Ramona Avandth

Janna Ravanos's page

64 posts. Alias of Tom G.


Full Name

Janna Ravanos

Race

| HP 173 (Resist: Mental 7 (15 while unleashed), Fire 5, Electricity 5 | AC 36 (37 with shield) | F +24 R +25 W +26[Walls of Will] | Perc +25 (+26 for init)

Classes/Levels

| Speed 30ft | Spells 1st: 2/2 2nd: 1/2 3rd: 0/2 4th: 1/2 5th: 2/2 6th: 0/2 7th 0/2 8th 1/1| Spell DC 36 | Focus Points: 3/3 | Staff: 7/7

Gender

Female Medium Human Psychic Acrobat Alchemist Red Mantis Assassin 15 (She/Her)

About Janna Ravanos

Janna is a slight and unassuming young woman from the River Kingdoms. She has chestnut hair, is shorter than average at only just above 5 feet, and has a quiet voice that others have to strain to hear. That is until she puts on her Mask of the Mantis, when her palpable psychic aura and air of command cannot be denied. She grew up an unwanted burden to her mother Elana, who was a bandit and sometimes cut-throat who taught Janna alchemy and spite. When her mother was arrested and executed for killing a cousin to the Lord of Daggermark she found herself alone, until she was offered a trip to Ilizmagorti and tutoring with the Red Mantis. It wasn't until years later when she'd been taken under the wing of Blood Mistress Jakalyn herself that she realised her mother had been just a scapegoat for the murder. A Red Mantis assassination would be too unseemly for the ruling family to have made public.

Brilliant and motivated, Janna excelled at the Crimson Citadel, and showed prodigious talent for poison making and graceful acrobatics. As devout a worshipper of Achaekek as anyone else, she believes Assassination is a natural check against tyranny, and that the Red Mantis organisation have been too timid in their adherance to the edict against "Rightful Rulers". She has argued that a ruler ought only be considered rightful if the majority of their peasants believe it so, and the moment that ceases to be true the Red Mantis should stand ready to intervene. She studies day and night, researching new poisons to deliver swift or painful death, and learning the anatomy of every species on Golarian. Some whisper that she should spend less time researching and more time out in the world on missions, but they never do it within her earshot, and when she does join them on a mission, they are grateful of her expertise when she treats their wounds and saves their lives.

Her natural psychic powers first manifested when watching the execution of her mother. The headsman missed the block three times with his axe, and it was only when he struck his own leg and had to be carried away that they gave up and strung Elana up to a tree branch. Sometimes Janna wonders if it were guilt over the innocent death that caused the Red Mantis to take her in, or interest at her burgeoning abilities. Either way, she wouldn't change it for the world.

Janna Ravanos
Female Human Psychic Acrobat Alchemist Red Mantis Assassin 15
Conscious Mind: The Unbound Step
Subconscious Mind: Gathered Lore
Background: Martial Disciple
Perception: +25 (+26 for initiative) (+19 Expert, +4 WIS, +2 Item, +1 status for initiative)
Languages: Common, Dwarven, Elven, Halfling, Orcish, Sakvroth
AC: 36 (10 + 19 Expert, +2 Item, +5 DEX)
HP: 173 (15*(6 Psychic + 4 CON) = 150, +8 Human +15 Toughness)
Resistances: Mental 7 or 15 while Psyche Unleashed (Mental Buffer), Fire 5, Electricity 5
Speed: 30 ft. (Base 25 ft. +5 Fleet)

Fort [E]: +24 (+19 Expert, +4 CON, +1 Item)
Ref [E] +25 (+19 Expert, +5 DEX, +1 Item)
Will [M] +26 (+21 Master, +4 WIS, +1 Item) (Walls of Will)

STR +0, DEX +5, CON +4, INT +5, WIS +4, CHA 1

Attribute Boosts:

Ancestry +DEX +INT
Background +DEX +INT
Class +INT
Free +CON +DEX +WIS +INT
Level 5 +CON +DEX +WIS +INT
Level 10 +CON +DEX +WIS +INT
Level 15 +CON +DEX +WIS +CHA

