Thrune Agent

Huang Yujin's page

173 posts. Alias of Peachbottom.


Full Name

Huang Yujin

Race

Dragonblood Human Oracle 16 |189/200 hp (Resist Cold 10, Fire 10) | AC 37 | Fort +25, Ref +26, Will +26 (Dragon Blood, Mysterious Resolve) | Perc +24 (+1 Init) | Focus: 3/3 | Cursebound: 0/3 | Hero Pts 2/3 |

About Huang Yujin

Oracle 16 (Flames) (Red Mantis Assassin)
Female Tian Dragonblood Human (Humanoid [Dragonblood][Human])
Senses: Perception (Wis) (E) +24 (+16 Level, +4 Expert, +2 Wis, +2 Item)
Speed 30 ft. (Base 25 ft. +5 Fleet)

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DEFENSE
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AC (E) 37 (10 + 16 Level, +4 Expert, +2 Armor, +2 Potency, +3 Dex [Max +3])
HP 200 (128 +48 Con, +8 Human, +16 Toughness)

Resistances: 10 Cold, 10 Fire

Fort (E) +25 (+16 Level, +4 Expert, +3 Con, +2 Item)
Ref (E) +26 (+16 Level, +4 Expert, +4 Dex, +2 Item)
Will (M) +26 (+16 Level, +6 Master, +2 Wis, +2 Item) (Dragon Blood, Mysterious Resolve)

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DEFENSIVE ABILITIES
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Terrifying Resistance (+1 saves vs. Demoralized creature’s spells)
Traditional Resistances (+1 AC and saves against occult spells and other magical effects; +2 saves against sleep and paralysis effects)

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REACTIONS
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Blinding Fury
Blood Vendetta (8d6 persistent bleed)
Breath of Life (5d8 Hit Points)
Fading (Crimson Shroud must be active)
Opportune Backstab

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OFFENSE
===============

Spell Attack (Cha) (M) +27 (+16 Level, +6 Master, +5 Cha)

+2 Greater Striking Keen Cold Iron Sawtooth Saber +26 (3d6+6 S/19-20x2) (Attack +16 Level, +4 Expert, +2 Potency, +4 Str) (Damage +4 Str, +2 Specialization) (Primary)

+2 Greater Striking Silver Sawtooth Saber +22 (3d6+9 S/19-20x2) (Attack +16 Level, +4 Expert, +2 Potency, +4 Str, -4 MAP) (Damage +4 Str, +2 Specialization, +3 Twin) (Secondary)

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SPECIAL ABILITIES
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Kip Up
Quickened Casting (Once per day) (1/1)
Crimson Shroud (Fast Healing 7, +1 AC) (Once per hour) (1/1)
Majestic Presence (Will DC 37)
Quick Draw
Scare to Death (Fort DC 41)

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ITEM ABILITIES
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Go Invisible (Invisibility) (3 times per day) (2/3)
◆◆ Devil’s Dance (3d6 fire) (Once per minute) (1/1)
◆◆ Draw Hood (Invisibility 4th) (Once per day) (1/1)
◆◆ Enhance Vision (Darkvision or See the Unseen 5th) (Once per day) (0/1)

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WANDS
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◆◆ Wand of Bone Flense (7th) (3d6 persistent bleed, 14d6 piercing) (Fort DC 37) (Once per day) (1/1)
◆◆ Wand of Mental Purification (4th) (4d10+16 Hit Points) (Once per day) (1/1)
◆◆ Wand of Soothing Blossoms (3rd) (Once per day) (1/1)

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SPELLS PER DAY
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Level 8: 3/4 + 0/1 G
Level 7: 4/4
Level 6: 4/4
Level 5: 3/4
Level 4: 4/4
Level 3: 4/4
Level 2: 4/4
Level 1: 4/4
Cantrips: At Will

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SPELLS KNOWN (DC 37)
===============

