal Spell
  • Level 3 general feat - Assurance (Arcana)
  • Level 3 skill increase - Arcana (expert)

8 - Patron - The Inscribed One

  • Use the Arcane spell list
  • Patron skill is Arcana 
  • Gain Patron Hex cantrip - Discern Secrets
  • Familiar gains additional spell - Runic Weapon
  • Familiar gains ability - Familiar of Flowing Script - Your familiar is covered in a pattern that looks similar to letters in an unknown language, one that seems to draw attention even as it eludes understanding. When you Cast or Sustain a hex, the letters begin to rapidly change, causing a distraction. Until the start of your next turn, your familiar can provide flanking for you and your allies as though it were able to attack and had a reach of 5 feet; this is a visual effect.

9 - Free Archetype - extra class feat (must be archetype feat) at level 2 and every even level thereafter.

  • level 2 archetype feat - I think Spell Trickster dedication fits the best. This does mean I'll have to adjust his spells to actually fit the limitations of the archetype feats available (e.g I'll have to decide what to give up so I can take Telekinetic Hand, and probably Sigil, among other things. xD) - did that (for now)
    • For the two spell modifications we get to choose at dedication, let's go...
    • Agile Hand (mods Telekinetic Hand)
    • Tracing Sigil (mods Sigil)

10 - Equipment - Per the Treasure Guide, as a character starting at level 3, Bellis gets 1 2nd-Rank and 2 1st-Rank 'common permanent' items plus 25gp to start. (or if we don't want the items, then a lump 75gp to start, but I'll prob do the items).

  • For the 2nd-rank item, perhaps the Masquerade Scarf
  • For the 1st-rank items... maybe an Everlight Crystal and Versatile Tinderbox?
    • The ring of sigils is also interesting, mostly in that it brings up some major questions about his own 'tracing sigil' modification from spell trickster... hrm.
  • then buying stuff with the 25gp left...
    • will need a Thieves Toolkit I think (3gp)
    • maybe start from the sample Witch's Kit ... do material component pouches still exist in non-legacy/are they still needed?
      • Adventurer's Pack (1gp, 5sp, bulk 1 altogether) - includes backpack, bedroll, 10 chalk, flint & steel, 50ft rope, 2wk rations, soap, 5 torches, waterskin
      • Explorer Clothing (1sp, bulk L)
BlueTrillium

BlueTrillium

Building Bellis here (so people can follow/double-check my work, as needed).

Bellis Brightcandle - MW Sheet - currently level 3

spacer.png

original img credit ymir fjeldstad, Artstation

Stat Mods (all 0 to start, build from there):

  • STR -1 = -1 from Halfling flaw
  • DEX 2 = 1 from Halfling + 1 from Lvl1 boost
  • CON 3 = 1 from Prisoner + 1 from Lvl1 boost +1 from Lvl2 boost
  • INT 4 = 1 from Halfling + 1 from Prisoner + 1 from Witch + 1 from Lvl1 Boost
  • WIS 2 = 1 from Halfling + 1 from Lvl1 boost
  • CHA 1 = 1 from Lvl3 boost

HP = 33 = 6 (halfling) + (6+2CON = 8) Lvl 1 Witch + (6+2CON = 8) Lvl 2 Witch + (2) Lvl 2 CON boost + (6+3CON = 9) Lvl 3 Witch

Saves:

  • Fortitude (Trained)
  • Reflex (Trained)
  • Will (Expert)
  • Perception (Trained)

Spells prepped at level 3 = 5 cantrips and 3 1st-rank spells and 2 2nd-rank spells (from pool that familiar knows)

  • cantrips =
  • 1st rank =
  • 2nd rank =

Proficiencies

  • Trained in Simple Weapons, Unarmed Attacks, Unarmored Defense, Witch Class DC, spell attack modifier, and spell DC

Skills (trained or higher):

  • Acrobatics (Trained) - from ancestry feat Halfling Lore
  • Stealth (Trained) - from ancestry feat Halfling Lore
  • Lore (Halfling) (Trained) - from ancestry feat Halfling Lore, Additional Lore feat
  • Lore (Underworld) (Trained) - from background Prisoner
  • Thievery (Trained) - from background Prisoner
  • Arcana (Expert) - from witch Patron Inscribed One and Level 3 skill increase
  • Occultism (Trained) - from witch extra skills
  • Deception (Trained) - from witch extra skills
  • Crafting (Trained) - from witch extra skills
  • Survival (Trained) - from witch extra skills
  • Performance (Trained) - from witch extra skills
  • Medicine (Trained) - from witch extra skills
  • Society (Trained) - from witch extra skills

---------------------------- Construction and references below this line -----------------------------

Instructions used - no legacy content (or minimal)