========================
REACTIONS
========================

Fading
Trigger You are targeted with a Strike by someone you can detect. Requirements Your Crimson Shroud is active.
Dodge Away
Trigger You are the target of a melee attack. Requirements You're aware of the attack and aren't off-guard.
Blood Vendetta
Trigger A creature deals piercing, slashing, or persistent bleed damage to you Requirements You can bleed
Aid (Probably with Occultism with a +4 Circumstance bonus via Recall the Teachings and Cooperative Nature)
Trigger An ally is about to use an action that requires a skill check or attack roll. Requirements The ally is willing to accept your aid, and you have prepared to help

Fight with Fear (Mind of Menace cast from a wand during daily preparations)
Trigger A creature that you can see uses a mental effect against you

========================
SPECIAL ABILITIES
========================

Battle Medicine
Crimson Shroud
Frequency once per hour
Kip Up
Psi Burst - Psyche
Frequency once per round 7d4
Psi Catastrophe - Psyche
14d6 damage
Quick Alchemy
Recall the Teachings - Psyche
Unleash Psyche
Requirements You're in an encounter, you Cast a Spell on your previous turn, and you aren't stupefied.
Achaekek's Minor Boon
Fail Stealth -> Critical Success once
Achaekek's Moderate Boon
7th-Rank Blood Vendetta once per day

========================
ITEM ABILITIES
========================

◆◆ Draw Hood (Greater Cloak of Illusions)
Frequency once per day Effect 4th-rank Invisibility
◆◆ Enhance Vision (Greater Mask of the Mantis)
Frequency once per day Effect 5th rank Darkvision or See the Unseen
◆◆ Vernai's Ire (Greater Mask of the Mantis)
Effect Candle glow and +1 to Intimidation
Jangling Dash (Bracelet of Dashing)
Frequency once per day Effect +10-foot status bonus to speed
Mind's Light Circlet
Frequency once per day Effect Gain 1 Focus point for an amp this turn
Shadow Signet
Effect Target Fort or Ref DC instead of AC with Spell Attack

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OFFENCE
========================

Melee: +1 Striking Sawtooth Saber +25 (+19 Expert, +5 DEX, +1 Item) (Agile, Finesse, Twin, Uncommon, Magical), Damage 2d6+2 S

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SKILLS
========================

Skill Training:

Stealth [Background]
Occultism [class bonus]
Acrobatics [class 1]
Arcana [class 2]
Deception [class 3]
Society [class 4]
Nature [class 5]
Religion [class 6]
Thievery [class 7]
Warfare Lore [Background]
Crafting [Natural Skill 1]
Athletics [Natural Skill 2]
Medicine [Skilled Heritage]
Survival [Level 9 Alchemist Dedication]
Diplomacy [Level 10 INT increase]


Skill Increases:

2 - Stealth (Expert) - From Red Mantis Dedication
2 - Acrobatics (Expert) - From Acrobat Dedication
3 - Occultism (Expert)
5 - Crafting (Expert)
5 - Medicine (Expert) - From Natural Skill
7 - Occultism (Master)
9 - Medicine (Master)
11 - Crafting (Master)
13 - Stealth (Master)
15 - Stealth (Legendary)

Acrobatics M +29 (+23 Legendary, +5 DEX, +1 Item)
Arcana T +22 (+17 Trained, +5 INT)
Athletics T +17 (+17 Trained, +0 STR)
Crafting M +27 (+21 Master, +5 INT, +1 Item)
Deception T +18 (+17 Trained, +1 CHA)
Diplomacy T +18 (+17 Trained, +1 CHA)
Intimidation +1 (+1 CHA)
Achaekek Lore M +28 (+23 Legendary, +5 INT)
Assassin Lore T +22 (+17 Trained, +5 INT)
Warfare Lore T +22 (+17 Trained, +5 INT)
Medicine M +25 (+21 Master, +4 WIS)
Nature T +21 (+17 Trained, +4 WIS)
Occultism M +28 (+21 Master, +5 INT, +2 Item)
Performance 0 +0 (+0 CHA)
Religion T +21 (+17 Trained, +4 WIS)
Society T +22 (+17 Trained, +5 INT)
Stealth M +30 (+23 Legendary, +5 DEX, +2 Item)
Survival T +21 (+17 Trained, +4 WIS)
Thievery T +22 (+23 to Open Locks and Disable Devices) (+17 Trained, +4 WIS)

