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Innate Spell-like Abilities |
Prestidigitation
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DC: 13 |
Save: See text |
Time: 1 standard action,
1/Day
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Duration: 1 hour |
Rng: 10 ft. |
Comp: V, S |
SR: No |
School: Universal |
Effect: Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object [beyond just moving, cleaning, or soiling it] persists only 1 hour. |
Source: CR p.325 |
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Target Area: See text |
Caster Level: 9 |
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Wayfinder Spell-like Abilities |
Light
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Save: None |
Time: 1 standard action,
at will
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Duration: 50 minutes |
Rng: Touch |
Comp: V, M/DF |
SR: No |
School: Evocation |
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Effect: This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light [darkness becomes dim light, and dim light becomes normal light]. In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent [through permanency or a similar effect], it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. |
Source: CR p.304 |
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Target Area: Object touched |
Caster Level: 5 |
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Wayfinder Spells |
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* = Domain/Specialty Spell |
楊yeung 雨夜amaya | |||||||||||||||||||||||||
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Description | |||||||||||||||||||||||||
A small young female human, with long dark brown hair and a dusky skin.
When not expecting combat, she wear an elaborate red and gold kimono (from the Entairtainer Outfit), and wear make up. She likes to have elaborated hair cuts that she spend some time to get right. She usually doesn’t wear any weapon in this case (relying in her martial arts if need be), except for some shuriken hiden on her.
When expecting a fight, she wear a nobakama (pants) and kosode (half shirt/kimono) under her leather lamillar armor. She usually does not wear make up and put her hair in a way to avoid having it hinder her in combat: either braided or ponytail. In that case, her weapon, shorbow, kusarigama and shuriken are clearly visible. If sunny or trying to hide her face, she uses a scarf and a cone-shaped hat. | |||||||||||||||||||||||||
Home | |||||||||||||||||||||||||
From Shokuro. , | |||||||||||||||||||||||||
Biography | |||||||||||||||||||||||||
Born in Shokuro’s capital, Mukinami.
Her uncle’s family were killed in the revolution, they tried to stop it. That was not the case with her parents, who were not involved. Nonetheless, her parents died when she was young and had to live on her own. One of the few things she remembers of her mother is her singing. She managed to live at the house for some time before she had to live in the streets. One time, she was saved by Pathfinders of the Lantern Lodge. After some time helping the Society, she managed to get accepted in. She was trained a bit as most Pathfinder do. She was asked to go in Absalom, and it seemed a way to discover the world, learn new thing (Irori is her patron) and maybe gain advancement in the Society. Without much attachment in Shokoru (maybe even having made some enemies there), she took several boats to get to Absolom. The travel was long, she had to disguise as a men to get on some boats (unless this is not an issue in Golarion), had to Sing at some tavern to get enough to pay her fare. On the boats she shared stories of her land with many and heard many stories, following Irori’s teaching on knowledge (that’s where the Storyteller trait comes from).
She can seem to be a naive girl, but she is ready to use her talents for the Society, including killing if asked too. She trusts some of their members, especially the Lantern Lodge members, but she is not sure she should do the same for everyone, having seen some shady characters. |
Notes | |
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Next levels: Magic and Items to acquire one day | ++Ring of Ki mastery (not an always available item) 10,000 gp (need 27+ prestige points if in no chronicle sheet)
Maybe other outfits. The hat of disguise is more expensive but lighter.
+7000 for the adhesive property for more grappling bonuses. Gauntlets of the Skilled Maneuver +2 to one combat maneuver check (for 4,000 gp). Vampiric Gloves (18 kgp) great with bleed ability. ++Belt, Anaconda’s Coils +2 to Strength, +2 to grapple and Constrict for 1d6+Str! (18,500 gp) Shirt of Immolation (10 rounds/day of autofire if grappling. 8,000 gp)
For vision: Googles of the Night cost 16,000 gp. A potion of Darkvision is 300 gp. Ebon wayfinder 18,000 gp. Darksight Googles are 20,000 gp. A wand of Darkvision cost ? gp for 50 charges, each one last 3 hours. +The various google from PFS Primer (5,000 gp) seems great for this character.