1 - Ancestry - Halfling

  • Humanoid and Halfling tags
  • Base HP 6, Size Small, Speed 25ft, Boost DEX, WIS, and choice (INT), Flaw STR
  • Languages Common, Halfling, and INT-mod additional (4 more languages)
  • Keen Eyes feature - Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

2 - Heritage - Jinxed Halfling

  • Can never take the Halfling Luck feat
  • Instead gain the Jinx action - cost 2 actions, 1/day, curse a creature you can see within 30ft with clumsiness. They make a will save vs Class or Spell DC (whichever is higher). If they succeed, nothing happens except they are immune to Jinx for 24 hours. If they fail, they are clumsy 1 for 1 minute. If they critically fail, they are clumsy 2 for 1 minute.

3 - Ancestry Feat - Halfling Lore

  • Trained proficiency in Acrobatics and Stealth
  • Gain the Additional Lore feat for the skill Lore (Halfling)
    • Trained proficiency in Lore (Halfling)
    • At 3rd, 7th, and 15th levels, proficiency in Lore (Halfling) advances a level (Expert, Master, Legendary)
  • Gain additional ancestry feats at levels 5, 9, 13, and 17.

4 - We are using Ancestral Paragon, which grants us an extra 1st-level ancestry feat (per discussion, it's an extra ancestry feat at character creation, plus another ancestry feat when we reach level 3, slightly different from what Nethys has, so take special note of this whenever we get to level 3)

  • extra character creation ancestry feat - Unfettered Halfling - Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, it gets a critical failure instead.
  • extra level 3 ancestry feat - Distracting Shadows - You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action.

5 - Background - Prisoner

  • Boost STR or CON (took CON)
  • Boost of choice (took INT)
  • Trained in Lore (Underworld) and Stealth. Since we already are trained in Stealth from Ancestry Feat, took Trained in Thievery instead.
  • Gained Experienced Smuggler feat
    • You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.

6 - Four free attribute boosts at creation - took DEX, CON, INT, and WIS

  • With Gradual Boosts, get one ability boost per level in sets of 4 levels, cannot boost same ability twice within a set.
    • Set 1, levels 2 (CON), 3 (CHA), 4, 5
    • Set 2, levels 7, 8, 9, 10
    • Set 3, levels 12, 13, 14, 15
    • Set 4, levels 17, 18, 19, 20

7 - Class - Witch

  • Key attribute boost - INT
  • HP - add 6 + CON mod per level
  • Trained in Perception, Fortitude, and Reflex
  • Expert in Will
  • Trained in skill from Patron (see 8 below)
  • Trained in (3 + INT mod) additional skills - that's seven more skills - took Occultism, Deception, Crafting, Survival, Performance, Medicine, and Society
  • Trained in Simple Weapons and Unarmed Attacks
  • Trained in Unarmored Defense (untrained in all armor)
  • Trained in Witch Class DC, spell attack modifier, and spell DC
  • Gain a Patron (see 8 below)
  • Gain Witch Spellcasting (prepared caster, prep based on level, and spells the familiar knows, see Familiar post below)
  • Gain a Familiar (see Familiar post below)
  • Gain a Hex focus spell, and a Focus pool of 1 point - the Phase Familiar hex
  • Gain a Hex cantrip from patron (again see 8 below)
  • Level 2 skill feat - Arcane Sense
  • Level 2 witch class feat - Conceal Spell
  • Level 3 general feat - Assurance (Arcana)
  • Level 3 skill increase - Arcana (expert)

8 - Patron - The Inscribed One

  • Use the Arcane spell list
  • Patron skill is Arcana 
  • Gain Patron Hex cantrip - Discern Secrets
  • Familiar gains additional spell - Runic Weapon
  • Familiar gains ability - Familiar of Flowing Script - Your familiar is covered in a pattern that looks similar to letters in an unknown language, one that seems to draw attention even as it eludes understanding. When you Cast or Sustain a hex, the letters begin to rapidly change, causing a distraction. Until the start of your next turn, your familiar can provide flanking for you and your allies as though it were able to attack and had a reach of 5 feet; this is a visual effect.

9 - Free Archetype - extra class feat (must be archetype feat) at level 2 and every even level thereafter.

  • level 2 archetype feat - I think Spell Trickster dedication fits the best. This does mean I'll have to adjust his spells to actually fit the limitations of the archetype feats available (e.g I'll have to decide what to give up so I can take Telekinetic Hand, and probably Sigil, among other things. xD) - did that (for now)
    • For the two spell modifications we get to choose at dedication, let's go...
    • Agile Hand (mods Telekinetic Hand)
    • Tracing Sigil (mods Sigil)

10 - Equipment - Per the Treasure Guide, as a character starting at level 3, Bellis gets 1 2nd-Rank and 2 1st-Rank 'common permanent' items plus 25gp to start. (or if we don't want the items, then a lump 75gp to start, but I'll prob do the items).

