Wizard

Ayita of the Hawk Clan's page

1,180 posts. Organized Play character for Brea Brannsdottir.


Full Name

Ayita of Shriikirri-Quah -- falcon Ter -- wolfdog Yazhi

Classes/Levels

Hunter 7| HP 59/59 | AC 18 CMD 20 CMB 8| FF,T 16,12 | Init+2 | F+8, R+8, W+8 (+1 v fear) | Spd 30 | Perc (+18) (+3 traps) | Tracking (+16) | +1LucHam +10(d12+5) | Yazhi |HP 51/51| AC 20 |FF,T 17,13| F+7, R+8, W+3 | +1 Bite (bull foc) +10 (d8+8) bleed

Gender

F

About Ayita of the Hawk Clan

Ayita
Female human (Shoanti with Varisian relatives) Hunter 7 (Patient Ambusher)

NG Medium humanoid (human)

Bot Ideas for GM:

Ayita will attempt to work with her animal companion and/or a party member in melee combat and flank an opponent with her reach Lucerne Hammer, which can be used at 5 ft as a club with -2. She will interpose herself to protect very vulnerable party members (like certain wizards) even if it puts herself at risk; she is young and physically brave. Her hawk familiar "Ter" will attack if Ayita's life is at serious risk only. Yazhi flanks with Ayita or might be on "Guard Doc" duty.
If ranged attacks are better, she will use her bow; she has a variety of arrows.

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Combat:

Melee
. . +1 lucerne hammer +10 (1d12+5) x2, p/b brace,reach
. . . Clubbing lucerne hammer +8 (1d6+4) x2 From: Haft Bash (Weapon Focus): You can accept a –2 penalty on attack rolls with a reach polearm for which you have Weapon Focus in order to treat the weapon as if it lacked the reach quality until the start of your next turn. If you do, the polearm functions as a club. Any qualities (such as trip) or special abilities (such as keen) of the weapon that a club could not have, and any feats or abilities you can’t apply to a club, don’t apply to attacks with the weapon during this time.

[dice=Social Control Reach Attack]1d20+10[/dice]
[dice=Social Control Reach Damage]1d12+5[/dice]

[dice=Social Control Close Attack]1d20+8[/dice]
[dice=Social Control Close Damage]1d6+4[/dice]

Ranged
. . +1 Comp longbow (str3) +8 (1d8+4/×3)
. . Arrows: regular (60), blunt(20), raining(5), slowburn(3)

[dice=bow attack]1d20+8[/dice]
[dice=bow damage]1d8+4[/dice]

Yazhi
. . +1 Magic Fanged bite +10 (1d8+8[/dice] with Bull animal focus on

[dice=Yazhi attack]1d20+10[/dice]
[dice=Yazhi damage]1d8+8[/dice]

Special Attacks & Teamwork outflank +4

Background:

Ayita was born into Shriikirri-quah, the Hawk Clan of the Shoanti people. Her clan tends to love animals, and is more peaceful and open to outsiders than most other clans. Her particular family have sharp night vision and quick reflexes -- they have family legends of a fey ancestor, somewhere way back... Hawk Clan often serve as emissaries between the Shoanti and other peoples -- including non-Shoanti Varisians, whose caravans often travers the area. Ayita's grandmother, Ivati, was a member of one such caravan that was attacked by Orc raiders; Hawk Clan was able to drive the Orcs away, and a Ivati fell for a good-looking Shoanti rescuer... Their daughter, Vayi, iis Ayita's mother and has spent time among both the Shoanti and Varisian families. Vayi is very suspicious of one Varisian uncle's business, though... she believes him to be a smuggler of illicit items, though she has no firm proof. Ayita tells her mother that such thoughts are anti-Varisian bias and she is ashamed to her them.The arguments go around and around; while both Hawk Clan Shoanti and Varisians have bias, in her family there is also a lot of appreciation of the others.

Ayita looks somewhat Varisian herself, having the glossy black hair of her cousins, but she has several small Shoanti tattoos -- including Hawk. She often hennas her hair a little red.