Level 8:
◆, ◆◆, or ◆◆◆ Blazing Bolt (G) (Heightened +6) (8d6 or 16d6 fire)
◆◆ Breathe Fire (G) (Heightened +7) (16d6 fire)
◆◆ Dispel Magic (S) (Heightened 8th)
◆◆ Divine Immolation (S) (Heightened +3) (9d6 fire or spirit, 5d6 persistent fire or spirit)
◆◆Dragon Form (Heightened 8th)
◆◆ Fireball (G) (Heighted +5) (16d6 fire)
◆, ◆◆, or ◆◆◆ Heal (S) (Heightened +7) (8d8 Hit Points, +64 Hit Points)
◆◆ Impending Doom (S) (Heightened +5) (16d6 mental)
(10 minutes) Raise Dead (S) (Heightened 8th) (Max. level 17)
◆◆ Sanguine Mist (S) (Heightened +4) (14d6 negative, 6d6 negative)
◆◆ Sound Body (S) (Heightened 4th) (Blinded, dazzled, deafened, drained, enfeebled, sickened, slowed, or stunned)
◆◆ Sunburst (S) (9d10 fire, 9d10 vitality)
◆◆ Vampiric Exsanguination (Heightened +2) (16d6 void)

Level 7:
◆◆ Dispel Magic (S) (Heightened 7th)
◆◆ Divine Immolation (S) (Heightened +2) (8d6 fire or spirit, 4d6 persistent fire or spirit)
◆◆ Execute (70 void)
◆, ◆◆, or ◆◆◆ Heal (S) (Heightened +6) (7d8 Hit Points, +56 Hit Points)
◆◆ Impending Doom (S) (Heightened +4) (14d6 mental)
(10 minutes) Raise Dead (S) (Heightened 7th) (Max. level 15)
◆◆ Sanguine Mist (S) (Heightened +3) (12d6 negative, 5d6 negative)
◆◆ Shock to the System (8d8 Hit Points)
◆◆ Sunburst (S) (8d10 fire, 8d10 vitality)

Level 6:
Blinding Fury
◆◆ Dispel Magic (S) (Heightened 6th)
◆◆ Divine Immolation (S) (Heightened +1) (7d6 fire or spirit, 3d6 persistent fire or spirit)
◆, ◆◆, or ◆◆◆ Heal (S) (Heightened +5) (6d8 Hit Points, +48 Hit Points)
◆◆ Impending Doom (S) (Heightened +3) (12d6 mental)
(10 minutes) Raise Dead (S) (Max. level 13)
◆◆ Sanguine Mist (S) (Heightened +2) (10d6 negative, 4d6 negative)
◆◆ Truesight

Level 5:
Breath of Life (5d8 Hit Points)
◆◆ Dispel Magic (S) (Heightened 5th)
◆◆ Divine Immolation (S) (6d6 fire or spirit, 2d6 persistent fire or spirit)
(10 minutes) Dreaming Potential (D)
◆, ◆◆, or ◆◆◆ Heal (S) (Heightened +4) (5d8 Hit Points, +40 Hit Points)
◆◆ Impending Doom (S) (Heightened +2) (10d6 mental)
◆◆ Sanguine Mist (S) (Heightened +1) (8d6 negative, 3d6 negative)
◆◆ Wall of Flesh

Level 4:
◆◆ Bloodspray Curse (2d6 additional damage, 2d6 persistent bleed)
◆◆ Dispel Magic (S) (Heightened 4th)
◆◆ Divine Wrath (4d10 spirit)
◆, ◆◆, or ◆◆◆ Heal (S) (Heightened +3) (4d8 Hit Points, +32 Hit Points)
◆◆ Impending Doom (S) (Heightened +1) (8d6 mental)
◆◆ Sanguine Mist (S) (6d6 negative, 2d6 negative)
◆◆ Sound Body (S) (Heightened 4th) (Blinded, dazzled, deafened, drained, enfeebled, sickened, or slowed)
◆◆ Translocate (D) (120 ft.)

Level 3:
◆◆ Dispel Magic (S) (Heightened 3rd)
◆◆ Fireball (M) (6d6 fire)
◆, ◆◆, or ◆◆◆ Heal (S) (Heightened +2) (3d8 Hit Points, +24 Hit Points)
◆◆ Impending Doom (S) (6d6 mental)
◆◆ Lotus Walk (1 minute)
◆◆ Paralyze (R)

Level 2:
◆, ◆◆, or ◆◆◆ Blazing Bolt (M) (2d6 or 4d6 fire)
◆◆ Cauterize Wounds
◆◆ Dispel Magic (S)
◆, ◆◆, or ◆◆◆ Heal (S) (Heightened +1) (2d8 Hit Points, +16 Hit Points)
◆◆ Sound Body (S) (Blinded, dazzled, deafened, enfeebled, or sickened)
◆◆ Water Breathing (1 hour)