  • For the 2nd-rank item, perhaps the Masquerade Scarf
  • For the 1st-rank items... maybe an Everlight Crystal and Versatile Tinderbox?
    • The ring of sigils is also interesting, mostly in that it brings up some major questions about his own 'tracing sigil' modification from spell trickster... hrm.
  • then buying stuff with the 25gp left...
    • will need a Thieves Toolkit I think (3gp)
    • maybe start from the sample Witch's Kit ... do material component pouches still exist in non-legacy/are they still needed?
BlueTrillium

BlueTrillium

Building Bellis here (so people can follow/double-check my work, as needed).

Bellis Brightcandle - MW Sheet - currently level 3

spacer.png

original img credit ymir fjeldstad, Artstation

Stat Mods (all 0 to start, build from there):

  • STR -1 = -1 from Halfling flaw
  • DEX 2 = 1 from Halfling + 1 from Lvl1 boost
  • CON 3 = 1 from Prisoner + 1 from Lvl1 boost +1 from Lvl2 boost
  • INT 4 = 1 from Halfling + 1 from Prisoner + 1 from Witch + 1 from Lvl1 Boost
  • WIS 2 = 1 from Halfling + 1 from Lvl1 boost
  • CHA 1 = 1 from Lvl3 boost

HP = 33 = 6 (halfling) + (6+2CON = 8) Lvl 1 Witch + (6+2CON = 8) Lvl 2 Witch + (2) Lvl 2 CON boost + (6+3CON = 9) Lvl 3 Witch

Saves:

  • Fortitude (Trained)
  • Reflex (Trained)
  • Will (Expert)
  • Perception (Trained)

Spells prepped at level 3 = 5 cantrips and 3 1st-rank spells and 2 2nd-rank spells (from pool that familiar knows)

  • cantrips =
  • 1st rank =
  • 2nd rank =

Proficiencies

  • Trained in Simple Weapons, Unarmed Attacks, Unarmored Defense, Witch Class DC, spell attack modifier, and spell DC

Skills (trained or higher):

  • Acrobatics (Trained) - from ancestry feat Halfling Lore
  • Stealth (Trained) - from ancestry feat Halfling Lore
  • Lore (Halfling) (Trained) - from ancestry feat Halfling Lore, Additional Lore feat
  • Lore (Underworld) (Trained) - from background Prisoner
  • Thievery (Trained) - from background Prisoner
  • Arcana (Expert) - from witch Patron Inscribed One and Level 3 skill increase
  • Occultism (Trained) - from witch extra skills
  • Deception (Trained) - from witch extra skills
  • Crafting (Trained) - from witch extra skills
  • Survival (Trained) - from witch extra skills
  • Performance (Trained) - from witch extra skills
  • Medicine (Trained) - from witch extra skills
  • Society (Trained) - from witch extra skills

---------------------------- Construction and references below this line -----------------------------

Instructions used - no legacy content (or minimal)

1 - Ancestry - Halfling

  • Humanoid and Halfling tags
  • Base HP 6, Size Small, Speed 25ft, Boost DEX, WIS, and choice (INT), Flaw STR
  • Languages Common, Halfling, and INT-mod additional (4 more languages)
  • Keen Eyes feature - Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

2 - Heritage - Jinxed Halfling

  • Can never take the Halfling Luck feat
  • Instead gain the Jinx action - cost 2 actions, 1/day, curse a creature you can see within 30ft with clumsiness. They make a will save vs Class or Spell DC (whichever is higher). If they succeed, nothing happens except they are immune to Jinx for 24 hours. If they fail, they are clumsy 1 for 1 minute. If they critically fail, they are clumsy 2 for 1 minute.

3 - Ancestry Feat - Halfling Lore

  • Trained proficiency in Acrobatics and Stealth
  • Gain the Additional Lore feat for the skill Lore (Halfling)
    • Trained proficiency in Lore (Halfling)
    • At 3rd, 7th, and 15th levels, proficiency in Lore (Halfling) advances a level (Expert, Master, Legendary)
  • Gain additional ancestry feats at levels 5, 9, 13, and 17.

4 - We are using Ancestral Paragon, which grants us an extra 1st-level ancestry feat (per discussion, it's an extra ancestry feat at character creation, plus another ancestry feat when we reach level 3, slightly different from what Nethys has, so take special note of this whenever we get to level 3)

  • extra character creation ancestry feat - Unfettered Halfling - Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, it gets a critical failure instead.
  • extra level 3 ancestry feat - Distracting Shadows - You have learned to remain hidden by using larger folk as a distraction to avoid drawing attention to yourself. You can use creatures that are at least one size larger than you (usually Medium or larger) as cover for the Hide and Sneak actions, though you still can't use such creatures as cover for other uses, such as the Take Cover action.

