Marquess Tanasha Starborne

Jayma's page

1,025 posts. Organized Play character for Palandri.


Full Name

Jayma

Race

Speed 40' | Focus □ | Spells DC 26; Slots: 1□□□□ 2□□□□ 3 □□□□ 4 □□□□|

Classes/Levels

Hero 1 | Detect Magic (Init +12) | ✋ Staff of Fire | Status:

Gender

CN Female Gnome Noble Sorcerer 8 | ♥️ 74/74 | AC 23 | F+14 R+13 W+15 | Perc +12 (Darkvision) |

Special Abilities

◆◇↺♥️✋□☑ම@

Deity

AC 23

Location

AC 24 (Shield - H:15)

Languages

AC 24 (Inspire Defense)

Occupation

AC 25 (Shield - H:15, Inspire Defense)

About Jayma

Name: Jayma
Ancestry: Gnome
Heritage: Umbral
Background: Noble
Class: Sorcerer (Imperial)
Alignment: Chaotic Neutral
Deity: Shyka
Home Region: Inner Sea (Cheliax - Brastlewark)

Level: 8
XP: 87
Class DC: 26 (E)

Max HP: 74 (L2:False Life)
AC: 23
Size: Small
Speed: 40 feet (25[Gnome] +5[Fleet] +10[status Longstrider])
Senses: Low-Light Vision, Darkvision
Languages: Common, Draconic, Dwarven, Gnomish, Goblin, Infernal, Sylvan, Halfling, Osiriani
Traits: Gnome, Humanoid

Ability Scores: Str -1, Dex +2, Con +1, Int +4, Wis +2, Cha +4 (19)
Perception: +12 (T)
Saving Throws: Fort +14 (E) - Ref +13 (T) - Will +15 (E)

Description:

Age: 32
Gender: Female (she/her/hers)
Height: 37" (86cm)
Weight: 30 lbs (14 kg) (slight)
Hair: Bright Orange (pixie cut)
Eyes: Dark Green
Skin: Fair

Jayma is a small female gnome dressed in an impressive set of cutting-edge clothing of the latest fashion. The eyes are first drawn to her pixie-cut bright orange hair framing a beautiful, but strangely otherworldly face. They soon move to take in the multi-colored hooded coat covering a peplum bustier that barely conceals her ample charms. Her leather breeches and boots in coordinating colors complete the outfit. At her belt are two sheathed decorative daggers that show no signs of wear. Various pieces of jewelry can be seen attached to her clothing or on her fingers. In her hand is a staff that looks like a blackened and burned length of ashen wood.

See Jayma in all her splendor

Moving unceasingly from one shoulder to another, occasionally diving into her coat or backpack only to quickly emerge elsewhere, is a white ermine with oddly intelligent eyes.

Background:

Jayma is a gnome noble princess from Brastlewark. A granddaughter of Drum Thornfiddle, King of the Gnomes. Young and beautiful, but with an awkward proclivity for magic, and a wanderlust that conflicted with her duties as a gnomish princess. Upon the ascendancy of Abrogail Thrune II to the throne of Cheliax in 4709, she slipped away from Brastlewark to avoid a potentially untimely death in the purge of non-Diabolists that followed. Has been adventuring around Golarion as a Pathfinder ever since. Generally avoids entering Cheliax, and absolutely avoids going anywhere near Brastlewark, in case she is recognized and returned to the court.

Feats:

Animal Accomplice (Ermine Familiar Twyl)
You gain a familiar. The type of animal is up to you, but most gnomes choose animals with a burrow Speed.

Courtly Graces
You can use Society to Make an Impression on a noble, as well as with Impersonate to pretend to be a noble if you aren’t one. If you want to impersonate a specific noble, you still need to use Deception to Impersonate normally, and to Lie when necessary.

Group Impression
When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.

Dandy Dedication
You can use the Diplomacy skill to perform the special downtime activity Influence Rumor, spending at least one day of downtime to manipulate the course, tone, or content of a rumor to your benefit. The difficulty of Influencing a Rumor is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically starts with at least DC 15 for a small village and increases to at least DC 20 for a town, at least DC 30 for a city, and at least DC 40 for a metropolis.

