Lenira Re

Ilyaleh Kajij's page

132 posts. Organized Play character for hiyami.


Full Name

Ilyaleh Kajij

Race

| HP: 8/8 | AC: 12 (12 Tch, 11 Fl) | CMB: +1, CMD: 12 | F: +1, R: +2, W: +2 | Init: +1 | Perc: +0, SM: +0

Classes/Levels

| Speed 30ft | Burning Hands 1/1 | Spells: 1st 2/2 | Active conditions: None.

Wands:
Two charges on CLW wand, Aviram's CLW wand

Gender

Female NG Ifrit Witch (Fortune) 1

Age

74

Alignment

Neutral Good

Deity

Sarenrae

Languages

Common, Elven, Gnome, Halfling, Ignan

Strength 12
Dexterity 13
Constitution 12
Intelligence 17
Wisdom 10
Charisma 12

About Ilyaleh Kajij

Ilyaleh Kajij
Female ifrit witch 1 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 2 160)
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2) (currently 6)
Fort +1, Ref +4, Will +2
Immune dazzled; Resist fire 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee quarterstaff +1 (1d6+1)
Special Attacks hex (fortune[APG])
Spell-Like Abilities (CL 1st; concentration +2)
. . 1/day—burning hands (DC 12)
Witch Spells Prepared (CL 1st; concentration +4)
. . 1st—burning hands (DC 14), touch of combustion[ARG] (DC 14)
. . 0 (at will)—detect magic, guidance, read magic
. . Patron Animals
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Statistics
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Str 12, Dex 13, Con 12, Int 17, Wis 10, Cha 12
Base Atk +0; CMB +1; CMD 12
Feats Firesight[ARG]
Traits dangerously curious, deft dodger
Skills Acrobatics -2 (-6 to jump), Craft (alchemy) +7, Heal +4, Knowledge (nature) +7, Spellcraft +7, Use Magic Device +6
Languages Common, Elven, Gnome, Halfling, Ignan
SQ witch's familiar (fox named Ara)
Combat Gear acid, alchemist's fire, healer's kit; Other Gear quarterstaff, backpack, bedroll, belt pouch, blanket[APG], flint and steel, ink, inkpen, module bag from mayor uptal, paper (4), piece of trail map that leads from kassen to everflame crypt, scroll case, silk rope (50 ft.), small bottle of local brandy, small tent, spell component pouch, trail rations (4), trail rations (5), waterskin, waterskin, winter blanket, 36 gp, 7 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Firesight You can see through fire and smoke without penalty, ignoring cover or concealment.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Immunity to Dazzled You are immune to the dazzled condition.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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In her youth, there was a two week period in which several larger, ah... individuals, per se, got a hold of her. They didn't like her because she was confrontational, quick to anger, and had no problems pointing out who was to blame if something went ill. They would take their frustrations out on her, physically abusing her, half-drowning her, and emotionally fragmenting her.

As a result, when Ilyaleh escaped, the store she'd been held captive in was burned to the ground. At least one of her tormenters was in the mess, but she didn't know or care. She ran back to her parents and they packed up their things and moved on. They were clearly not welcome here - and they didn't want to deal with the locals, enraged at the damages and unaware of why it had happened.

This incident caused Ilya to stay away from people. Her friends were the animals she encountered here and there. Her fox familiar, Ara, is one such creature. Although she eventually recovered from her traumatic experience and mostly handles interactions with others well - potentially better than the other, more hot-headed members of her race - she still doesn't actually like people. As such, she doesn't have any friends. She doesn't really, um. Talk to people, per se, but Ara has begun encouraging her to actually give them a try, if only for the novelty of the experience.

After all, if the worse thing that comes out of trying to work with people is that she gets to tell her familiar that she'd told him people were bad news... Well, that wasn't so bad. She'd at least try. And who knew? Maybe he was right - maybe she'd find people that weren't selfish and caught up in their own goals.

People who wanted to be free.

Ara (Familiar):
Ara
Male fox (Pathfinder RPG Ultimate Magic 112)
CN Tiny magical beast (animal)
Init +1; Senses low-light vision, scent; Perception +7
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Defense
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AC 14, touch 13, flat-footed 13 (+1 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +2
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Offense
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Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2½ ft.; Reach 0 ft.
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Statistics
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Str 9, Dex 13, Con 11, Int 6, Wis 11, Cha 6
Base Atk +0; CMB -1; CMD 8 (12 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +1 (+13 to jump), Heal +1, Perception +7, Spellcraft -1, Survival +0 (+4 to to track by scent), Use Magic Device -1; Racial Modifiers +4 Survival to to track by scent
SQ hunting, improved evasion
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Special Abilities
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Hunting [Trick] The animal has been trained for hunting.
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.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Faction Journal Card Liberty’s Edge
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The past century has ushered in a series of rebellions that founded revolutionary nations like Andoran and Galt. The Liberty’s Edge faction hopes to see all forms of tyranny wiped from the Inner Sea region while cleansing corruption from even the good-intentioned states. A Liberty’s Edge operative improves his reputation by spreading freedom’s ideals wherever he goes, even by bending the rules of tyrannical law in order to plant the seed of liberty. The faction now seeks to spread its message of hope and freedom to the Elemental Planes.

Season 8 Rewards:

Freedom Fighter (2+ goals): Gain a +1 bonus on attack rolls and weapon damage rolls against known slavers. For the purposes of this reward, a slaver is a creature that owns at least five slaves, is maintaining a compulsion spell or effect to control a creature for at least one day, or is explicitly cited as trafficking slaves.
Bond Breaker (4+ goals): Once per adventure, you may perform one of two liberating acts. You may cast shatter as a spell-like ability, with a DC equal to 12 plus half the number of goals you have completed (rounded down). Alternatively, you may deal 1d10 additional points of damage on your next attack against a creature or object with hardness. If your weapon’s critical multiplier is x3 or x4, you deal 2d10 or 3d10 additional points of damage, respectively.
Liberator (7+ goals): When you or any of your allies reroll a check to escape a grapple, an Escape Artist check, a Will save against a compulsion effect, or a Reflex save to avoid being entangled, staggered, or paralyzed, that character may roll two dice and use the better result. Once per adventure you can grant a free reroll to a PC who is attempting one of these checks.

Goals:

Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.

0/3 Liberate one or more slaves, captives, or hostages during an adventure.

0/1 Defeat a known slaver whose Challenge Rating is at least equal to your character level. For the purposes of this goal, use the definition of slaver from the Freedom Fighter reward.

0/1 In a region where slavery is legal, deliver a speech against tyranny, slavery, or corruption to a crowd of at least 20 participants. Doing so requires a successful Diplomacy or Perform (acting, comedy, or oratory) check (DC = 15 + your character level).

0/2 Fulfill one of the goals above on an Elemental Plane or in pursuit of the freedom of a creature with the air, earth, elemental, fire, or water subtype. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.

0/2 Forgo your Downtime to nonviolently fight for the cause of liberty by spending time organizing protests, freeing slaves, or distributing revolutionary material. Doing so requires a successful Disable Device, Knowledge (local), or Stealth check (DC = 15 + your character level).

0/2 Defy local law or tradition in a way that assists you and your allies without endangering the mission or threatening innocent lives.

0/1 Possess a CMD against a grapple of at least 25, the evasion class feature, or the ability to cast freedom of movement or break enchantment. Permanent magic items that grant these abilities count, but consumable items such as scrolls do not.

0/3 – 0/2 Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes count as one goal for earning faction rewards; checking all 5 counts as two goals.