| Full Name |
Jayah Bobbleroth |
| Race |
HP: 11/11, AC: 16/12/15, F +4, R +3, W +3, Init +1, Per +7 |
| Classes/Levels |
Druid/1 (Feyspeaker Archetype) |
| Gender |
Gnome (Taldan) Female |
| Size |
Small (Height: 3'2", Weight: 38 lbs) |
| Age |
53 |
| Special Abilities |
Feyspeaker has 6 skill points per level and uses CHA instead of WIS for key spellcaster ability |
| Alignment |
Neutral |
| Deity |
Magdh |
| Location |
Wispil (Taldor) |
| Languages |
Gnome, Sylvan, Common, Druidic |
| Occupation |
Bartender |
| Strength |
13 |
| Dexterity |
13 |
| Constitution |
14 |
| Intelligence |
10 |
| Wisdom |
13 |
| Charisma |
16 |
About Jayah Bobbleroth
PFS # 267820-5
Experience 0
Faction The Concordance
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Jayah Bobbleroth
Druid 1 (Feyspeaker Archetype from Ultimate Intrigue)
N Small Female Humanoid (Gnome)
Init +1; Senses Low-Light Vision Perception +7
(Perception: +1 WIS, +2 keen senses racial, +3 class skill, 1 rank)
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Defense
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HP 11; CMD 11
AC 16 (15 without shield), Touch 12, Flat-Footed 15
(AC: +3 Wooden Armor (light), +1 Light Wooden Shield, +1 DEX, +1 size)
Fort +4, Reflex +3, Will +3
(Eternal Hope: +2 racial bonus on saving throws against fear and despair effects
Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.
Illusion Resistance: +2 racial bonus on saving throws against illusion spells and SLA )
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Offense
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Speed 20 ft.
BAB +0; CMB +0
Melee
Sickle (Small) +2 (1d4+1 One-handed Slashing, trip x2)
or Scythe (Small) +2 (1d6+1 Two-handed Piercing or Slashing, trip x4)
Or Shield Bash (Small) +2 (1d2+1 Off-Hand Bludgeoning, x2)
Or Unarmed Strike (Small) +2 (1d2, Bludgeoning, x2)
Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your druid level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your charisma modifier. These rounds do not need to be consecutive.
Ranged
Dart (Small) +2 (1d3 Piercing Range 20 x2)
Touch +2 (Varies x2)
Ranged Touch +2 (Varies x2)
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Statistics
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Str 13 (+1), Dex 13 (+1), Con 14 (+2), Int 10, Wis 13 (+1), Cha 16 (+3)
Skills
Acrobatics -1, (-2 AC penalty +1 DEX)
Appraise 0, INT
Bluff 3, (class skill gained from Fey Speech (Ex), +3 CHA)
Climb -1, (druid class, -2 AC penalty +1 STR)
Craft 0, (druid class, INT)
Diplomacy 3, (class skill gained from Fey Speech (Ex), +3 CHA)
Disguise 3, (class skill gained from Fey Speech (Ex), +3 CHA)
Escape Artist -1, (-2 AC penalty +1 DEX)
Fly 1, (druid class -2 AC penalty +1 DEX, +2 size bonus)
Handle Animal 3, (druid class, +3 CHA)
Heal 5, (druid class, 1 rank, +1 WIS) +2 if using Healer's Kit
Intimidate 3, (+3 CHA)
Knowledge (geography) 0, (druid class, INT)
Knowledge (local) 1, (1 rank, INT)
Knowledge (nature) 1, (druid class, Fey Speech (Ex) replaced Nature Sense so no +2, +1 Scholar of Balance trait,INT)
Knowledge (planes) 5, (1 rank, class skill and +1 from Scholar of Balance trait, INT)
Perception 7, (druid class, 1 rank, +2 Keen Senses racial trait, +1 WIS)
Profession (Bartender) 7, (druid class, 1 rank, +2 Obsessive racial trait, +1 WIS)
Ride -1, (druid class, -2 AC penalty +1 DEX)
Sense Motive 1, (class skill gained from Fey Speech (Ex), +1 WIS)
Spellcraft 4, (druid class, 1 rank, INT)
Stealth 3, (-2 AC penalty +1 DEX. +4 size)
Survival 1, (druid class, Fey Speech (Ex) replaced Nature Sense so no +2, +1 WIS)
Swim 0 (druid class) (-2 AC penalty +1 STR, +1 Wooden Armor)
Feats Lightning Reflexes ( +2 bonus on all Reflex saving throws)
Trait Scholar of Balance (Concordance from GPSOP) : You gain a +1 trait bonus on Knowledge (nature) and Knowledge (planes) checks, and Knowledge (planes) becomes a class skill.
Trait Shaper of Reality (Magdh from Inner Sea Gods): Once per day, you can cast either a conjuration spell or a transmutation spell at +1 caster level.
Languages Common, Gnome, Sylvan, Druidic
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Other Abilities
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Illusion Resistance: +2 to saves vs. Illusion spells and spell-like abilities.
Keen Senses: +2 to Perception checks.
Obsessive: +2 to Profession (bartender) checks.
Low-Light Vision: See twice as far in dim light.
Gnome Magic: +1 DC to saving throws vs. Jayah's spells from the Illusion school. Also, gain each of the following spells once per day as a spell-like ability: Dancing lights, ghost sound, prestidigitation, speak with animals. Caster level 1, DC 10 +spell level +3 CHA
Eternal Hope: +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.
