Shelyn

Kaya Leafwing's page

701 posts. Organized Play character for Pete H..


Race

| HP 36 (-0)| AC/Tch/FF 17/14/14 (Light Fortification) | CMD 13 (+1 vs. Disarm) | F/R/W +6/+8/+8 (+2 vs. fear, Boon vs. Gaze)

Classes/Levels

| Speed 20ft | Init: +6 (Forewarned) | 2 Star Reroll 1/1, Diviner's Fortune 7/7, Spells/Abilities tracked on Profile | Perc: +2, SM: +0

Gender

NG Halfling Wizard 6 | Mods: Continual Flame (Spell Level 3)

About Kaya Leafwing

Scenario Notes/Items Purchased or Found: NA

A little lady bounds into the room, a smile breaking all over her face. She looks around in wonder at everyone. ”Oh My Gosh! I’m so happy they picked me for this important mission!”

Her eyes grow wide, Oh No they must think I'm some little fool! Her smile retracts a little and her voice drops to a ‘serious’ tone, ”er... I mean, it is great to be here and I look forward to working with all of you professionally. I’m Kaya Leafwing...” she trails off as she resumes gazing in wonder at everyone and everything.

A bright pink scarf wrapped around her neck accentuates the pink and green highlights in her auburn hair. Beyond this flash of color, she is wearing a mostly standard tan and grey exploring outfit with a backpack slung over her shoulders. A glistening piece of jewelry in the form of a multicolored songbird hangs from her neck.

Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
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SPELLCASTING
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Caster Level 6 (Concentration Check +10, Spell Penetration +6)
Strike Through if an Ability or Spell is Used
Bonded Object: Ring Can cast 1/day any spell in spellbook
Pearl of Power I: Can recast 1/day any used prepared 1st level spell
Magic Boon: Re-prepare a prepared and cast spell as a Standard. Two uses remain.
Arcane School: Divination
Opposed Schools: Conjuration/Necromancy
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Cantrips, DC 14
Read Magic
Detect Magic
Ray of Frost
Prestidigitation

1st level, DC 15 4 + 1/day
Magic Missile
Magic Missile
Charm Person (DC 16)
Feather Fall
Comprehend Languages (school)

2nd level, DC 16 4 + 1/day
Hideous Laughter (DC 17)
Mirror Image
Scorching Ray
Resist Energy
See Invisibility (school)

3rd level, DC 17 3 + 1/day
Haste
Haste
Suggestion (DC 18)
Tongues (school)

Spellbook:
(84/100 pages)
0) Read Magic, Detect Magic, Ray of Frost, Light, Resistance, Detect Poison, Daze, Dancing Lights, Flare, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

1) Shield, Feather Fall, Identify, Charm Person (+1 DC), Burning Hands, Alarm, Hold Portal, Protection from Evil, Expeditious Retreat, Magic Weapon, Magic Aura, Comprehend Languages, Magic Missile, Color Spray, Disguise Self, Jump, Detect Secret Doors, Floating Disk

2) Hideous Laughter, See Invisibility, Scorching Ray, Mirror Image, Continual Flame, Resist Energy, Gust of Wind, Knock, Alter Self, Invisibility, Spider Climb, Shatter, Make Whole, Darkvision, Darkness, Touch of Idiocy, Fox’s Cunning

3) Haste, Tongues, Daylight, Suggestion (Enchant), Fireball

Wands: CLW (45), Endure Elements (50), Lesser Restoration (6), Protection from Evil (18)
Potions/Oils: CLW, CMW, Align Weapon: Good (Marty’s Shard Boon First), Remove Blindness
Scrolls: Protection from Evil, Magic Weapon 4x, Lesser Restoration (not on Spell List), Fly 2x, Dispel Magic 2x
Miscellaneous: Burning Hands, Cure Serious Wounds, Lesser Restoration, Scorching Ray OR Fireball (Radiant Ruby Feathers Boon), Waterbreathing (Savior of the Tapestry Boon), Haunt Siphon (bought from 7-05 Chronicle), Snapleaf (bought from 7-05 Chronicle), Aid, Detect Thoughts, Lesser Restoration or See Invisibility (Gift of the Ghaele Boon), Dispel Magic (Martyr’s Shard 2 Boon)
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OFFENSE
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Speed 20 BAB +3 CMB +1
Melee
Dagger +3 (1d3-1, P or S, 19-20x2 Crit)
[dice=Dagger]1d20+3[/dice] for [dice=S or P]1d3-1[/dice]

Ranged PBS and Precise Shot
Ray of Frost +7 (1d3, Cold, 20x2 Crit, vs. Touch AC, 40 ft max Range, 30 ft for PBS)
[dice=Ray of Frost vs. Touch + PBS]1d20+7+1[/dice] for [dice=Cold + PBS]1d3+1[/dice] (She has Precise Shot)