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PSYCHIC SPELLS
========================

Spell DC: 36 (10 +21 Master, +5 INT)
Spell Attack: +26 (+21 Master, +5 INT)

Psi Cantrips
Distortion Lens (H +7) (20 foot range bonus/penalty)
◆◆ Phase Bolt (H +7) (10d4 damage, 17d4 amped)
◆◆ (or ◆ amped) Warp Step
Ghostly Shift (H+5) (4 resistance, 4d6 amped damage)
◆◆ Imaginary Weapon (H +7) (9d8 damage, 16d8 amped)
◆◆ Tesseract Tunnel (H +3)
Cantrips
◆◆ Needle Darts (H +7) (10d4 piercing, 8 bleed)
◆◆ Haunting Hymm (H +7) (4d8 sonic)
◆◆ Telekinetic Projectile (H +7) (9d6 damage)

------------------------

Rank 1 (2 per day)
◆◆ Fear
◆ to ◆◆◆Force Barrage*
◆◆ Thoughful Gift (CM)
------------------------

Rank 2 (2 per day)
◆◆ Albatross Curse
Blood Vendetta*
◆◆ Enlarge (CM)

Signature Spells:
◆ to ◆◆◆Force Barrage (H +1)
------------------------

Rank 3 (2 per day)
◆◆ Fear (H +2) Targets 5 creatures
◆◆ Heroism*
◆◆◆ Rally Point (CM)

Signature Spells:
◆ to ◆◆◆Force Barrage (H +2) (2 missiles per action)
Blood Vendetta (H +1)
------------------------

Rank 4 (2 per day)
◆◆ Rewrite Memory
◆◆ Bloodspray Curse*
◆◆ Translocate (CM)

Signature Spells:
◆ to ◆◆◆Force Barrage (H +3) (2 missiles per action)
Blood Vendetta (H +2) (6d6 bleed)
◆◆ Heroism (H +1)
------------------------

Rank 5 (2 per day)
[1 minute] Mind Probe
◆◆ Vision of Death*
◆◆◆ Strange Geometry (CM)

Signature Spells:
◆ to ◆◆◆Force Barrage* (H +4) (3 missiles per action)
Blood Vendetta (H +3) (6d6 bleed)
◆◆ Heroism (H +2)
◆◆ Bloodspray Curse (H +1)
------------------------

Rank 6 (2 per day)
◆◆Slow (H +3) (Targets 10 creatures)
◆◆ Vampiric Exansguination*
◆◆ Collective Transposition (CM)

Signature Spells:
◆ to ◆◆◆Force Barrage (H +5) (3 missiles per action)
Blood Vendetta (H +4) (8d6 bleed)
◆◆ Heroism (H +3) (+2 status)
◆◆ Bloodspray Curse (H +2) (3d6 damage, 3d6 bleed)
◆◆ Vision of Death (H +1) (12d6 mental)
------------------------

Rank 7 (2 per day)
◆◆ Telekinetic Bombardment*
[10 minutes] Teleport (H +1) (range 1,000 miles)
◆◆ Momentary Recovery (CM)

Signature Spells:
◆ to ◆◆◆Force Barrage (H +6) (4 missiles per action)
Blood Vendetta (H +5) (8d6 bleed)
◆◆ Heroism (H +4) (+2 status)
◆◆ Bloodspray Curse (H +3) (3d6 damage, 3d6 bleed)
◆◆ Vision of Death (H +2) (14d6 mental)
◆◆ Vampiric Exanguination (H +1) (14d6 void)
------------------------

Rank 8 (2 per day)
◆◆ Hidden Mind*
◆◆ Quandry (CM)