−Ring of Strenght Saping: once per day can steal Strength with unarmed attack. 8,000 gp. (enhancement bonus)
Bracers, Longarm (7,200 gp) allow three round of reach to weapon/unarmed (weapon get a −4 to hit, unarmed doesn’t)
Potion of spider climb, potion of longshot, touch of the sea, efficiant quiver, handy haversack?
At some point: a +1 for the bow
Scroll of death ward. Scroll of Plane Shift.
Quick Change Mask (ultimate intrigue)
Feats: Sliding Dash |
Character Sheet Notes | Various Possible Forgotten Tricks, each lasts 9 rounds
For 2 Ki Bleeding Attack*: add 4 points of bleed on top of sneak damage. Only need Heal DC 15 to remove. Combat Trick: Blind Fight, Combat Reflexes (2 more AoO), Death From Above (+5? to hit when charging from Above), Defensive Combat Training (for a +2 to CMD), Distance Thrower (reduce distance mod by −2), Opening Volley (after ranged attack, get a +4 to hit on next melee against same target. great with shuriken), Power Attack (−2 to hit, +6 to damage to 2-H, +4 other), Point Blank Shot, Step Up Shadow Strike: Combat feat to do sneak attack damage to enemy with normal concealment From cheliax: Bleeding Attack (add 1d4 bleed damage to unarmed strike) Deadly Range: +10 feet for sneak attack range, stackable. Deflect Arrows Fast Stealth: no penalty to Stealth even at full speed. Ki Block* Pressure Points* Slow Metabolism: hold breath×2, poison onset÷2 Style Master (remember, need a swift to enter a style): Dragon Style: Gain +2 bonus against sleep, paralysis, and stun effects, and can ignore difficult terrain. Snake Style: +2 sense motive, piercing on unarmed strike, and immediate for sense motive as ac or touch. Tiger Style: +2 cmd vs bull rush, overrun, trip, slashing damage on unarmed strikes, if unarmed slashing crit, add +d4 bleed. Undetected Sabotage Wall Climber Weapon Training
For 3 ki then 1 ki per use: Acrobatics Master (swift) +20 on one acrobatic check Darkvision Feather Fall Flurry of Stars: +2 attack for full round shuriken attack, but all at −2. Ki charge: super ki shuriken for 2d6 fire in a 5 foot radius as standard, Reflex DC 16 for half. −2 to save if hit someone. Smoke Bomb Sudden Disguise Ventriloquism
(snatch arrows: need dex 15)
For 5 ki High Jumper (need Acrobatic Master)
--- Feats
Dastardly Finish (coup de grace to cowering or stunned targets), Treacherous Toxin (Dirty Tactics Toolbox pg. 6; +1 DC to poison if forgo sneak damage) |
Chronicle Sheet items available | From the Veteran’s Vault: Potion of cure moderate wounds, Ring of protection +1 (2,000 gp), Scroll of Summon Monster II From the First Steps, Part 1: Elixir of hiding, Potion of Invisibility, Scroll of remove disease, Wand of disguise self (5 charges, 75 gp), Wand of knock (11 charges, 990 gp) From the Hydra’s Fang Incident: Scroll of Arcane lock, Oil of invisibility, Potion of blur, Potion of cure moderate wound, Potion of darvision, Scroll of scorching ray, Scroll of touch of idiocy, +1 returning dagger (8,302 gp) From Thornkeep, The Accursed Hall: potion of lesser restoration, scroll of invisibility, sleep arrow From Way of the Kirin: Cloak of Resistance +1, nightdrops From Wrath’s Shadow: Acrimony Veil, Belt of Giant Strength +2, Ring of Protection +1 From The Frozen Fingers of Midnight: Potion of Cure Moderate Wounds From Rivalry’s End: dust of tracelessness, potion of levitate, potion of cure moderate wounds, potion of invisibility, wand of Irriseni mirror sight (10 charges), ring of spell knowledge II From Storming the Diamond Gate: +1 seeking arrow (limit 6), Diamond of demon seeking, lesser extend metamagic rod, potion of cure moderate wounds, scroll of dimensional anchor, scroll of magic circle of against chaos, scroll of see invisibility.