5 - Background - Prisoner

  • Boost STR or CON (took CON)
  • Boost of choice (took INT)
  • Trained in Lore (Underworld) and Stealth. Since we already are trained in Stealth from Ancestry Feat, took Trained in Thievery instead.
  • Gained Experienced Smuggler feat
    • You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.

6 - Four free attribute boosts at creation - took DEX, CON, INT, and WIS

  • With Gradual Boosts, get one ability boost per level in sets of 4 levels, cannot boost same ability twice within a set.
    • Set 1, levels 2 (CON), 3 (CHA), 4, 5
    • Set 2, levels 7, 8, 9, 10
    • Set 3, levels 12, 13, 14, 15
    • Set 4, levels 17, 18, 19, 20

7 - Class - Witch

  • Key attribute boost - INT
  • HP - add 6 + CON mod per level
  • Trained in Perception, Fortitude, and Reflex
  • Expert in Will
  • Trained in skill from Patron (see 8 below)
  • Trained in (3 + INT mod) additional skills - that's seven more skills - took Occultism, Deception, Crafting, Survival, Performance, Medicine, and Society
  • Trained in Simple Weapons and Unarmed Attacks
  • Trained in Unarmored Defense (untrained in all armor)
  • Trained in Witch Class DC, spell attack modifier, and spell DC
  • Gain a Patron (see 8 below)
  • Gain Witch Spellcasting (prepared caster, prep based on level, and spells the familiar knows, see Familiar post below)
  • Gain a Familiar (see Familiar post below)
  • Gain a Hex focus spell, and a Focus pool of 1 point - the Phase Familiar hex
  • Gain a Hex cantrip from patron (again see 8 below)
  • Level 2 skill feat - Arcane Sense
  • Level 2 witch class feat - Conceal Spell
  • Level 3 general feat - Assurance (Arcana)
  • Level 3 skill increase - Arcana (expert)

8 - Patron - The Inscribed One

  • Use the Arcane spell list
  • Patron skill is Arcana 
  • Gain Patron Hex cantrip - Discern Secrets
  • Familiar gains additional spell - Runic Weapon
  • Familiar gains ability - Familiar of Flowing Script - Your familiar is covered in a pattern that looks similar to letters in an unknown language, one that seems to draw attention even as it eludes understanding. When you Cast or Sustain a hex, the letters begin to rapidly change, causing a distraction. Until the start of your next turn, your familiar can provide flanking for you and your allies as though it were able to attack and had a reach of 5 feet; this is a visual effect.

9 - Free Archetype - extra class feat (must be archetype feat) at level 2 and every even level thereafter.

  • level 2 archetype feat - I think Spell Trickster dedication fits the best. This does mean I'll have to adjust his spells to actually fit the limitations of the archetype feats available (e.g I'll have to decide what to give up so I can take Telekinetic Hand, and probably Sigil, among other things. xD) - did that (for now)
    • For the two spell modifications we get to choose at dedication, let's go...
    • Agile Hand (mods Telekinetic Hand)
    • Tracing Sigil (mods Sigil)
BlueTrillium

BlueTrillium

Building Bellis here (so people can follow/double-check my work, as needed).

Bellis Brightcandle - MW Sheet

spacer.png

original img credit ymir fjeldstad, Artstation

Stat Mods (all 0 to start, build from there):

  • STR -1 = -1 from Halfling flaw
  • DEX 2 = 1 from Halfling + 1 from Lvl1 boost
  • CON 3 = 1 from Prisoner + 1 from Lvl1 boost +1 from Lvl2 boost
  • INT 4 = 1 from Halfling + 1 from Prisoner + 1 from Witch + 1 from Lvl1 Boost
  • WIS 2 = 1 from Halfling + 1 from Lvl1 boost
  • CHA 0

HP = 24 = 6 (halfling) + (6+2CON = 8) Lvl 1 Witch + (6+2CON = 8) Lvl 2 Witch + (2) Lvl 2 CON boost

Saves:

  • Fortitude (Trained)
  • Reflex (Trained)
  • Will (Expert)
  • Perception (Trained)

Spells prepped at level 2 = 5 cantrips and 3 1st-rank spells (from pool that familiar knows)

  • cantrips =
  • 1st rank =

Proficiencies

  • Trained in Simple Weapons, Unarmed Attacks, Unarmored Defense, Witch Class DC, spell attack modifier, and spell DC

Skills (trained or higher):