Pointy Shooty Death +8 (1d6, Cold Iron/P, 19-20x2 Crit, 80 ft range)
[dice=P.S.D.]1d20+8[/dice] for [dice=Cold Iron/Piercing]1d6[/dice]
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Special Abilities
Forewarned - Always acts in the surprise round & + 1/2 lvl to Initiative Checks
Diviner’s Fortune (7/day) - Standard for +3 on d20 rolls for 1 round

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STATISTICS
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Str 9, Dex 16, Con 12, Int 19, Wis 10, Cha 14
AC Calc +3 Dex, +1 Size, +2 buckler, +1 bracers of armor
HP Calc 1) 6, 2-6) 20, Con) 6, Favored) 4
Save Calc Base +2/+2/+5, Ability +1/+3/+0, +1 all Racial, +2 all Cloak
Feats 1 Bonus) Spell Focus: Enchantment, 1) Point Blank Shot,
3) Precise Shot, 5 Bonus) Heighten Spell Metamagic, 5) Magical Aptitude
Traits Insider Knowledge, Dangerously Curious
Favored Class: 1-2) Skill, 3-6) HP
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Skills:

+2 Charisma Checks vs. Gripplis
[dice=Acrobatics]1d20+6[/dice] (1 rank)
[dice=Appraise]1d20+8[/dice]
[dice=Bluff]1d20+2[/dice]
[dice=Climb]1d20+1[/dice]
[dice=Craft: Anything]1d20+4[/dice]
[dice=Craft: Jewelry]1d20+8[/dice] (+2 on dayjob w/ tools)
[dice=Diplomacy]1d20+12[/dice]
[dice=Disguise]1d20+2[/dice]
[dice=Escape Artist]1d20+3[/dice]
[dice=Fly]1d20+13[/dice] (headband)
[dice=Handle Animal]1d20+2[/dice]
[dice=Heal]1d20[/dice]
[dice=Intimidate]1d20+2[/dice]
[dice=Knowledge: Arcana]1d20+8[/dice]
[dice=Knowledge: Engineering]1d20+8[/dice]
[dice=Knowledge: Dungeoneering]1d20+8[/dice]
[dice=Knowledge: Geography]1d20+8[/dice]
[dice=Knowledge: History]1d20+8[/dice]
[dice=Knowledge: Local]1d20+8[/dice]
[dice=Knowledge: Nature]1d20+8[/dice]
[dice=Knowledge: Nobility]1d20+8[/dice]
[dice=Knowledge: Planes]1d20+8[/dice]
[dice=Knowledge: Religion]1d20+8[/dice]
[dice=Linguistics]1d20+8[/dice]
[dice=Perception]1d20+2[/dice]
[dice=Perform: Any]1d20+2[/dice]
[dice=Ride]1d20+3[/dice]
[dice=Sense Motive]1d20[/dice]
[dice=Sleight of Hand]1d20+3[/dice]
[dice=Spellcraft]1d20+15[/dice]
[dice=Stealth]1d20+7[/dice]
[dice=Survival]1d20[/dice]
[dice=Swim]1d20-1[/dice]
[dice=UMD]1d20+14[/dice]

Languages
Race: Common, Halfling
Intelligence: Dwarven, Elven, Gnome, Goblin
Linguistics: Orcish
Prestige Points: Draconic, Infernal
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EQUIPMENT AND GOLD
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On Person: Explorer’s Outfit (2), Spell Component Pouch (2), Cloak of Resistance +2 (1), Light Fortification Bracers of Armor +1 (1), Wizard School Class Ring w/ Continual Flame, +1 Mithral Buckler (1.25), Handy Haversack (5), "PSD" Light Crossbow w/ 48 cold iron bolts (2.5) & 10 Alch Silver bolts (.5)
In Haversack: Waterskin (1), Spell Book (3), Flint and Steel, Knotted Silk Rope 40ft (5), 8 days Trail Rations (2), 4 Acid Flasks (4), Dagger, Silver Holy Symbol: Shelyn (1), Unguent of Timelessness, Universal Solvent, Cold-Weather Outfit (2), 2 Antitoxin, 2 bags Caltrops (4), Crowbar (5), Grappling Hook (4), Portable Ram (20), Holy Water (1), Alchemist’s Fire (1), Merchant’s Scales (1), MW Artisan’s Tools (Jewelry) (5), +2 Headband of Vast Intelligence (Fly), Ink, 2 Ink Pens, 4 Parchment Sheets,
Left at Lodge: Backpack (.5)
Starting GP: 78.5g (updated as of 3-03)
Weight Carried: 15.25 (53/120 lb in Haversack)
Carrying Capacity: Light (22.5), Medium (45), Heavy (67.5), LoH (67.5), Lift (135), Drag/Push (337.5)
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APPEARANCE
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Age 24
Height 2’11
Weight 30
Eye Color Green
Hair Color Auburn
Skin Tone Fair
Region of Origin TBD
Deity Shelyn
Favorite meal Cheese Rarebit