From the novels: to copy there too. CS #17: Nothing.
TODO: copy the new ones |
Boons | (CS #3 The Hydra's Fang Incident)
The Cheliax Embassy of Absalom recognize you for your outstanding service to the Empire. You are given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax’s diabolical capital city. The Andoren Embassy of Absalom regards you as an upstanding free citizen of the Republic.
(CS #4 Thornkeep level 1)
Prediction of Future Peril: Your glance into the Pool of Seeing granted you a vision of another level of the dungeons beneath Thornkeep, giving you a unique insight into a future encounter. When adventuring in Thornkeep, you may use this boon to gain the following bonuses, each applied before the associated die is rolled. You may use this boon once per dungeon level in Thornkeep crossing the associated bonus off the Chronicle sheet once applied. You gain a +5 on a Knowledge check to identify a creature. You gain a +2 bonus on any single saving throw. You gain a +2 bonus to AC against a single opponent.
(CS #11 Master of Devils)
Dragon Empires Expert: Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.
Temple Trained: Your brief tenure at Dragon Temple in Quain has made you an expert in hand-to-hand combat. You may, as an immediate action, gain a one-time +4 competence bonus to your CMD. This bonus must be declared before the results of the attack are known. Once you have used this boon, cross it off the Chronicle.
(CS #12 Winter Witch)
Enemies of the North: Your repeat encounters with the ice trolls and goblins of Irrisen have trained you to handle these foes efficiently in combat. You gain a one-time +4 bonus on a damage roll against an ice troll or snow goblin. When the boon is used, cross it off your Chronicle.
(CS #14 Nightglass)
Strix-Slayer: Through fighting the strix, you have learned a few tricks for dealing with aerial foes. As a free action, you gain a +2 circumstance bonus to hit on a single melee or ranged attack against a f lying creature. If the attack hits, it deals an additional 1d6 points of damage and increases the Fly check DC needed for the creature to avoid losing altitude by +10. Creatures immune to critical hits are immune to this extra damage. This damage is not multiplied on a critical hit. When this boon is used, cross it off this Chronicle sheet.
(CS #15 The Pallid Plague)
Hero of the Fey: You have saved the fey of Darkmoon Wood from certain death. As a result, you may automatically succeed on one Charisma-based check when dealing with fey in the future. Fey are chaotic and their memories tend to run short—as a result, you may use this boon only once, after which it is discarded.
(CS #17 The Year of the Risen Rune)
Gift of the Kirin (Lantern Lodge): Venture-Captain Amara Li realized her goal with your help, and she assists you in securing a necessary tool in the future. You may treat your Fame score as 2 points higher when purchasing any single item. When you use this boon, cross it off of your Chronicle sheet.
(CS#20 Thornkeep The Dark Menagerie)
?
(CS#22 The Sanos Abduction)
Faerie Dragon Improved Familiar
(CS #23 Bk 1)
Nexus Crystal
(CS #25)
Master of Blades Saved
(CS #26)
Acquainted with Aslynn
Thurl’s Bane (Grand Lodge faction)
(CS #28)
Master Smith’s Service
Oread’s Favor
(CS #29)
Inubrix’ Ore |
Crossed Boons | (CS #19 Year of the Shadow Lodge)
Combat Boon: As an immediate action, you may reroll an attack roll before success is determined. You must accept the second roll, even if it’s worse than the first roll. You may only use this ability twice. On using this ability, check one of the boxes. On using this ability the second time, check the final box and line through this boon. |