Ikiko

Dyner Inazuma's page

266 posts. Organized Play character for Sedoriku.


Full Name

Dyner Inazuma

Race

HP 34/34 | AC: 21 | F +7 R +9 W +9 | Perc +7 | 25 feet | Spell DC 20 |

Classes/Levels

1 Hero points|Exploration Activity: Investigate | Active Conditions: none

Gender

CG Female Mountainkeeper Tengu Psychic (Oscillating Wave) 4|

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 12
Charisma 10

About Dyner Inazuma

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PFS Information:
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PFS Number: 108507-2006
Experience: 36
Home Region: Sarkoris Scar
Gold: ???

Training: Spells

Major Factions
Envoy’s Alliance: 0
Grand Archive: 0
Horizon Hunters: 0
Vigilant Seal: 0

Minor Factions
Radiant Oath: 0
Verdant Wheel: 36
All Faction Reputation: 0

Total (Sum of the Above) Reputation: 36

Purchased Boons:
Verdant Wheel Champion (Faction) (0 Fame) (the Champion boon for your first faction is free)

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Character sheet:
===================

Ethnicity: Mountainkeeper
Nationality: Sarkoris Scar
Birthplace: Worldwound (well the mountains to the north)
Age: 23
Gender & Pronouns: Female, she/her
Height: 4’ 7”
Weight: 53 lbs
Physical Appearance: A shorter tengu dressed in a cloak of feathers that have been bleached white, Dyner has dyed the front fluff of feathers a bright red to match the little hoary redpoll that nests in her hood. She gives everyone and everything in the room an intrigued look, curious at them and their behavior. Inside her cloak is a colorful garment in a more recent Absalom style with a few changes for her more avian physiology. She has a bandolier hanging from one shoulder with various spices and cooking ingredients in containers, and a small dagger made from a red-colored bone. Hanging from the end of the bandolier is a small binder held closed with a seashell on a string with the word ‘recipes’ written on it. She also has a small scroll case hanging from the other shoulder.

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Tengu (Mountainkeeper)
Background: Cook
Class: Psychic; Level: 4; Experience: 36
Medium Humanoid, Tengu
CG; Angelweis

Languages: Common, Tengu, Dwarven, Elven, Gnomish, Hallit

Perception: +7 (1 wis) + (6 prof) + (0 item)) [T]
Special Senses: Low-Light vision

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DEFENSES

HIT POINTS: 34/34

ARMOR CLASS
AC: 21 (10 + (3 dex) + (6 prof) + (2 item)) [T]

Unarmored: [T], Light: [U], Medium: [U], Heavy: [U]

SAVING THROWS
Fortitude: +7 ((1 con) + (6 prof) + (0 item)) [T]
Reflex: +9 ((3 dex) + (6 prof) + (0 item)) [T]
Will: +9 ((1 wis) + (8 prof) + (0 item)) [E]
Notes:

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OFFENSE

Spell DC: 20 (10 + (4 key stat) + (6 prof) + (0 item)) [T]
Speed 25 feet

Ranged Strikes

Psy Strikes Concentrate, Evocation, Mindshift, Occult, Psyche, Psychic
Save Basic Reflex DC 20 (or Will Save if Mental Damage)
Damage 2d4 Cold, Fire, Bludgeoning, or Mental

[ooc ]DC 20 Basic Reflex (Will) Save or take [/ooc] [dice=(Cold, Fire, Bludgeoning or Mental) damage]2d4[/dice]

~~~~~
Electric Arc Cantrip, Electricity, Evocation, Occult
Save Basic Reflex DC 20
Damage 2d4+4 Electricity

[ooc ]DC 19 Basic Reflex Save or take [/ooc] [dice=electricity damage]2d4+4[/dice]

~~~~~
Disrupt Undead Innate, Cantrip, Necromancy, Positive, Occult
Save Basic Fort DC 20
Damage 2d6 Positive

[ooc ]DC 20 Basic Fort Save or take [/ooc] [dice=positive damage]2d6[/dice]

~~~~~

Ray of Frost Attack, Cantrip, Cold, Evocation, Occult
Attack +10
Damage 2d4+4 Cold/Fire (2d10 if Amped)
If a critical hit, -10 to movement speed double damage. If Amped, Dyner gains half damage as Temp HP for 1 minute

[dice=Ray of frost]1d20+10[/dice]
[dice=(Cold/Fire) damage]2d4+4[/dice]
[ooc ]If a critical hit, -10 to movement speed double damage. If Amped, Dyner gains half damage as Temp HP for 1 minute[ /ooc]

