Despite being a descendant of one of the Jadwiga, Felika was raised away from the influence of witches, hidden from the rulers of Irrisen. At the behest of her father, she trained and learned martial arts so that she could protect herself from any potential threats. She grew to become quite confident, with little exposure to magic.
However, the magic of her ancestors did leave its mark on her, as she had an uncanny resistance to the cold and an ability to sense magic around her. Curious, Felika would sometimes sneak away to the library and try to learn more about magic, be it arcane or occult.
When she had become an adult and read everything she could find in her hometown, she decided to join the Pathfinder Society in order to become better, use her abilities for good and, most importantly, learn more about herself, her origins and the world around her.
PFS information:
PFS number 250076-2001
Experience 4
Fame 4
Gold 15,51
Pathfinder Training Scrolls (2 points), Swords (1 point)
Pathfinder faction Grand archive
Reputation
Envoy's Alliance :
Grand Archive : 2
Horizon Hunters :
Vigilant Seal :
Radiant Oath :
Verdant Wheel :
Purchased boons :
Home region (0 fame) Irrisen
Scenarios played:
1-01 Absalom Initiation
Available boons: None
Current scenario:
Item :
Slotted Boons
Slotless : Home region
Botting instructions:
In Exploration mode, Felika usually uses Detect magic if nobody else is doing it. Otherwise, she uses Stealth when possible.
In Encounter mode, on the first turn, Felika usually tries to identify foes with Arcana or Occultism if nobody else has done it. If she does not have a chance to identify or if she does not need to move, she goes into Wolf Stance unless her target has a relevant weakness or resistance. She then moves toward a target and uses Flurry of blows.
On subsequent turns, if it's not already done, she goes into Wolf Stance unless it would hinder her because of resistances and weaknesses. She then moves in and out, using her flurry of blows, never staying in melee for more than one turn. She may use her sling against flying targets or if she has very few HP left and no means of healing. If she knows a somewhat powerful opponent has a weakness to lawful, force or positive damage (or if said opponent has resistances to physical damage), she uses Ki Strike followed by a Flurry of blows as soon as she has the chance.
Dice for ki strike attacks
[dice=ki strike punch attack]1d20+8[/dice] [dice=potential bludgeoning damage (second d6 lawful, force, negative or positive)]2d6+2[/dice]
[dice=ki strike punch (2nd) attack]1d20+4[/dice] [dice=potential bludgeoning damage (second d6 lawful, force, negative or positive)]2d6+2[/dice]
[dice=ki strike wolf jaw attack]1d20+8[/dice] [dice=potential piercing damage (d6 lawful, force, negative or positive)]1d8+1d6+2[/dice]
[dice=ki strike wolf jaw (2nd) attack]1d20+4[/dice] [dice=potential piercing damage (d6 lawful, force, negative or positive)]1d8+1d6+2[/dice]
Dice for skills
[dice=Acrobatics]1d20+7[/dice]
[dice=Arcana]1d20+3[/dice]
[dice=Athletics]1d20+5[/dice]
[dice=Occultism]1d20+3[/dice]
[dice=Stealth]1d20+7[/dice]
Felika Elvanna
Female wintertouched human monk 1
LN, human, humanoid
Perception +4
Languages Common, Skald
[Trained skills] Acrobatics +7, Arcana +3, Athletics +5, Lore (weather) +3, Lore (library) +3, Occultism +3, Stealth +7
Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 10 (0), Wis 12 (+1), Cha 10 (0)
Other items sling, explorer's clothing, rations (2 weeks), waterskin, chalk (10), torches (5), belt pouch, backpack, bedroll, flint and steel, soap, rope, grappling hook, minor elixir of life (4)
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AC 19; Fort +7, Ref +9, Will +6
HP 20, Resistances Cold 1, Hero Points 1
Environmental cold effects are treated as one degree less extreme
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Speed 25 feet Focus 1
Melee [1] fist + 7 (agile, finesse, nonlethal, unarmed) Damage 1d6+2 bludgeoning
Melee [1] wolf jaw (wolf stance only) (agile, backstabber, finesse, nonlethal, unarmed) (gains the trip trait if flanking) Damage 1d8+2 piercing
Ranged [1] sling +7 (propulsive) Damage 1d6+1 bludgeoning
Arcane innate spells Detect magic (at will, cantrip 1)
Flurry of blows [1] Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
Wolf stance [1] You enter the stance of a wolf, low to the ground with your hands held like fanged teeth. You can make wolf jaw unarmed attacks. These deal 1d8 piercing damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If you’re flanking a target while in Wolf Stance, your wolf jaw unarmed attacks also gain the trip trait.
Ki strike [1] [Focus] You focus your ki into magical attacks. Make an unarmed Strike or Flurry of Blows (this doesn't change the limit on using only one flourish per turn). You gain a +1 status bonus to your attack rolls with the Strikes, and the Strikes deal 1d6 extra damage. This damage can be any of the following types of your choice, chosen each time you Strike: force, lawful (only if you're lawful), negative, or positive.
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Feats
Ancestry feats : Natural ambition (Wolf Stance)
Class feats : Ki strike
Skill feats : Arcane sense
Other abilities