Grandmother Ivati is who noticed Ayita's quick cleverness as a child, and arranged for Ayita to foster in her Varisian cousins' traveling carnival caravan. She learned much from them -- including some things her Shoanti mother doesn't approve of; she was told her daughter would learn circus acrobatics and animal handling. Sneak attacks? How dishonorable! But Ayita doesn't want to hear it, and is thrilled about her new (familiar) bond with Ter the Falcon. A wizard cousin in the carnival helped Ayita do the ritual to bond with Ter and is now encouraging Ayita to pursue more magic -- not everyone can do this, she said. Ayita spends a lot of time with Ter, practicing the carnival entertainment tricks but also learning how to work with Ter in more dangerous situations.

During her travels with the carnival, Ayita learned some of different cultures and languages; she is fascinated by the massive Thassilonian ruins of the region, in spite of the terrible stories told of the Runelord times. She noticed some carnival members bringing boxes back to the caravan late one night as the group camped near some ruins; her Cousin Siniri, another acrobat in a show, told her not to ask questions. The group went straight to Riddleport after that in spite of having scheduled shows in small Shoanti towns; Ayita was confused -- but her Shoanti upbringing included nothing about Riddleport, smuggling, and other roguish topics. After arrival in Riddleport, the caravan leader was found dead in an alley; officials arrived and took possession of much of the carnival, citing unpaid guild dues... (Ayita didn't even know what the "guild" was.) The cousins told Ayita to "go to ground" in a small inn, with a small packet of gold, and to go back to Hawk Clan if they didn't contact her in a week. It's been two months; her cousin Shirri came by, saying all the cousins were ok, but would have to work in the docks for a while -- giving no explanation -- Ayita could go home for now.

Ayita is pretty sad, but doesn't want to go home. There must be something else she can do... She started out walking, ending up at Roderic's Cove at a nice little inn that costs less than the Riddleport one. One evening while munching on stew in the Inn, trying out some Blackberry brandy from Blackberry's, she was muttering Thassilonian -- working on the syntax -- and two of the other player characters recognized her attempts. It's hard to get pronunciation right on mostly "dead" languages! But the blackberry brandy is helping the little group of linguists, and anyone else interested, improve!

Stats:

Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 12
Base Atk +5; CMB 8; CMD 20

Magnimar purchase list 3/2025:

+2str Composite Longbow upgraded to +3str, +1 magical Composite Longbow . 2400gp
+2 Headband Aerial Agility - wisdom. 4500gp
+1 studded leather traded for group's +1 lamellar leather armor --
+1 Amulet of Natural Armor (free from group)
+1 Amulet of Might Fists (for Yazhi) 4000gp

For traps: Alchemy fire(x9) (180gp)
Twine, Wire, Adamantine wire saw (150gp), pitons
Blackberry brandy (20gp), Critter treats (20gp)

Scroll in scrollbox
Restoration, 1000gp in diamond dust
Raise Animal Companion, 1000gp diamond

Holy Weapon Balm (5)
Weapon Blanche Admantine (1)
Weapon Blanche Silver (2)
Weapon Blanch Cold Iron (2)

Blunt Arrows (20),
Regular Arrows (now has 60)
(5) Raining Arrows: A raining arrow damages the target as normal, and also treats the target as though it had been struck by a direct hit from a thrown vial of holy water; adjacent creatures take splash damage from this effect. A raining arrow imparts a -2 penalty on attack rolls because of its weight.
(3) Slowburn Arrows: If you hit a target with a slow burn arrow, it deals damage as normal, but at the beginning of your next turn, the arrow bursts into flames and deals 1d6 points of fire damage to the target.