Empathetic Plea (↺)
Trigger You are attacked by a creature that you haven't yet acted hostile toward. You must use this reaction before the creature rolls its attack.
Attempt a Diplomacy check against your attacker's Will DC.
Critical Success The creature pulls its attack, wasting its action, and can't use hostile actions against you until the beginning of its next turn.
Success The creature takes a –2 circumstance penalty to damage on the triggering Strike and all its Strikes against you until the beginning of its next turn. The penalty is –4 if you're an expert in Diplomacy, –6 if you're a master, and –8 if you're legendary.
Failure The creature's attack is unaffected, and the creature is temporarily immune to your Empathic Pleas for 24 hours.

Intimidating Glare
Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Gossip Lore
You are trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat.
If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can't increase your proficiency rank in Gossip Lore by any other means.

Gnome Obsession
Pick a Lore skill (Devil Lore). You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore as well as the Lore granted by your background (Genealogy Lore), if any. At 7th level you gain master proficiency in these Lore skills, and at 15th level you gain legendary proficiency in them.

Recognize Spell (↺) (PFS Level 5 Bonus Feat)
Trigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.
If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure.
Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.
Success You correctly recognize the spell.
Failure You fail to recognize the spell.
Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice.

Group Coercion
When you Coerce, you can compare your Intimidation check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets you can Coerce in a single action increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.

Dangerous Sorcery
When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level.

Fleet
Your Speed increases by 5 feet.

Enhanced Familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.

Abilities:

Skills:

Acrobatics: +13 (T) (Bracelet of Dashing)
Arcana: +15 (T) (Hat of the Magi)
Athletics: -1 (U)
Crafting: +4 (U)
Deception: +17 (E) (Ventriloquist's Ring, +1 Partner in Crime)
Diplomacy: +19 (M) (Diplomat's Badge, +2 Make an Impression: Ambassador)
Intimidation: +17 (E) (Demon Mask)
Lore: Architecture: +14 (T) (PFS Level 1 Bonus Lore)
Lore: Devil: +18 (M)
Lore: Genealogy: +18 (M)
Lore: Gossip: +14 (T)
Medicine: +2 (U)
Nature: +2 (U)
Occultism: +15 (T) (Pendant of the Occult)
Performance: +14 (T) (+1 Accompanist)
Religion: +2 (U)
Society: +17 (E) (Choker of Elocution)
Stealth: +12 (T)
Survival: +2 (U)
Thievery: +2 (U) (+1 Partner in Crime)

Attacks:

Melee (1) Dagger +11 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4-1 P/S
Melee (1/2) Staff +8 (Two-Hand d8), Damage 1d4-1 B
Melee (1) Fist +11 (Agile, Finesse, Nonlethal, Unarmed), Damage 1d4-1 B

Defenses:

Unarmored Defense +13 (T)

Ermine Familiar (Twyl):

Name: Twyl
Type: Tiny Animal (Ermine)
Max HP: 40
AC: 23
Size: Tiny
Age: 1 year
Gender: Male (he/him/his)
Speed: 25 feet
Senses: Low-Light Vision
Traits: Animal, Minion

Perception: +12 (T)
Saving Throws: Fort +14 (T) - Ref +13 (T) - Will +15 (E)

Acrobatics: +12
Stealth: +12
Other Skills: +8

Attack Modifier: +8

Abilities (4): - Can change daily
Accompanist
Your familiar helps you perform. Whenever you attempt a Performance check, if your familiar is nearby and can act, it accompanies you with chirps, claps, or its own miniature instrument. This grants you a +1 circumstance bonus, or +2 if you're a master in Performance.

Ambassador
Your familiar knows how to act cute or focused on cue, helping you make a good impression. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Diplomacy check to Make an Impression (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.

Partner in Crime
Your familiar is your criminal associate. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Deception or Thievery skill check (it still has to prepare to help you as normal for the Aid reaction). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.