  • Acrobatics (Trained) - from ancestry feat Halfling Lore
  • Stealth (Trained) - from ancestry feat Halfling Lore
  • Lore (Halfling) (Trained) - from ancestry feat Halfling Lore, Additional Lore feat
  • Lore (Underworld) (Trained) - from background Prisoner
  • Thievery (Trained) - from background Prisoner
  • Arcana (Trained) - from witch Patron Inscribed One
  • Occultism (Trained) - from witch extra skills
  • Deception (Trained) - from witch extra skills
  • Crafting (Trained) - from witch extra skills
  • Survival (Trained) - from witch extra skills
  • Performance (Trained) - from witch extra skills
  • Medicine (Trained) - from witch extra skills
  • Society (Trained) - from witch extra skills

---------------------------- Construction and references below this line -----------------------------

Instructions used - no legacy content

1 - Ancestry - Halfling

  • Humanoid and Halfling tags
  • Base HP 6, Size Small, Speed 25ft, Boost DEX, WIS, and choice (INT), Flaw STR
  • Languages Common, Halfling, and INT-mod additional (4 more languages)
  • Keen Eyes feature - Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

2 - Heritage - Jinxed Halfling

  • Can never take the Halfling Luck feat
  • Instead gain the Jinx action - cost 2 actions, 1/day, curse a creature you can see within 30ft with clumsiness. They make a will save vs Class or Spell DC (whichever is higher). If they succeed, nothing happens except they are immune to Jinx for 24 hours. If they fail, they are clumsy 1 for 1 minute. If they critically fail, they are clumsy 2 for 1 minute.

3 - Ancestry Feat - Halfling Lore

  • Trained proficiency in Acrobatics and Stealth
  • Gain the Additional Lore feat for the skill Lore (Halfling)
    • Trained proficiency in Lore (Halfling)
    • At 3rd, 7th, and 15th levels, proficiency in Lore (Halfling) advances a level (Expert, Master, Legendary)
  • Gain additional ancestry feats at levels 5, 9, 13, and 17.

4 - We are using Ancestral Paragon, which grants us an extra 1st-level ancestry feat (per discussion, it's an extra ancestry feat at character creation, plus another ancestry feat when we reach level 3, slightly different from what Nethys has, so take special note of this whenever we get to level 3)

  • extra character creation ancestry feat - Unfettered Halfling - Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, it gets a critical failure instead.
  • extra level 3 ancestry feat - TBD when we hit level 3

5 - Background - Prisoner

  • Boost STR or CON (took CON)
  • Boost of choice (took INT)
  • Trained in Lore (Underworld) and Stealth. Since we already are trained in Stealth from Ancestry Feat, took Trained in Thievery instead.
  • Gained Experienced Smuggler feat
    • You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.

6 - Four free attribute boosts at creation - took DEX, CON, INT, and WIS

  • With Gradual Boosts, get one ability boost per level in sets of 4 levels, cannot boost same ability twice within a set.
    • Set 1, levels 2, 3, 4, 5 - lvl 2 boost = CON
    • Set 2, levels 7, 8, 9, 10
    • Set 3, levels 12, 13, 14, 15
    • Set 4, levels 17, 18, 19, 20

7 - Class - Witch

  • Key attribute boost - INT
  • HP - add 6 + CON mod per level
  • Trained in Perception, Fortitude, and Reflex
  • Expert in Will
  • Trained in skill from Patron (see 8 below)
  • Trained in (3 + INT mod) additional skills - that's seven more skills - took Occultism, Deception, Crafting, Survival, Performance, Medicine, and Society
  • Trained in Simple Weapons and Unarmed Attacks
  • Trained in Unarmored Defense (untrained in all armor)
  • Trained in Witch Class DC, spell attack modifier, and spell DC
  • Gain a Patron (see 8 below)
  • Gain Witch Spellcasting (prepared caster, prep based on level, and spells the familiar knows, see Familiar post below)
  • Gain a Familiar (see Familiar post below)
  • Gain a Hex focus spell, and a Focus pool of 1 point - the Phase Familiar hex
  • Gain a Hex cantrip from patron (again see 8 below)
  • Level 2 skill feat - Arcane Sense
  • Level 2 witch class feat - Conceal Spell

8 - Patron - The Inscribed One

  • Use the Arcane spell list
  • Patron skill is Arcana 
  • Gain Patron Hex cantrip - Discern Secrets
  • Familiar gains additional spell - Runic Weapon
  • Familiar gains ability - Familiar of Flowing Script - Your familiar is covered in a pattern that looks similar to letters in an unknown language, one that seems to draw attention even as it eludes understanding. When you Cast or Sustain a hex, the letters begin to rapidly change, causing a distraction. Until the start of your next turn, your familiar can provide flanking for you and your allies as though it were able to attack and had a reach of 5 feet; this is a visual effect.