Hunter Spells used:

- Resets: 03/01/25, 12/15/24, 4/13/24, 11/24/23 After leveling to 7; after switch to H7

Lvl 1 (of 5): . XX (shield companion Ter n Yazhi 03/01/25)
Lvl 2 (of 4): .
Lvl 3 (of 2):

Hunter Spells Known:

(CL 7th; concentration +10; +1 CL on Flying-related spells from headband)

. . 3rd (2/day)—carrying wind, reinvigorating wind, summon nature's ally III
. . 2nd (4/day)—barkskin, bloodhound[APG], carry companion, lesser restoration, summon nature's ally II
. . 1st (5/day)—cure light wounds, gravity bow[APG], magic fang, shield companion, speak with animals, summon nature's ally I
. . 0 (at will)—create water (at will), detect magic (at will), guidance (at will), light (at will), spark (at will)[APG] (DC 13), stabilize (at will)

Hunter Focuses Used:

Ayita -> Tiger (dex+2, 3/15/25) (last reset 1/1/25)
Yazhi -> Bull (str+2) 10/31/23 - remains in effect (as of 1/1/24, 3/1/25)

Ayita:

From herolab.online version H7 Lucerne Official 030325

Ayita H7 Lucerne Official_030325carpet
Female human (Shoanti) hunter (patient ambusher) 7
NG Medium humanoid (human)
Init 2; Senses Perception +18
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Defense
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AC 18, touch 12, flat-footed 16 (+5 armor, +2 Dex, +1 natural)
hp 59 (7d8+21)
Fort 8, Ref 8, Will 8; +1 trait bonus vs. fear
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Offense
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Speed 30 ft.
Melee +1 lucerne hammer +10 (1d12+5 B or P) or
. . dagger +8 (1d4+3 P or S/19+)
Ranged +1 composite longbow +8 (1d8+4 P/×3)
Hunter (Patient Ambusher) Spells Known (CL 7th; concentration +10)
. . 3rd (2/day)—carrying wind, reinvigorating wind, summon nature's ally III
. . 2nd (4/day)—barkskin, bloodhound[APG], carry companion, lesser restoration, summon nature's ally II
. . 1st (5/day)—cure light wounds, gravity bow[APG], magic fang, shield companion, speak with animals, summon nature's ally I
. . 0 (at will)—create water (at will), detect magic (at will), guidance (at will), light (at will), spark (at will)[APG] (DC 13), stabilize (at will)
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Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 16, Cha 12
Base Atk +5; CMB 8; CMD 20
Feats Familiar Bond, Iron Will, Precise Shot, Spark Of The Uncanny, Weapon Focus (lucerne hammer), Weapon Trick (Polearms)
Traits armor expert, intrigued by thassilon, shoanti tattoo
Skills Acrobatics +8, Appraise +1, Bluff +2, Climb +7, Craft (traps) +6, Diplomacy +4, Disable Device +17, Escape Artist +3, Handle Animal +11, Heal +7, Intimidate +5, Knowledge (dungeoneering) +4, Knowledge (engineering) +1, Knowledge (geography) +6, Knowledge (history) +1, Knowledge (local) +3, Knowledge (nature) +5, Knowledge (planes) +1, Knowledge (religion) +1, Linguistics +4, Perception +18, Profession (stable master) +9, Ride +6, Sense Motive +4, Sleight of Hand +3, Spellcraft +4, Stealth +6, Survival +13 (+15 on Survival checks to avoid becoming lost), Swim +7, Use Magic Device +2; Racial Modifiers +2 Knowledge (geography), +2 Knowledge (local)
Languages Abyssal, Common, Draconic, Elven, Goblin, Infernal, Orc, Shoanti, Sylvan, Thassilonian, Varisian
Combat Gear raining arrow (5), scroll of raise animal companion, restoration, slow burn arrow (3), wand of mage armor (37 charges), acid (2), alchemist's fire (10), holy water (10), holy weapon balm[ACG] (5-2), liquid ice[APG] (2), weapon blanch (adamantine)[APG], weapon blanch (cold iron)[APG] (2), weapon blanch (silver)[APG] (2); Other Gear +1 lamellar (leather) armor[UC], +1 composite longbow (+3 Str), +1 lucerne hammer[APG], dagger, amulet of natural armor +1, arrows (40-3), blunt arrows[APG] (20), boots of elvenkind, cloak of resistance +1, eyes of the eagle, handy haversack, headband of aerial agility (wis +2)[UE], traveler's any-tool[UE], bandolier[UE], belt pouch, chalk (10), falconry gauntlet[UE], filter scarf[UW], flint and steel, grappling arrow[UE], hip flask[UE], masterwork thieves' tools, mess kit[UE], piton (5), pocketed scarf[UE], silk rope (50 ft.), torch (2), trail rations (3), twine (50')[APG], waterskin, wire[UE] (5), Ter the Falcon, Yazhi the Wolfdog, amulet of mighty fists +1, blackberry brandy (worth 20 gp), critter treats (worth 20 gp), diamond dust worth 1000 gp (worth 1,000 gp), diamond worth 1000 gp (worth 1,000 gp), 4 pp, 73 gp, 7 sp, 7 cp
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Special Abilities
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Animal Companion (animal companion (wolfdog named Yazhi the Wolfdog)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (7 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Bat (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bonus Trick (Ex) Animal companion gains an extra trick.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Frog +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Monkey +4 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Shrine +2 (Su) When assuming this aspect, gain listed enhancement bonus to Wis.
Snake +2 (Su) When assuming this aspect, gain listed bonus to att on AoO & to AC vs. AoO.
Stag +5 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Track +3 Add the listed bonus to Survival checks made to track.
Trap (6/day, DC 16) Learn to create traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Tree +4 (Su) When assuming this aspect, gain listed bonus to saves vs. death and negative energy effects.
Wayfarer +2 racial bonus on Survival checks to avoid becoming lost.
Weapon Trick (Polearms) You may perform weapon tricks with the chosen weapon type.
Well +2 (Su) When assuming this aspect, gain listed shield bonus to AC.
Wolf (10 feet) (Su) When assuming this aspect, gain scent with listed range.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Ter the Falcon:
CR –
Female hawk