Level 1:
◆◆ Breathe Fire (M) (2d6 fire)
◆, ◆◆, or ◆◆◆ Heal (S) (1d8 Hit Points, +8 Hit Points)
◆◆ Helpful Steps (40 ft.)
◆◆ Illusory Disguise (R)
◆◆ Sleep (D)

Cantrips:
◆◆ Detect Magic (Heightened 4th)
◆◆ Figment (R)
◆◆ Gouging Claw (R) (Heightened +7) (9d6 slashing, 9 persistent bleed)
◆◆ Ignition (M) (Heightened +7) (9d4 or 9d6 fire, 8d4 persistent fire)
Illuminate (Heightened +7) (100-ft. emanation)
◆◆ Needle Darts (Heightened +7) (10d4 piercing, 8 persistent bleed)
◆◆ Prestidigitation
◆◆ Rousing Splash (Heightened +7) (8d4 temp. Hit Points)

(D) Domain Spells
(G) Gifted Power Spells
(M) Mystery Spells
(R) Red Mantis Assassin Spells
(S) Signature Spells

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REVELATION SPELLS (DC 37)
===============

Focus Points: 1/3

◆◆ Incendiary Aura (Focus 1) (Heightened +6) (5d4 persistent fire, 25-ft. emanation)
◆◆ Fire Ray (Focus 1) (Heightened +7) (10d6 fire, 5d6 fire)
◆◆ Whirling Flames (Focus 3) (Heightened +4) (11d6 fire, four 5-ft. bursts)
◆◆ Achaekek's Clutch (Focus 4)
◆◆ Flaming Fusillade (Focus 6)

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INNATE DIVINE SPELLS (DC 37)
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Blood Vendetta (Heightened +6) (8d6 persistent bleed) (Once per day) (1/1)

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CURSEBOUND ABILITIES
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Cursebound Value: 0/3

Curse of Engulfing Flames

Foretell Harm
Thousand Visions
◆◆ Conduit of Void and Vitality

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STATISTICS
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Str 18 (+4)
Dex 18 (+4)
Con 16 (+3)
Int 12 (+1)
Wis 14 (+2)
Cha 21 (+5)

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SKILLS
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Acrobatics (Dex) (M) +26 (+16 Level, +6 Master, +4 Dex)
Athletics (Str) (E) +24 (+16 Level, +4 Expert, +4 Str)
Deception (Cha) (T) +23 (+16 Level, +2 Trained, +5 Cha)
Intimidation (Cha) (L) +31 (+16 Level, +8 Legendary, +5 Cha, +2 Item)
Lore – Achaekek (Int) (T) +19 (+16 Level, +2 Trained, +1 Int)
Lore – Assassin (Int) (T) +19 (+16 Level, +2 Trained, +1 Int)
Lore – Labor (Int) (T) +19 (+16 Level, +2 Trained, +1 Int)
Religion (Wis) (T) +20 (+16 Level, +2 Trained, +2 Wis)
Society (Int) (T) +19 (+16 Level, +2 Trained, +1 Int)
Stealth (Dex) (M) +28 (+16 Level, +6 Master, +4 Dex, +2 Item)

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UNTRAINED SKILLS (UNTRAINED IMPROVISATION, CLEVER IMPROVISER)
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Arcana (Int) (U) +17 (+16 Level, +1 Int)
Crafting (Int) (U) +17 (+16 Level, +1 Int)
Diplomacy (Cha) (U) +21 (+16 Level, +5 Cha)
Lore (Int) (U) +17 (+16 Level, +1 Int)
Medicine (Wis) (U) +18 (+16 Level, +2 Wis)
Nature (Wis) (U) +18 (+16 Level, +2 Wis)
Occultism (Int) (U) +17 (+16 Level, +1 Int)
Performance (Cha) (U) +21 (+16 Level, +5 Cha)
Survival (Wis) (U) +18 (+16 Level, +2 Wis)
Thievery (Dex) (U) +20 (+16 Level, +4 Dex)

