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About Chabi AyizeChabi Ayize is a tall lithe human-ish looking man. A few oddities are easily noticeable on first sight. Firstly, his skin has a light green hue and if you look closely you will see it is actually made of very finely overlapped scales. The other oddity are his eyes, gorgeous dark brown with large flecks of gold. Even including those exotic distractions, he cuts quite a figure. Tall and fit with chiseled features, he is not hard to look at. As he walks, his hips move sinuously side to side... almost hypnotically. Um... but enough about that so... where was I... oh yeah! Slung over his shoulder is a crossbow and full quiver of bolts. He usually has a set of basic traveling supplies including a bedroll and blanket wrapped tightly and lashed onto his back... his muscled taut backside... Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
Ranged (Has Precise Shot, Extra Damage w/ Readied Attack)
Acid/Alkali Flasks +7 Hit vs. Touch, 1d6 Acid Damage +1 Splash, x2 Crit, 10 ft Range (Alkali do double vs. Oozes)
Skills:
[dice=Acrobatics - ACP]1d20+4-3[/dice] [dice=Appraise]1d20+1[/dice] [dice=Bluff]1d20+3[/dice] +1 to Lie [dice=Climb - ACP]1d20+3-3[/dice] [dice=Craft: Anything]1d20+1[/dice] [dice=Diplomacy]1d20+10[/dice] [dice=Disguise]1d20+3[/dice] +2 net to appear human [dice=Disable Device - ACP] t]NA[/dice] [dice=Escape Artist - ACP]1d20+13-3[/dice] [dice=Fly - ACP]1d20+4[/dice] [dice=Handle Animal]1d20+3[/dice] [dice=Heal]1d20[/dice] [dice=Intimidate]1d20+7[/dice] [dice=Knowledge: Engineering t]1d20+5[/dice] [dice=Knowledge: Dungeoneering t]1d20+5[/dice] [dice=Linguistics t]NA[/dice] [dice=Perception]1d20[/dice] [dice=Perform: Dance]1d20+6[/dice] +2 w/ MW Tool [dice=Profession: NA t]NA[/dice] [dice=Ride - ACP]1d20+4-3[/dice] [dice=Sense Motive]1d20[/dice] [dice=Sleight of Hand - ACP]1d20+4-3[/dice] [dice=Spellcraft t]NA[/dice] [dice=Stealth - ACP]1d20+6-3[/dice] [dice=Survival]1d20[/dice] Compass +2 [dice=Swim - ACP]1d20+3-3[/dice] [dice=UMD t]NA[/dice] Languages: Common, Vishkanya, Draconic __________________________________________________ EQUIPMENT AND GOLD __________________________________________________ On Person: MW Buckler, MW Breastplate, Kukri, Light Crossbow, Cold Iron/Silver Bolts (60), , Acid Flasks (2), Universal Solvent, Alkali Flasks (2), Compass, Ioun Torch, Flint & Steel, Snapleaf, Antitoxin, Antiplague In MW Backpack: Waterskin, Trail Rations (3), Silk Rope (50 ft) Clothing: Sleeve's of Many Garments, +1 Cloak of Resistance Left at Lodge: Alchemical Silver Bolts (10), Club, Explorer’s Outfit, Entertainer's (Dance) Outfit, MW Tool for Perform Skill Starting GP: 39 gold 5 silver Weight Carried: 56.5 lbs (+16 in backpack) Carrying Capacity: Light (33), Medium (66), Heavy (99), LoH (90), Lift (180), Drag/Push (450) __________________________________________________ APPEARANCE __________________________________________________ Age 21 Height 6’1” Weight 125 Eye Color Golden/Brown Hair Color N/A sans wigs Skin Tone Faintly green hued scales Region of Origin Qadira Deity Calistria Favorite meal Spiced Camel Special & Racial Abilities:
Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Deadshot (Ex): At 3rd level, when a crossbowman attacks with a crossbow as a readied action, he may add 1/2 his Dexterity bonus (minimum +1) on his damage roll. This ability replaces armor training 1. Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a Vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the Vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the Vishkanya's Hit Dice + the Vishkanya's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. +2 Dexterity, +2 Charisma, –2 Wisdom: Vishkanyas are graceful but often irrational. Vishkanya: Vishkanyas are humanoids with the vishkanya subtype. Medium: Vishkanyas are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Vishkanyas have a base speed of 30 feet. Limber: Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks. Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice. Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison. Sensual: You are trained in drawing attention to yourself. You gain a +2 bonus on any one Perform skill. This racial trait replaces keen senses. Subtle Appearance: You have normal (humanlike) eyes, and your beauty is more conventional. You gain a +4 bonus on Disguise checks to look fully human. This racial trait replaces low-light vision.
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
Combat
Daily Preparation:
Take a little over an hour to do the following Limber up with a quick dance warm-up to get the blood flowing. Dress to Impress! Eat some breakfast. PFS Boons:
Celebrated Socialite: Your poise and sophistication are the talk of Kintargo following the recent parties, casting your adventuring accomplishments in an especially noble light. You gain one additional Prestige Point as part of this this Chronicle sheet (in most cases 5 points, or 2.5 with the slow experience progression).
☐ Wielder of Reprisal: You have recovered Reprisal, a powerful weapon granted to the Bainilus family by Cayden Cailean himself centuries ago. Although Reprisal is a rapier in Hell’s Rebels, for the purpose of this boon, you may treat Reprisal’s base form as though it were that of any metal melee weapon. At the start of an adventure, you can check the box that precedes this boon to borrow Reprisal for the entire adventure. Treat this as a +2 evil-outsider-bane weapon that grants the wielder a +2 sacred bonus on saving throws against attacks from evil outsiders. When participating in the Hell’s Rebels Adventure Path, one character can use this boon without checking the box, though she must use Reprisal as presented in Pathfinder #99: Dance of the Damned. ☐☐☐ Cleaning House: You’ve removed Phlegos Dulm from the Pathfinder Society, forcing the cruel half-orc to flee from Katapesh. While the Kotargo Lodge was seized by Phlegos’s many creditors, Wulessa Yuul reclaimed as many of the lodge’s assets as she could, setting aside a small trove for you in case of emergencies. Once per adventure you can spend 1 minute and check a box next to this boon to gain a free potion of cure light wounds. If you are 7th level or higher when you check a box, you instead gain a potion of cure serious wounds. ☐☐☐☐☐ Well-Connected: You’ve made a friend who wields substantial clout not just in Katapesh but throughout the Inner Sea region. Once per adventure before attempting an Appraise, Disable Device, Knowledge (local), Perception, Profession, or Stealth check, you can check a box next to this boon to add 1d6+1 to the roll, representing the benefits of the information filtered to you by Yigrig Moneymaker’s extensive underground network. Chronicle Info:
Player: Pete H. Character Name: Chabi Ayize PFS #: 123584-7 Faction: The Exchange Normal Progression |