9 - Free Archetype - extra class feat (must be archetype feat) at level 2 and every even level thereafter.

  • level 2 archetype feat - I think Spell Trickster dedication fits the best. This does mean I'll have to adjust his spells to actually fit the limitations of the archetype feats available (e.g I'll have to decide what to give up so I can take Telekinetic Hand, and probably Sigil, among other things. xD)
    • For the two spell modifications we get to choose at dedication, let's go...
    • Agile Hand (mods Telekinetic Hand)
    • Tracing Sigil (mods Sigil)
BlueTrillium

BlueTrillium

Building Bellis here (so people can follow/double-check my work, as needed).

Bellis Brightcandle - MW Sheet

Stat Mods (all 0 to start, build from there):

  • STR -1 = -1 from Halfling flaw
  • DEX 2 = 1 from Halfling + 1 from Lvl1 boost
  • CON 3 = 1 from Prisoner + 1 from Lvl1 boost +1 from Lvl2 boost
  • INT 4 = 1 from Halfling + 1 from Prisoner + 1 from Witch + 1 from Lvl1 Boost
  • WIS 2 = 1 from Halfling + 1 from Lvl1 boost
  • CHA 0

HP = 24 = 6 (halfling) + (6+2CON = 8) Lvl 1 Witch + (6+2CON = 8) Lvl 2 Witch + (2) Lvl 2 CON boost

Saves:

  • Fortitude (Trained)
  • Reflex (Trained)
  • Will (Expert)
  • Perception (Trained)

Spells prepped at level 2 = 5 cantrips and 3 1st-rank spells (from pool that familiar knows)

  • cantrips =
  • 1st rank =

Proficiencies

  • Trained in Simple Weapons, Unarmed Attacks, Unarmored Defense, Witch Class DC, spell attack modifier, and spell DC

Skills (trained or higher):

  • Acrobatics (Trained) - from ancestry feat Halfling Lore
  • Stealth (Trained) - from ancestry feat Halfling Lore
  • Lore (Halfling) (Trained) - from ancestry feat Halfling Lore, Additional Lore feat
  • Lore (Underworld) (Trained) - from background Prisoner
  • Thievery (Trained) - from background Prisoner
  • Arcana (Trained) - from witch Patron Inscribed One
  • Occultism (Trained) - from witch extra skills
  • Deception (Trained) - from witch extra skills
  • Crafting (Trained) - from witch extra skills
  • Survival (Trained) - from witch extra skills
  • Performance (Trained) - from witch extra skills
  • Medicine (Trained) - from witch extra skills
  • Society (Trained) - from witch extra skills

---------------------------- Construction and references below this line -----------------------------

Instructions used - no legacy content

1 - Ancestry - Halfling

  • Humanoid and Halfling tags
  • Base HP 6, Size Small, Speed 25ft, Boost DEX, WIS, and choice (INT), Flaw STR
  • Languages Common, Halfling, and INT-mod additional (4 more languages)
  • Keen Eyes feature - Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

2 - Heritage - Jinxed Halfling

  • Can never take the Halfling Luck feat
  • Instead gain the Jinx action - cost 2 actions, 1/day, curse a creature you can see within 30ft with clumsiness. They make a will save vs Class or Spell DC (whichever is higher). If they succeed, nothing happens except they are immune to Jinx for 24 hours. If they fail, they are clumsy 1 for 1 minute. If they critically fail, they are clumsy 2 for 1 minute.

3 - Ancestry Feat - Halfling Lore

  • Trained proficiency in Acrobatics and Stealth
  • Gain the Additional Lore feat for the skill Lore (Halfling)
    • Trained proficiency in Lore (Halfling)
    • At 3rd, 7th, and 15th levels, proficiency in Lore (Halfling) advances a level (Expert, Master, Legendary)
  • Gain additional ancestry feats at levels 5, 9, 13, and 17.

4 - We are using Ancestral Paragon, which grants us an extra 1st-level ancestry feat (per discussion, it's an extra ancestry feat at character creation, plus another ancestry feat when we reach level 3, slightly different from what Nethys has, so take special note of this whenever we get to level 3)

  • extra character creation ancestry feat - Unfettered Halfling - Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, it gets a critical failure instead.
  • extra level 3 ancestry feat - TBD when we hit level 3

5 - Background - Prisoner

  • Boost STR or CON (took CON)
  • Boost of choice (took INT)
  • Trained in Lore (Underworld) and Stealth. Since we already are trained in Stealth from Ancestry Feat, took Trained in Thievery instead.
  • Gained Experienced Smuggler feat
    • You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.