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FEATS
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Read Lips (Background 1)
Divine Dragonblood (Ancestry 1)
Foretell Harm (Mystery 1)
Domain Acumen (Fire) (Oracle 2)
Red Mantis Assassin Dedication (Red Mantis Assassin 2)
Intimidating Glare (Skill 2)
Fleet (General 3)
Thousand Visions (Oracle 4)
Quick Draw (Red Mantis Assassin 4)
Terrifying Resistance (Skill 4)
Traditional Resistances (Divine) (Ancestry 5)
Gifted Power (Oracle 6)
Crimson Shroud (Red Mantis Assassin 6)
Cat Fall (50 ft.) (Skill 6)
Toughness (General 7)
Advanced Revelation (Oracle 8)
Gang Up (Red Mantis Assassin 8)
Kip Up (Skill 8)
Clever Improviser (Ancestry 9)
Untrained Improvisation (Bonus 9)
Quickened Casting (Oracle 10)
Opportune Backstab (Red Mantis Assassin 10)
Swift Sneak (Skill 10)
Skitter (General 11)
Greater Revelation (Oracle 12)
Basic Red Mantis Magic (Red Mantis Assassin 12)
Quick Jump (Skill 12)
Majestic Presence (Ancestry 13)
Revelation’s Focus (Oracle 14)
Achaekek’s Grip (Red Mantis Assassin 14)
Scare to Death (General 15)
Conduit of Void and Vitality (Oracle 16)
Fading (Red Mantis Assassin 16)
Nimble Crawl (Skill 16)

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ABILITIES
===============

Dragonblood (Omen) (Ancestry 1):
You're descended in some way from a dragon. Your physical features might show this outwardly, with a pair of draconic horns, patches of scaly skin, or even a tail, or you might develop an internal reserve of draconic power. You gain the dragonblood trait, in addition to the traits from your ancestry. Add Draconic to your ancestry's list of additional languages (allowing you to choose it as a language if your Intelligence modifier is positive). When you roll a success on a saving throw against a fear effect, you get a critical success instead. You can choose from dragonblood feats and feats from your ancestry whenever you gain an ancestry feat.

Draconic Exemplar
Some abilities reference your draconic exemplar, which is a specific type of dragon from which you draw your draconic powers—typically the type of dragon whose blood runs in your veins. You can choose your exemplar when you create your character, but are only required to choose one when you select a feat or other option that requires you to have one (such as Breath of the Dragon). This means your draconic nature might be a mystery to you for some time.

Oracle Spellcasting (Oracle 1):
You have an unfiltered connection to the great powers of the universe and the planes beyond, and you can let this power spill forth in the form of divine magic. You are a spellcaster, and you can cast spells of the divine tradition using the Cast a Spell activity. As an oracle, when you cast spells, your incantations may spill from your lips rapidly as you speak in tongues or intone in a voice not quite your own, and your gestures might be wild and unrestrained as religious ecstasy briefly touches your mind.

Each day, you can cast up to three 1st-rank spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.

As you increase in level as an oracle, your number of spells per day increases, as does the highest rank of spells you can cast, as shown on the Oracle Spells per Day table.

Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Charisma, your spell attack modifiers and spell DCs use your Charisma modifier.

Heightening Spells
When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast in order to heighten it to that rank. Many spells have specific improvements when they are heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is automatically heightened to half your level rounded up— this is usually equal to the highest rank of oracle spell slot you have. For example, as a 1st-level oracle, your cantrips are 1st-rank spells, and as a 5th-level oracle, your cantrips are 3rd-rank spells.

Spell Repertoire (Oracle 1):
The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank divine spells of your choice and five divine cantrips of your choice. You choose these from the common spells on the divine list or from other divine spells to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell rank.

You add to this spell repertoire as you increase in level. Each time you get a spell slot (see the Oracle Spells per Day table), you add a spell to your spell repertoire of the same rank. At 2nd level, you select another 1st-rank spell; at 3rd level, you select two 2nd-rank spells, and so on. When you add spells, you might add a higher-rank version of a spell you already have, so you can cast a heightened version of that spell.

Your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn't give you another spell slot, and vice versa.

Swapping Spells In Your Repertoire
As you gain new spells in your repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same rank. This spell can be a cantrip. You can also swap out spells by retraining during downtime.

Mystery (Flames) (Oracle 1):
An oracle wields divine power, but not from a single divine being. This power could come from a potent concept or ideal, the attention of multiple divine entities whose areas of concern all touch on that subject, or a direct and dangerous conduit to raw divine power. This is the oracle's mystery, a source of divine magic not beholden to any deity.