~~~~~

Produce Flame Attack, Cantrip, Fire, Evocation, Occult, Amp
Attack +10
Damage 2d4+4 Cold/Fire (2d6+4 if melee, 2d10 if amped, 2d12 if amped and melee)

[dice=Produce Flame]1d20+10[/dice]
[dice=Fire/Cold damage]2d4+4[/dice]

~~~~~

Dagger Thrown 10 ft.
Attack +9
Damage 1d4 Slashing

[dice=Dagger]1d20+9[/dice]
[dice=Damage, slashing]1d4[/dice]

~~~~~~~~~~~~~~~~~~~~

Melee Strikes

Beak Finesse, Unarmed
Attack +9
Damage 1d6 piercing

[dice=Hen pecking!]1d20+9[/dice]
[dice=Damage, Piercing]1d6[/dice]

~~~~~

Dagger Agile, Finesse, Thrown 10 ft., Versatile S
Attack +9
Damage 1d4 slashing

[dice=dagger]1d20+9[/dice]
[dice=Damage, Slashing]1d4[/dice]

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ABILITY SCORES

STR +0 (10), DEX +3 (16), CON +1 (12), INT +4 (18), WIS +1 (12), CHA +0 (10)

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Skills and Languages:
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Skills:

Acrobatics: +8 = (3 dex) + (6 prof) + (0 item) - (1 armor) [T]
Arcana: +10 = (4 int) + (6 prof) + (0 item) [T]
Athletics: -1 = (0 str) + (0 prof) + (0 item) - (1 armor) [U]
Crafting: +10 = (4 int) + (6 prof) + (0 item) [T]
Deception: +0 = (0 cha) + (0 prof) + (0 item) [U]
Diplomacy: +0 = (0 cha) + (0 prof) + (0 item) [U]
Intimidation: +0 = (0 cha) + (0 prof) + (0 item) [U]
Lore (Cooking): +10 = (4 int) + (6 prof) + (0 item) [T]
Lore (Herbalism): +10 = (4 int) + (6 prof) + (0 item) [T]
Medicine: +1 = (1 wis) + (0 prof) + (0 item) [U]
Nature: +7 = (1 wis) + (6 prof) + (0 item) [T]
Occultism: +12 = (4 int) + (8 prof) + (0 item) [E]
Performance: +0 = (0 cha) + (0 prof) + (0 item) [U]
Religion: +7 = (1 wis) + (6 prof) + (0 item) [T]
Society: +10 = (4 int) + (6 prof) + (0 item) [T]
Stealth: +8 = (3 dex) + (6 prof) + (0 item) - (1 armor) [T]
Survival: +7 = (1 wis) + (6 prof) + (0 item) [T]
Thievery: +2 = (3 dex) + (0 prof) + (0 item) - (1 armor) [U]

Languages Common, Tengu, Dwarven, Elven, Gnomish, Hallit

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Feats:
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Ancestry Feats and Abilities
Special 1st: Sharp Beak
Heritage Mountainkeeper Tengu

1st: Storm’s Lash
Gain Electric Arc as an Innate cantrip
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Skill Feats

Background: Seasoned
2nd: Forager

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General Feats
3rd: Armor Proficiency

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Class Feats and Abilities
Feature 1st: Psy Cantrips and Amps: Gain special Psy Cantrips (determined by Conscious Mind) that can be Amped for special effects. Each amp costs 1 Focus Point. Gain a pool of 2 Focus Points that can replenish 2 at a time (as long as they were only spent on Amps)
Feature 1st: Conscious Mind: Oscillating Wave Gives Produce Flame[/ulr], [url=https://2e.aonprd.com/Spells.aspx?ID=245]Ray of Frost, and Thermal Stasis as Psy Cantrips as well as set spells. Also uses CONSERVATION OF ENERGY (which is a bloody complicated system and I recommend a read of it)
Feature 1st: Subconscious Mind: Gathered Lore sets Key Ability to Int, gives special Mantra Thought spellcasting actions to replace Verbal components, and gives access to the Recall the Teachings Action
Feature 1st: Psychic Spellcasting: Can cast spells
Feature 1st: Spell Repertoire
2nd level feat: Ancestral Mind
4th level feat: Psy Strikes

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Bonus Feats
None yet.

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Equipment:
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Combat Gear:
Dagger (L, .2), , Studded Leather Armor (1, 3), Material Components pouch (L, .5), Holly and Mistletoe (- -),

Magic Items:
Occult Scroll case of Simplicity

Consumables
Feather token (ladder) (L, 3),

Scrolls
Scroll of Breadcrumbs
Scroll of Floating Disk
Scroll of Illusory Object