Special Abilities:

Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Bonded Object: A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

Racial Traits:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Daily Preparation:

Take 1 hour of time to do the following
Prepare spells with study from Spellbook. Eat some food. Brush her hair. Look amazing! (Prestidigitation if necessary)

PFS Boons:

Mutani Manual of Martial Mastery: You retrieved the Mutani Manual of Martial Mastery from Temel Passad’s Ghenett Manor in Katapesh and had a chance to look through it briefly as it was being translated in Farseer Tower. The sections you read were brief, but they nevertheless left an impression. Choose one combat maneuver and note it below; you receive a +1 dodge bonus to CMD against this maneuver. Your GM should initial this selection after you have made your selection.
Disarm

☐ ☐ Magic Boon: As a standard action, you may recall a spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. 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 the boon.

Twin Tomes: You may spend 1 Prestige Point to gain access to either the Celestial Song or Infernal Incantation while the Pathfinder Society researches their contents. Your time spent poring over the chosen book’s pages grants you proficiency in either Celestial or Infernal. Due to the many parties in the Pathfinder Society vying for time with the tomes, you may only research one of the two books. Bought after 3-06.

New Recruit (J. Dacilane): Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the Spiritualist list as a Standard Action. The spell’s level can be up to one third of your character level (minimum 0). J. Caster level is equal to your character level -3 (minimum 2nd), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet. (Telempathic Projection seems the best, +5 to a Diplomacy Check. Can also save it and get access to lvl 2 spells at lvl 6)

Access to up to 2x Haunt Siphons (see 7-05).

Savior of the Tapestry: You have averted the imminent collapse of the Hao Jin Tapestry, saving the lives of everyone who calls the demiplane home. One of these people has decided to join you on your adventures. Choose one of the following rewards corresponding to an objective that you successfully completed or that the House successfully completed, and cross the others off your Chronicle sheet.
These NPCs help you in three different ways. First, you may spend 2 Prestige Points to learn the listed language from that NPC. Second, you may check a box that precedes a reward as a standard action to consult that NPC for assistance with one of the listed skill checks. You may use that NPC’s bonus in place of your own when rolling the skill check. Finally, you may check a bonus that precedes a reward to receive the NPC’s special benefit. Unless otherwise stated, this is a standard action.
The NPCs become stronger throughout their adventures with you. Their bonus on skill checks depends upon your character level (Level 1–2: +6, Level 3–4: +8, Level 5–6: +11, Level 7–8: +14, Level 9–10: +18, Level 11+: +22)
☐ ☐ Chose Serene Kappa (Eternal Lake): This kappa wishes to find a new lake on Golarion, but not before sharing his wisdom with the Society. Language: Aquan; Skills: Heal, Sense Motive; Special: The kappa casts water breathing (CL equal to your character level).

☐ ☐ Radiant Ruby Feathers: Your repair efforts were so successful that the phoenix guardians had extra magical energy left over, which they have gifed back to you in the form of a pair of feathers imbued with sparks of Hao Jin’s power. You can check a box that precedes this boon as a standard action to use one of the following spell-like abilities, gaining benefits based upon your level when you activate this boon. For any spell-like ability, use your character level as your caster level.
Levels 1+: You can use a spell-like ability from the following list: burning hands, cure moderate wounds, or lesser restoration.
Levels 5+: Add cure serious wounds, fireball, and scorching ray to the list of spell-like abilities you can use.

Levels 9+: Add cure critical wounds, restoration, and wall of fire to the list of spell-like abilities you can use. If you use restoration to remove a permanent negative level, check both boxes.
Levels 12+: Add heal and sirocco (Pathfinder RPG Advanced Player’s Guide 244) to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.

Gift of the Ghaele: 1 time use of one of the following spells - Aid, Detect Thoughts, Lesser Restoration or See Invisibility. Once you use this boon, cross it off your Chronicle sheet.

Grippli's Favor: You have earned the recognition of the Krihirik tribe in the Kaaba Lands, granting you a +2 bonus on Charisma based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.

Scholar of Ashkurhall (Grand Lodge Faction): Studying the murals of Ashkurhall opened your subconscious mind to ancient dwarven secrest. Whenever you are examining architecture, objects, or writing of dwarven origin, you either gain a +1 bonus on any Appraise, Knowledge, or Linguistics check involved, or you can substitute your Perception or Sense Motive bonus for the check. You can cross this boon off your chronicle sheet as a free action in order to apply its benefits when examining architecture, objects, or writing of any origin for the duration of the scenario.