Choose the mystery that empowers your magic. Your mystery grants you additional spells, and special focus spells called revelation spells. Your mystery also gives you a unique cursebound ability that lets you draw upon the divine, as well as dictating the effects of the oracular curse that falls upon you when you touch too much of this power.

Revelation Spells
The powers of your mystery manifest in the form of revelation spells. Revelation spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to search for omens in a way befitting your mystery, like gazing into a fire, throwing bones and seeing how they fall, or meditating to hear the voices of those who came before you.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats give you more focus spells.

The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points.

You learn a revelation spell at 1st level and start with a focus pool of 1 Focus Point. This spell is an initial revelation spell determined by your mystery. You can learn additional revelation spells through oracle feats.

Oracular Curse
As an oracle, you can tap into the pure and unmitigated divine power of creation to supplement your spellcasting via cursebound abilities. These abilities grant you special benefits, but the backlash of letting this power into your mortal body manifests as an oracular curse. The more cursebound abilities you use, the more your curse worsens, but you might gain divine benefits even as it tightens its grip on your soul.

Your oracular curse is expressed using the cursebound condition, a unique condition that affects only oracles. Immediately after the first time you use a cursebound ability, you become cursebound 1, and if you use a cursebound ability while you are already cursebound, you increase the value of your cursebound condition by 1 after the ability resolves. At lower levels, you can tolerate only a modest amount of divine power, and your cursebound condition can't increase beyond cursebound 2; as you grow in levels, you can open yourself to even more power and your cursebound condition can progress to 3 and finally 4. Once saturated in divine power, your soul can't absorb any more, and so you can't use a cursebound ability if you are already at your maximum cursebound condition.

Your oracular curse lists the specific effects of being cursebound, which are cumulative as your curse progresses. You remain cursebound until you Refocus, which reduces your cursebound condition by 1 in addition to restoring a Focus Point. As your curse is a direct result of divine power, you cannot mitigate, reduce, or remove the effects of your curse or any ability with the cursebound trait by any means other than Refocusing. For example, if a cursebound effect makes creatures concealed from you, you can't negate that concealed condition through a magic item or spell, such as sure strike (though you would still benefit from the other effects of that item or spell). Likewise, cleanse affliction and similar abilities don't affect your curse at all.

At 1st level, you gain a cursebound oracle feat determined by your mystery, and you can learn additional cursebound abilities through oracle feats.

Signature Spells (Oracle 3):
Experience enables you to cast some spells more flexibly. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don’t need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you’ve learned a signature spell at a higher rank than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can replace it with any spell you could have chosen when you first selected it (i.e., of the same spell rank or lower). You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.

1st: Heal, 2nd: Dispel Magic, 3rd: Impending Doom, 4th: Sound Body (4th), 5th: Divine Immolation, 6th: Sanguine Mist (+2), 7th: Sunburst, 8th: Raise Dead (+2)

Expert Spellcaster (Oracle 7):
The intricacy of your divine power has grown clearer over time. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

Mysterious Resolve (Oracle 7):
The power of your mystery blazing in your soul makes it harder for other powers to grip your mind. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.

Magical Fortitude (Oracle 9):
Magical power has improved your body’s resiliency. Your proficiency rank for Fortitude saves increases to expert.

Divine Access (Desna) (Oracle 11):
Your mystery offers you strange access to spells typically reserved for more conventional worshippers. Choose one deity who grants one of your mystery’s granted domains. Add up to three cleric spells of your choice granted by that deity to your spell list, and to your spell repertoire as soon as you can cast spells of the appropriate rank.

Major Curse (Oracle 11):
You’ve learned to better tolerate the conflicting powers wreaking havoc on your body. The maximum cursebound value you can have increases from cursebound 2 to cursebound 3.

Oracular Senses (Oracle 11):
You have always been able to sense a bit more than others. Your proficiency rank for Perception increases to expert.

Weapon Expertise (Oracle 11):
You’ve dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.

Light Armor Expertise (Oracle 13):
You’ve learned how to dodge while wearing light or no armor. Your proficiency rank for light armor and unarmored defense increases to expert.

Premonition’s Reflexes (Oracle 13):
A chill runs through your spine as danger strikes, giving you a hair’s more time to dodge or cover yourself. Your proficiency rank for Reflex saves increases to expert.

Weapon Specialization (Oracle 13):
You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master and 4 if you’re legendary.