Scroll of Invisible Item
Scroll of Magic Weapon
Scroll of Mindlink
Scroll of Object Reading
Scroll of Pocket Library
Scroll of Restyle
Scroll of Seashell of Stolen Sound
Scroll of Share Lore
Scroll of Spirit Link
Scroll of Synchronize
Scroll of Item Facade
Scroll of Lock

Other Gear:
Adventurer’s pack (backpack, a bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin; 1, 1.5), Mirror (-, 1), Religious text (Alglenweis; L, 1) Holy Symbol (Alglenweis; L, .1), crowbar (.5 L), writing set (1 L), Soap (.02 -), Playing cards (.5 -) Artisan Tools (cookware) (4, 2), Basic Crafter’s book (.1 L),

At home:
Explorer’s clothes (.1 L)

Bulk: 4 bulk 8 light of 5 bulk max

Coins:
57.48

To buy: Healing items, Holy water.

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Temporary Items:
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Pathfinder Training Items
Two Minor Healing Potions

Discovered in Scenario
None Yet

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Spells:
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Occult DC 20, Spell attack +10 [T]
Innate (if cast with Thought Components) Same!

Known
Cantrips
Detect magic
Light
Telekinetic Projectile
Disrupt Undead* (Innate Spell)
Electric Arc* (Innate Spell)
Ray of Frost* (Psy Cantrip)
Produce Flame* (Psy Cantrip)
Thermal Statis* (Psy Cantrip)

1st level
Burning Handsl (Oscillating Wave)
Soothe (Signature Spell)
True Strike

2nd level
Heat Metal
Loose Time’s Arrow
Mirror Image

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Scenarios and Tracking:
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SHEETS, BOONS, AND ITEM TRACKING HERE!

Chronicle #1: 1-06 On the Spirit Road
Sheet
Downtime: Earn income Link

Chronicle 02: 1-01 Absalom Initiation
Sheet
Downtime: Earn Income

Chronicle 03: 2-11 Pathfinder Trials
Sheet
Downtime: Earn Income

Chronicle 04: Intro 1 Second Confirmation
Sheet

Chronicle 05: Intro 2: United in Purpose
Downtime: [url =]Earn Income[/ url]

Chronicle 06: 1-14 Lions of Katapesh

Chronicle 07: 3-01 Intro: Year of Shattered Sanctuaries
Downtime: Earn Income

Chronicle 08: 1-23 Star Crossed Court

Chronicle 09: 3-98 Expedition into Pallid Peril

Chronicle 10: 4-01 Intro: Year of Boundless Wonder

Chronicle ##: Blank form
Downtime: [url =]Earn Income[/ url]

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BOT ME!:
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Dyner tends to start combat with a Loose Time’s Arrow if the enemies are far away, a Ray of Frost (either fire or cold depending on what seems more appropriate,) or an Electric Arc if there’s close enough enemies. She then unleashes her Psyche at the start of round 2 and uses either amped spells or spell slots as needed to deal damage as best she can, also opting for Psy Bursts for extra damage or to shift her cold or fire damage as needed.

Produce Flame
[dice=Produce Flame]1d20+10[/dice]
[dice=Fire or Cold damage]2d4+4[/dice]

[dice=Produce Flame, melee]1d20+10[/dice]
[dice=Fire or Cold damage]2d6+4[/dice]

[dice=Produce Flame Amped]1d20+10[/dice]
[dice=Fire or Cold damage]2d10[/dice]

[dice=Produce Flame, amped melee]1d20+10[/dice]
[dice=Fire or Cold damage]2d12[/dice]

Ray of Frost:
[dice=Ray of frost]1d20+10[/dice]
[dice=Cold or Fire damage]2d4+4[/dice]
[ooc ]If a critical hit, -10 to movement speed double damage[ /ooc]

[dice=Ray of frost, amped]1d20+10[/dice]
[dice=Cold or Fire damage]2d10[/dice]
[ooc ]Dyner gains half damage dealt as Tmp HP for 1 minute. If a critical hit, -10 to movement speed and double damage.[/ooc]

Psy Burst
[ooc ]DC 20 Basic Reflex Save or take [/ooc] [dice=Cold/Fire/Bludgeoning damage]2d4[/dice]
[ooc ]DC 20 Basic Will Save or take [/ooc] [dice=Mental damage]2d4[/dice]

Electric Arc:
[ooc ]DC 20 Basic Reflex Save or take [/ooc] [dice=electricity damage]2d4+4[/dice]

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