Sky Key Component (Sargava): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.

Stinkeye’s Friend: Playing with a domesticated basilisk has taught you to be careful around creatures with gaze attacks. When you are subjected to a gaze attack, you can cross this boon off your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze’s effects.

Frozen Fortitude: Even the coldest wilderness could not fell you. Now you are prepared to endure freezing attacks or even draw strength from the snow. As a swift action, you can check the box that precedes this boon to gain cold resistance equal to 5 + your character level for 1 minute. You can activate this boon as an immediate action, but doing so grants you only cold resistance equal to your character level. Alternatively, if you have cold resistance as a result of a racial trait or class feature, you can check this box as a swift action to regain a number of hit points equal to your cold resistance; if you are immune to cold, you regain 30 hit points.

Martyr’s Shard 2: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute. Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level.
Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute.
Future Martyr’s Shard boons may unlock additional benefits.

Any character with this boon can purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame score were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively. If you purchase an avenging dagger and later gain additional Martyr’s Shard boons that would reduce the price further, you gain additional gp equal to the difference between the two costs (as though you had purchased the dagger at the lower cost).

Triumph Over Scales: You have braved the Realm of the Mammoth Lords, not only defeating a tribe of kobolds but also slaying their white dragon overlords. You can spend 2 Prestige Points to learn Draconic as a bonus language. In addition, you can check the box that precedes this boon when you threaten a critical hit against a dragon or humanoid with the reptilian subtype to gain a +10 insight bonus on the attack roll to confirm the critical hit. Alternatively, you can check the box when a dragon or humanoid with the reptilian subtype would confirm a critical hit against you in order to gain the benefits of the heavy fortification armor special ability against that attack.

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help you realise the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition), negative (opposes the secondary success condition), or negligible (doesn’t matter). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gacix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Botting Preferences:

Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.

Non-Combat

  • Use knowledge skills liberally
  • Talk to everyone who can talk
  • Use Comprehend Languages Spell if necessary
    Skills all preformatted in Skills section

    Combat

  • If acting in a Surprise round (Forewarned), burn a Diviner’s Fortune on herself if an enemy has not shown itself OR withdraw (if safe) to 30ft away if an enemy has shown itself.
  • Ray of Frost or Crossbow as the primary re-usable damage (see attack section for pre-formatted rolls)
  • If in Melee use Acrobatics or Withdraw to get to range
  • If she can't get a decent shot, burn a magic missile (3d4+3 autohit) which can be pearl of powered to get an extra cast
  • She will also use her school power to boost up an ally, +3 to most 1d20 checks for 1 round, usable 7/day. Generally focused on an ally with multiple attacks or who uses a skill/attack combo, if possible.
  • Scenario List:

    The Night March of Kalkamedes (GM Credit): 1 XP, 2 PP, NA Dayjob
    The Confirmation: 1 XP, 2 PP, 5g Dayjob
    Scions of the Sky Key, Part 1: On Sharrowsmith's Trail: 1 XP, 2 PP, 50g Dayjob
    Scions of the Sky Key, Part 2: Kaava Quarry: 1 XP, 2 PP, 10g Dayjob
    Scions of the Sky Key, Part 3: The Golden Guardian: 1 XP, 2 PP, 10g Dayjob
    Mists of Mwangi: 1 XP, 2 PP, 20g Dayjob
    The Solstice Scar, Version B: 1 XP, 2 PP, 50g Dayjob
    Before the Dawn—Part I: The Bloodcove Disguise: 1 XP, 2 PP, 50g Dayjob
    Before the Dawn—Part I: Rescue at Azlant Ridge: 1 XP, 2 PP, 50g Dayjob
    Debt to the Quah: 1 XP, 1 PP, 50g Dayjob
    The Hao Jin Cataclysm: 1 XP, 2 PP, 20g Dayjob
    School of Spirits (GM): 1 XP, 2 PP, NA Dayjob
    Song of the Sea Witch (GM): 1 XP, 2 PP, NA Dayjob
    Blood Under Absalom (Special): 1 XP, 2 PP, 75g Dayjob
    The Penumbral Accords (GM): 1 XP, 2 PP, NA Dayjob
    The Ghenet Manor Gauntlet (GM): 1 XP, 2 PP, NA Dayjob, 2PP Snapleaf
    ?? (GM?): ??
    ?? (GM?): ??
    Cairn of Shadows (Pregen): 1 XP, 2 PP, 20g Dayjob
    Total XP: 16 (will jump to 19 when get to 18)
    Total Fame: 31 (16,500 gold cap, next level at 36)
    Current Prestige: 16

    Chronicle Info:

    Player: Pete H.
    Character Name: Kaya Leafwing
    PFS #: 123584-6 (Core)
    Day Job: See Skills Section
    Normal Progression