Achaekek’s Minor Boon (Campaign 14):
Once, when you would fail a Stealth check, you critically succeed instead. Achaekek typically grants this boon for an extremely consequential Stealth check that could lead to an assassination, such as one that could get you into position to kill an important target, but rarely on a Stealth check to help you escape.

A PC who dares to use this boon to escape in a cowardly way rather than to bolster their chances to do violence may become affected by Achaekek’s minor curse.

Achaekek’s Minor Curse
Non-sapient insects (especially mantises) become hostile against you.

Achaekek’s Moderate Boon (Campaign 14):
You can cast blood vendetta once per day as an innate divine spell; this spell automatically heightens to a rank equal to your half your level.

Master Spellcaster (Oracle 15):
You truly understand the deep and complex divine power within your mystery. Your proficiency ranks for spell attack modifiers and spell DCs increase to master.

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PROFICIENCIES
===============

Simple Weapons (E)
Sawtooth Sabers (E)
Unarmed Attacks (E)
Light Armor (E)
Unarmored Defense (E)

Class DC (Cha) (T) 33 (10 +16 Level, +2 Trained, +5 Cha)
Spell DC (Cha) (M) 37 (10 +16 Level, +6 Master, +5 Cha)

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EQUIPMENT
===============

Weapons
+2 Greater Striking Keen Cold Iron Sawtooth Saber (Standard-Grade), Silver Sawtooth Saber (Standard-Grade), Greatsword

Armor
+2 Greater Resilient, Greater Cold-Resistant Mantis Shell of Greater Invisibility (I)

Magic Items
Greater Cloak of Illusions (I), Greater Doubling Rings (I), Greater Mask of the Mantis (I), Hellfire Boots (I), Kindled Tome, Spacious Pouch (Type IV), Wand of Mental Purification (4th), Wand of Bone Flense (7th), Wand of Soothing Blossoms (3rd)

Consumables
None

Other
Backpack, Candles (10), Cold Iron Needles, Earplugs, Oilskin Pouch, Silver Needles, Silver Religious Symbol of Achaekek, Waterskin

(I) Invested

Gold
461 pp, 174 gp, 8 sp, 9 cp (4,784.89 gp)

Bulk (Encumbered 12+, Limit 17) (5, +5 Str, +2 Backpack)
7 Bulk 2 Light

Invested Items (5/10)

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DESCRIPTION
===============

Background: Servant
Languages: Common, Tian, Draconic
Deity: Achaekek
Sanctification: Unholy
Favored by the Blood Mistress: Impressive Student

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APPEARANCE AND PERSONALITY
===============

Age: 22
Eyes: Viridian; Hair: Jet
Height: 6’; Weight: 140 lb.
Ethnicity: Tian
Dragon Bloodline: Sovereign Dragon (Omen)
Likes: Feelings of Superiority, Flowers
Dislikes: Failure, Incompetence, Love
Quirks: Extremely Focused, Avoids Physical Contact
Phobias: Drowning
Song: Red

Despite her draconic blood, Yujin outwardly appears as a tall, muscular Tian woman. Her jet black hair is cut at her shoulders. Her viridian eyes are ice-cold and she holds herself in a haughty stance. She looks down upon and deems others as less-talented and unworthy of her notice unless proven otherwise. She single-mindedly focuses on her task at hand and is able to ward off unwanted distractions like love or fun. Her failure rate is near-zero and she privately chastises herself for public mistakes. She prides herself in earning the favor of the Blood Mistress at a young age but even that is just a stepping stone for her own ambitions.

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BACKGROUND
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Huang Yujin claims to be the secret 12th child of King Huang Shixin of the kingdom of Lingshen. Birthed as a contingency only for the unlike event that all others of the noble line perish, she was spirited away to Mediogalti Island and the city of Ilizmagorti. She was sold to a pirate as a servant girl and there, she was all but forgotten. But Yujin was old enough that she did not forget her lineage nor her history. She was ill-content to be merely a backup and desired to forge her own destiny, across a path of blood if necessary. Her pirate master was the only father-figure Yujin had ever known and as far as pirates go, he treated her fairly. However, Yujin knew she would never know freedom under his thumb, so at a mere 10-years-old, the first step along her path to notoriety was to brutally murder him and escape. As luck would have it, the murder was quickly discovered and Yujin was captured and would have likely been hanged if not for the Blood Mistress Jakalyn’s interference. Impressed by Yujin’s cold-hearted resourcefulness, Jakalyn made Yujin an offer. Become a Red Mantis assassin and receive her personal training and never be caught again or refuse and die under the Pirate Code. Yujin accepted the offer, and over the next decade, she dedicated herself wholly to her training and became a prized student. During this time, she also developed oracular abilities from her royal and draconic bloodlines. Flames reacted to her very presence and her ability to foretell others’ harm, caused the other students to give her a wide berth. This was fine with her. She understood the benefit of allies but in the end, she would carve her future out of her own achievements and nothing would get in her way.