Combat Gear Dart (Small) (5), Sickle (Small), Scythe (Small), Wooden armor (light, small), Light Wooden Shield (small)
Other Gear Pouch - belt, Spell component pouch, Backpack, Waterskin, Blanket, Flint and Steel, Holly and mistletoe, Mess kit, Soap (per lb), Traveler's outfit, Torch (2), Teapot, Tea, Rations - trail (per day) (5), Oldlaw Whiskey (bottle), Healer's kit, Felwil - dose (0)
Total Weight: 36.3 (light load (up to 38))
Money: 15 GP, 9 SP, 8 CP
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Special Abilities
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Nature Bond (Ex): Plant cleric domain
Special Attacks Wooden Fist (Su) from Plant Domain (4 rounds/day)
1 Domain Spell Slot - 1st level spell Entangle
Spell-Like Abilities
Gnome Magic (dancing lights, ghost sound, prestidigitation, speak with animals) (1 per day for each)
Fey Magic: At 1st level, a feyspeaker allows the strange idylls of the fey to guide her magic. The feyspeaker uses her Charisma score instead of her Wisdom score as her key spellcasting ability score (to determine her spell DCs, bonus spells per day, concentration checks, and so on).
Fey Speech (Ex) At 1st level, a feyspeaker’s words carry a tiny fragment of the otherworldly power of the fey’s voices. She gains Bluff, Diplomacy, Disguise, and Sense Motive as class skills. A feyspeaker also learns Sylvan as a bonus language. In addition, the feyspeaker gains a number of skill ranks at each level equal to 6 + her Intelligence modifier, instead of 4 + her Intelligence modifier. The feyspeaker’s base attack bonus from her druid levels is equal to half her druid level (much like a sorcerer’s base attack bonus is calculated), rather than the usual druid base attack bonus.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Wild Mischief (Ex) At 1st level, a feyspeaker can fool an animal into thinking there is food, a potential mate, or a predator nearby. This ability functions just like a Bluff check to deceive a character. To determine the result of
the wild mischief check, the feyspeaker rolls 1d20 and adds her druid level and her Charisma modifier. As with Bluff checks, wild mischief checks are modified depending on the believability of the false information. A typical domestic animal is not particularly suspicious of the feyspeaker (no circumstance modifier), whereas wild animals are usually suspicious (–5 penalty on the check). To use wild mischief, the feyspeaker and the animal must be able to study each other, which means they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute, but as when influencing people, it could take more or less time. A feyspeaker can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
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Spells and Spell-like Abilities
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Gnome Magic (1/day for each)
Dancing Lights (evocation, medium: 100 ft+10 ft/lvl, 10-ft radius burst, 1 min, DC 13, save: no, SR: no) Creates torches or other lights - Up to 4 moving lights
Ghost Sound (illusion, close: 25 ft+5 ft/2 lvl, 1 round, DC 14, save: will disbelief, SR: no) Figment sounds.
Prestidigitation (universal, 10 ft, 1 hour, DC 13, save: -, SR: no) Performs minor tricks.
Speak with Animals (divination, range: personal, 1 min/lvl, DC 14, save: no, SR: no)
Orisons (prepare 3/day, use each at will)
Flare: (evocation, close: 25ft+5ft/2lvl, instant, DC 13, save: Fort SR: yes) Dazzles one creature (–1 penalty on attack rolls).
Guidance: (divination, touch, 1 min, DC 13, save: Will (h), SR: yes) +1 on one attack roll, saving throw, or skill check.
Light: (evocation, touch, 10 min/lvl, DC 13, save: none, SR: no) Object shines like a torch (20 ft radius).
Level 1 (2/day)
Cure Light Wounds: (conjuration, touch, instant, DC 14, save: Will (h), SR: yes (h))Cures 1d8 damage + 1/level (max +5).
Faerie Fire: (evocation, long: 400ft+40ft/lvl, 5ft radius burst 1 min/lvl, DC 14, save: no SR: yes) Outlines subjects with light, canceling blur, concealment, and the like.
Plant Domain Level 1 (1/day)
Entangle (transmutation, long range (400+40 ft/lvl), 40-ft radius, duration 1 min/lvl, DC 14, save: reflex partial, SR no) Plants entangle everyone in 40-ft. Radius.
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Tracked Resources
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Rations: /5
Darts: /5
Healer's Kit: /10
Torches: /2
Eternal Hope Reroll: /1
Shaper of Reality conjuration/transmutation level increase: /1
Prestidigitation: /1
Dancing Light: /1
Ghost Sound: /1
Speak with Animals: /1
Orison: /3
Druid Level 1: /2
Wooden Fist: /6
Plant Domain level 1 spell: Entangle /1
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Description
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Jayah grew up in Wispil (Taldor) and has only recently moved to Uringen in the Embeth Forest (River Kingdoms) to get a fresh start after the end of a long relationship, leaving behind the camaraderie of fellow Taldan opera devotees and easy ability to sate her taste for felwil. It was in Uringen that she was recruited into the Pathfinder Society.
At the age of 53, she is closer to middle age than adolescence. With dusky pink skin, fire-orange hair and hazel eyes, she does not make an effort to be known for beauty or allure - she dresses for practicality, and especially POCKETS.
While she finds solace in plants and green spaces, she has an unusually strong draw to the First World, and has always had intense dreams and daydreams. She hears the whispers of the natural world like fey creatures do, and is learning to mimic those tantalizing murmurs in order to influence the minds of both wild beasts and civilized people. She is a devotee of the Eldest, and is particularly drawn to the prophetess and seer Magdh. Magdh the Three is the three-faced Eldest of the branching paths of fate and the interplay between possible realities and futures. As a follower of Magdh, she believes in always looking at situations from at least three perspectives and acting with foresight rather than rushing in unprepared, making her much less impulsive than many of her fellow gnomes.