CG Tiny magical beast (animal)
Init 3; Senses low-light vision; Perception +20
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 29 (1d8)
Fort 5, Ref 8, Will 4
Defensive Abilities improved evasion
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Offense
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Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +10 (1d4-2 S)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 6, Dex 17, Con 11, Int 9, Wis 14, Cha 7
Base Atk +5; CMB 6; CMD 14
Feats Weapon Finesse
[b]Tricks
Bombard, Deliver, Entertain, Quiet Watch, Seek, Sneak
Skills Acrobatics +7 (-1 to jump), Appraise +0, Bluff -1, Climb +7, Diplomacy +1, Disable Device +8, Escape Artist +4, Fly +7, Handle Animal +5, Heal +3, Intimidate -1, Linguistics +4, Perception +20, Ride +4, Sense Motive +3, Sleight of Hand +4, Spellcraft +0, Stealth +15, Survival +9, Swim +7, Use Magic Device -1; Racial Modifiers +8 Perception
Languages Common; speak with animal (same kind only), speak with master
Other Gear
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Special Abilities
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Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (60 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.

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Yazhi the Wolfdog :
CR 6

Female wolfdog
NG Medium animal
Init 3; Senses low-light vision, scent; Perception +5
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Defense
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AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 51 (6d8+18)
Fort 7, Ref 8, Will 3 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
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Offense
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Speed 40 ft.
Melee bite +10 (1d8+8 B & P & S plus bleed)(with Bull hunter animal focus active)
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Statistics
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Str 19, Dex 17, Con 15, Int 3, Wis 12, Cha 6
Base Atk +4; CMB 8; CMD 21 (25 vs. trip)
Feats Improved Natural Armor, Improved Natural Attack (bite), Outflank[APG], Toughness
Tricks Attack, Attack, Attack Any Target, Defend, Flank, Heel, Quiet Watch, Seek, Sneak, Track
Skills Acrobatics +7 (+11 to jump), Climb +8, Perception +5, Stealth +7, Survival +2, Swim +8
Other Gear amulet of mighty fists +1
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Special Abilities
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Animal Focus (Su) As a swift action, gain bonuses from emulated animal(s).
Bat (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bleed: Bite (Ex) Attack causes additional damage at the beginning of the target's turn.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Falcon +4 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stag +5 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.