Signature Spells:
◆ to ◆◆◆Force Barrage (H +7) (4 missiles per action)
Blood Vendetta (H +6) (10d6 bleed)
◆◆ Heroism (H +5) (+2 status)
◆◆ Bloodspray Curse (H +4) (4d6 damage, 4d6 bleed)
◆◆ Vision of Death (H +4) (16d6 mental)
◆◆ Vampiric Exanguination (H +2) (16d6 void)
------------------------

* denotes Signature Spell
(CM) denotes Conscious Mind granted spell

========================
GREATER STAFF OF THE UNBLINKING EYE
========================

Cantrips
◆◆ Detect Magic (H +7) (pinpoint most powerful)

------------------------

Rank 1
Sure Strike

------------------------

Rank 2
◆◆ Darkvision
◆◆ See the Unseen
◆◆ Translate

------------------------

Rank 3
◆◆ Darkvision
◆◆ Mind Reading

------------------------

Rank 4
[1 minute] Clairvoyance
◆◆ Detect Scrying
◆◆ Telepathy

------------------------

========================
DIVINE SPELLS
========================

Spell DC: 32 (10 +21 Master, +1 CHA)
Spell Attack: +22 (+21 Master, +1 CHA)

Cantrips
Shield (H +7) Hardness 20
◆◆ Stabilize

------------------------

Rank 1
◆◆ Fleet Step
◆◆ Bless

------------------------

Rank 2
◆ to ◆◆◆ Heal (H +1) (2d8/2d8+16/2d8 Healing)

------------------------

Rank 3
◆ to ◆◆◆ Heal (H +2)
(3d8/3d8+24/3d8 Healing)
------------------------

Focus
------------------------
◆◆ Achaekek's Clutch (H +3)

========================
Alchemy
========================

Alchemist Class DC: 34 (10 +19 Expert, +5 INT)
Bomb Attack: +21 (+17 Trained, +4 DEX)

Formula Book:
------------------------
Elixir of Life
Antidote
Numbing Tonic
Bottled Lightning
Antiplague
Alchemist's Fire
Acid Flask
Cheetah's Elixir
Cognative Mutagen
Scarlet Mist
Frost Vial
Breath of the Mantis God

Daily Preparations: Breath of the Mantis God(x2), Elixir of Life, Major Blood Sight Elixir

========================
ITEMS
========================

Starting Gear:

13 - Winged Rune
12 - Mind's Light Circlet <1> (Actually level 11)
12 - Greater Mask of the Mantis <2> (Actually level 11)
11 - +2 Resilient Explorer's Clothing
10 - Shadow Signet <3>
10 - Greater Staff of the Unblinking Eye
Fortunate Foundling - Greater Cloak of Illusions <4>

Purchased Items:
Ledger
Bracelet of Dashing <5>
Wand of Mind of Menace
+1 Striking Sawtooth Saber
Adventurer's Pack
Dagger
Infiltrator Tools
Infiltrator Picks
Expanded Healer's Tools
Superb Repair Kit
Spacious Pouch (Type I)
Charm of Resistance (Fire) <6>
Charm of Resistance (Electricity) <7>

<n> denotes nth invested item

========================
SKILL FEATS
========================

Background - Cat Fall
2 - Additional Lore (Achaekek Lore)
4 - Battle Medicine
6 - Continual Recovery
8 - Graceful Leaper
10 - Kip Up
12 - Ward Medic
14 - Swift Sneak

========================
ANCESTRY FEATS
========================

1 - Natural Skill - Crafting, Athletics
5 - Natural Ambition - Mental Buffer
9 - Multitalented - Alchemist Dedication
13 - Cooperative Nature

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CLASS FEATS
========================

2 - Acrobat Dedication
4 - Psi Burst
6 - Parallel Breakthrough - Imaginary Weapon
8 - Dodge Away
10 - Advanced Alchemy
12 - Alchemical Power
14 - Psi Catastrophe

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FREE ARCHETYPE FEATS
========================

2 - Red Mantis Assassin Dedication
4 - Basic Red Mantis Magic
6 - Crimson Shroud
8 - Achaekek's Grip
10 - Fading
12 - Vernai Training
14 - Gang Up

========================
GENERAL FEATS
========================

3 - Toughness
7 - Robust Health
11 - Fleet
11 - Legendary Sneak