6 - Four free attribute boosts at creation - took DEX, CON, INT, and WIS

  • With Gradual Boosts, get one ability boost per level in sets of 4 levels, cannot boost same ability twice within a set.
    • Set 1, levels 2, 3, 4, 5 - lvl 2 boost = CON
    • Set 2, levels 7, 8, 9, 10
    • Set 3, levels 12, 13, 14, 15
    • Set 4, levels 17, 18, 19, 20

7 - Class - Witch

  • Key attribute boost - INT
  • HP - add 6 + CON mod per level
  • Trained in Perception, Fortitude, and Reflex
  • Expert in Will
  • Trained in skill from Patron (see 8 below)
  • Trained in (3 + INT mod) additional skills - that's seven more skills - took Occultism, Deception, Crafting, Survival, Performance, Medicine, and Society
  • Trained in Simple Weapons and Unarmed Attacks
  • Trained in Unarmored Defense (untrained in all armor)
  • Trained in Witch Class DC, spell attack modifier, and spell DC
  • Gain a Patron (see 8 below)
  • Gain Witch Spellcasting (prepared caster, prep based on level, and spells the familiar knows, see Familiar post below)
  • Gain a Familiar (see Familiar post below)
  • Gain a Hex focus spell, and a Focus pool of 1 point - the Phase Familiar hex
  • Gain a Hex cantrip from patron (again see 8 below)
  • Level 2 skill feat - Arcane Sense
  • Level 2 witch class feat - Conceal Spell

8 - Patron - The Inscribed One

  • Use the Arcane spell list
  • Patron skill is Arcana 
  • Gain Patron Hex cantrip - Discern Secrets
  • Familiar gains additional spell - Runic Weapon
  • Familiar gains ability - Familiar of Flowing Script - Your familiar is covered in a pattern that looks similar to letters in an unknown language, one that seems to draw attention even as it eludes understanding. When you Cast or Sustain a hex, the letters begin to rapidly change, causing a distraction. Until the start of your next turn, your familiar can provide flanking for you and your allies as though it were able to attack and had a reach of 5 feet; this is a visual effect.

9 - Free Archetype - extra class feat (must be archetype feat) at level 2 and every even level thereafter.

  • level 2 archetype feat - I think Spell Trickster dedication fits the best. This does mean I'll have to adjust his spells to actually fit the limitations of the archetype feats available (e.g I'll have to decide what to give up so I can take Telekinetic Hand, and probably Sigil, among other things. xD)
    • For the two spell modifications we get to choose at dedication, let's go...
    • Agile Hand (mods Telekinetic Hand)
    • Tracing Sigil (mods Sigil)
BlueTrillium

BlueTrillium

Building Bellis here (so people can follow/double-check my work, as needed).

Bellis Brightcandle - MW Sheet

Stat Mods (all 0 to start, build from there):

  • STR -1 = -1 from Halfling flaw
  • DEX 2 = 1 from Halfling + 1 from Lvl1 boost
  • CON 3 = 1 from Prisoner + 1 from Lvl1 boost +1 from Lvl2 boost
  • INT 4 = 1 from Halfling + 1 from Prisoner + 1 from Witch + 1 from Lvl1 Boost
  • WIS 2 = 1 from Halfling + 1 from Lvl1 boost
  • CHA 0

HP = 24 = 6 (halfling) + (6+2CON = 8) Lvl 1 Witch + (6+2CON = 8) Lvl 2 Witch + (2) Lvl 2 CON boost

Saves:

  • Fortitude (Trained)
  • Reflex (Trained)
  • Will (Expert)
  • Perception (Trained)

Spells prepped at level 2 = 5 cantrips and 3 1st-rank spells (from pool that familiar knows)

  • cantrips =
  • 1st rank =

Proficiencies

  • Trained in Simple Weapons, Unarmed Attacks, Unarmored Defense, Witch Class DC, spell attack modifier, and spell DC

Skills (trained or higher):

  • Acrobatics (Trained) - from ancestry feat Halfling Lore
  • Stealth (Trained) - from ancestry feat Halfling Lore
  • Lore (Halfling) (Trained) - from ancestry feat Halfling Lore, Additional Lore feat
  • Lore (Underworld) (Trained) - from background Prisoner
  • Thievery (Trained) - from background Prisoner
  • Arcana (Trained) - from witch Patron Inscribed One
  • Occultism (Trained) - from witch extra skills
  • Deception (Trained) - from witch extra skills
  • Crafting (Trained) - from witch extra skills
  • Survival (Trained) - from witch extra skills
  • Performance (Trained) - from witch extra skills
  • Medicine (Trained) - from witch extra skills
  • Society (Trained) - from witch extra skills

---------------------------- Construction and references below this line -----------------------------