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EDICTS AND ANATHEMA
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Edict: Conduct Assassinations
Edict: Spread the Red Mantis’s Infamy
Edict: Wield Sawtooth Swords
Anathema: Kill a Rightful Ruler
Anathema: Become Fixated on Petty Matters (Such as Others’ Gender or Ancestry)
Anathema: Abandon an Assassination Contract you Agreed to Pursue

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DRAGON FORM:

Huge Sovereign Dragon (Humanoid [Dragon][Dragonblood][Human])
Senses: Perception (Wis) (E) +24 (+16 Level, +4 Expert, +2 Wis, +2 Item); Darkvsion 60 ft., Imprecise Scent 60 ft.
Speed 45 ft. (Base 40 ft. +5 Fleet); Fly 120 ft.

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DEFENSE
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AC (E) 37 (21 + 16 Level)
HP 215 (128 +48 Con, +8 Human, +16 Toughness, +15 Temp)

Immune: Paralysis, Sleep
Resistances: 10 Cold, 10 Fire, 10 Mental

Fort (E) +25 (+16 Level, +4 Expert, +3 Con, +2 Item)
Ref (E) +26 (+16 Level, +4 Expert, +4 Dex, +2 Item)
Will (M) +26 (+16 Level, +6 Master, +2 Wis, +2 Item) (Dragon Blood, Mysterious Resolve)

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OFFENSE
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◆ Jaws +29 (2d12+12 piercing +2d6 mental) (Reach 10 ft.)
◆ Claw +29 (3d10+12 slashing) (Agile) (Reach 10 ft.)
◆ Tail +29 (3d10+12 bludgeoning) (Reach 15 ft.)

◆◆ Dragon Breath (14d6 mental) (Will DC 37)

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SPECIAL ABILITIES
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Dragon Breath You exhale deadly magical energy in an area, dealing 14d6 mental damage to each creature in the area with a basic Will save against your spell DC. The shape is a 30-foot cone. Once activated, Dragon Breath can't be used again for 1d4 rounds. Dragon Breath has the occult trait.

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SKILLS
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Athletics (Str) (E) +29

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KINDLED TOME (BLAZE):

Perception +17; precise vision 30 feet, imprecise hearing 30 feet, imprecise sense of heat 30 feet
Communication telepathy (Common, Pyric, and two other common languages)
Skills Arcana +21, Fire Lore +23, Nature +17
Int +4, Wis +0, Cha +5
Will +17

A kindled tome is a book of lingering blazes awakened to sapience and imbued with an enthusiasm for fire. It encourages you to learn new fire spells to inscribe within its pages. When you attempt a skill check to Learn a Spell to add a spell with the fire trait to the kindled tome, you treat your result as one step better than you rolled. The tome can be disparaging about other spells as “a waste of good page space,” especially if those spells have the cold or water traits. In addition to the activation of a book of lingering blazes, a kindled tome has the following activations.

Activate (concentrate); Frequency once per hour; Trigger You Cast a Spell with the fire trait; Effect The tome makes the flames linger, dealing 2d6 persistent fire damage to all you hit with or who fail the saving throw against the effect (doubling on a critical success on a spell attack and on a critical failure on a saving throw).

◆◆ Activate (concentrate, manipulate); Frequency once per day; Effect The tome casts fireball at 5th level to your specifications.

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UPDATES:

Start: 0 pp, 34 gp, 4 sp, 0 cp (34.4 gp)
7/21/25: +461 pp, 4 gp, 2 sp, 4 cp = 461 pp, 38 gp, 6 sp, 4 cp (4,648.64 gp)
7/23/25: Tax -20 gp = 461 pp, 18 gp, 6 sp, 4 cp (4,628.64 gp)
10/8/25: +156 gp, 2 sp, 5 cp = 461 pp, 174 gp, 8 sp, 9 cp (4,784.89 gp)