Instructions used - no legacy content

1 - Ancestry - Halfling

  • Humanoid and Halfling tags
  • Base HP 6, Size Small, Speed 25ft, Boost DEX, WIS, and choice (INT), Flaw STR
  • Languages Common, Halfling, and INT-mod additional (4 more languages)
  • Keen Eyes feature - Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

2 - Heritage - Jinxed Halfling

  • Can never take the Halfling Luck feat
  • Instead gain the Jinx action - cost 2 actions, 1/day, curse a creature you can see within 30ft with clumsiness. They make a will save vs Class or Spell DC (whichever is higher). If they succeed, nothing happens except they are immune to Jinx for 24 hours. If they fail, they are clumsy 1 for 1 minute. If they critically fail, they are clumsy 2 for 1 minute.

3 - Ancestry Feat - Halfling Lore

  • Trained proficiency in Acrobatics and Stealth
  • Gain the Additional Lore feat for the skill Lore (Halfling)
    • Trained proficiency in Lore (Halfling)
    • At 3rd, 7th, and 15th levels, proficiency in Lore (Halfling) advances a level (Expert, Master, Legendary)
  • Gain additional ancestry feats at levels 5, 9, 13, and 17.

4 - We are using Ancestral Paragon, which grants us an extra 1st-level ancestry feat (per discussion, it's an extra ancestry feat at character creation, plus another ancestry feat when we reach level 3, slightly different from what Nethys has, so take special note of this whenever we get to level 3)

  • extra character creation ancestry feat - Unfettered Halfling - Whenever you roll a success on a check to Escape or a saving throw against an effect that would impose the grabbed, immobilized, or restrained condition on you, you get a critical success instead. Whenever a creature rolls a failure on a check to Grapple you, it gets a critical failure instead.
  • extra level 3 ancestry feat - TBD when we hit level 3

5 - Background - Prisoner

  • Boost STR or CON (took CON)
  • Boost of choice (took INT)
  • Trained in Lore (Underworld) and Stealth. Since we already are trained in Stealth from Ancestry Feat, took Trained in Thievery instead.
  • Gained Experienced Smuggler feat
    • You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you’ve concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you’re a master in Stealth, the GM uses the number rolled or 15, and if you’re legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for hidden items.

6 - Four free attribute boosts at creation - took DEX, CON, INT, and WIS

  • With Gradual Boosts, get one ability boost per level in sets of 4 levels, cannot boost same ability twice within a set.
    • Set 1, levels 2, 3, 4, 5 - lvl 2 boost = CON
    • Set 2, levels 7, 8, 9, 10
    • Set 3, levels 12, 13, 14, 15
    • Set 4, levels 17, 18, 19, 20

7 - Class - Witch

  • Key attribute boost - INT
  • HP - add 6 + CON mod per level
  • Trained in Perception, Fortitude, and Reflex
  • Expert in Will
  • Trained in skill from Patron (see 8 below)
  • Trained in (3 + INT mod) additional skills - that's seven more skills - took Occultism, Deception, Crafting, Survival, Performance, Medicine, and Society
  • Trained in Simple Weapons and Unarmed Attacks
  • Trained in Unarmored Defense (untrained in all armor)
  • Trained in Witch Class DC, spell attack modifier, and spell DC
  • Gain a Patron (see 8 below)
  • Gain Witch Spellcasting (prepared caster, prep based on level, and spells the familiar knows, see Familiar post below)
  • Gain a Familiar (see Familiar post below)
  • Gain a Hex focus spell, and a Focus pool of 1 point - the Phase Familiar hex
  • Gain a Hex cantrip from patron (again see 8 below)
  • Level 2 skill feat - Arcane Sense
  • Level 2 witch class feat - Conceal Spell

8 - Patron - The Inscribed One

  • Use the Arcane spell list
  • Patron skill is Arcana 
  • Gain Patron Hex cantrip - Discern Secrets
  • Familiar gains additional spell - Runic Weapon
  • Familiar gains ability - Familiar of Flowing Script - Your familiar is covered in a pattern that looks similar to letters in an unknown language, one that seems to draw attention even as it eludes understanding. When you Cast or Sustain a hex, the letters begin to rapidly change, causing a distraction. Until the start of your next turn, your familiar can provide flanking for you and your allies as though it were able to attack and had a reach of 5 feet; this is a visual effect.

9 - Free Archetype - extra class feat (must be archetype feat) at level 2 and every even level thereafter.

  • level 2 archetype feat - I think Spell Trickster dedication fits the best. This does mean I'll have to adjust his spells to actually fit the limitations of the archetype feats available (e.g I'll have to decide what to give up so I can take Telekinetic Hand, and probably Sigil, among other things. xD)
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