Valet
Your familiar doesn't use its 2 actions immediately upon your command. Instead, up to twice before the end of your turn, you can have your familiar Interact to retrieve an item of light or negligible Bulk you are wearing and place it into one of your free hands. The familiar can't use this ability to retrieve stowed items. If the familiar has a different number of actions, it can retrieve one item for each action it has when commanded this way.

Description:
Twyl is Jayma's familiar. He's a white ermine with oddly intelligent eyes that can usually be found draped across Jayma's shoulders, or taking a nap in her Sleeves of Storage.

See Twyl in all his glory

Paizo Profile for Twyl

Spells:

Arcane spells: +16 (E)
Arcane spell DC: 26 (E)

Cantrip: Detect Magic (◆◆)
Cantrip: Gouging Claw (◆◆)
Cantrip: Message (◆)
Cantrip: Ray of Frost (◆◆)
Cantrip: Telekinetic Projectile (◆◆)
Cantrip: Guidance (◆) (Pendant of the Occult)
Cantrip: Prestidigitation (◆◆) (Hat of the Magi)
Cantrip: Produce Flame (◆◆) (Staff of Fire)
Cantrip: Shield (◆) [L3] (Aeon Stone: Dusty Rose Prism in Wayfinder)

Daily Slots: 4 1st Level, 4 2nd Level, 4 3rd Level, 3 4th Level
Level 1: Magic Missile (◆-◆◆◆) (signature, triggers: Blood Magic)
Level 1: Grease (◆◆)
Level 1: Hydraulic Push (◆◆)
Level 1: True Strike (◆)
Level 1: Burning Hands (◆◆) (Staff of Fire - 4 charges)
Level 1: Fear (◆◆) [DC 20] (Demon Mask - once per day)
Level 1: Ventriloquism (◆◆) [DC 19] (Ventriloquist's Ring - once per day)

Level 2: Dispel Magic (◆◆) (signature, triggers: Blood Magic)
Level 2: Acid Arrow (◆◆)
Level 2: Hideous Laughter (◆◆)
Level 2: See Invisibility (◆◆)
Level 2: False Life (◆◆) (Magic Wand - once per day, plus overcharge)
Level 2: Longstrider (◆◆) (Magic Wand - once per day, plus overcharge)

Level 3: Haste (◆◆) (triggers: Blood Magic)
Level 3: Horizon Thunder Sphere (H+2) (◆◆-2 rounds)
Level 3: Scorching Ray (H+1) (◆-◆◆◆) (signature)
Level 3: Slow (◆◆)

Level 4: Dimension Door (◆◆) (triggers: Blood Magic)
Level 4: Fireball (H+1) (◆◆)
Level 4: Fly (◆◆)
Level 4: Invisibility (H+2) (◆◆) (signature)

Focus Pool: 1
Focus 1: Ancestral Memories (◆) (triggers: Blood Magic)

Blood Magic: A surge of ancestral memories grants you or one target a +1 status bonus to skill checks for 1 round.

PFS Information:

PFS Number: 2380483#2003
Faction: Horizon Hunters (Reputation: 93)
Faction: Envoy's Alliance (Reputation: 6)
Faction: Grand Archive (Reputation: 2)
Faction: Verdant Wheel (Reputation: 2)
Training: Spells
Bonus Lore: Architecture Lore
Bonus Feat: Recognize Spell
Bonus Consumable: Healing Potion (Lesser) (2)

Chronicle Boons:

Advanced: -

Sand Slide (↺) (Quest #1A)
Uses 3/3
Trigger You would fail (but don’t critically fail) a Reflex save to avoid a trap’s effects.
You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap’s effects initially, you succeed at the save instead.

Traveler of the Spirit Road (↺) (Scenario #1-06)
Uses 3/3
Trigger You critically fail a check to Hide, Sneak, Sense Direction, or Track while in a forested area.
Treat that check as a failure instead.

Cryptid Scholar (↺) (Scenario #1-02)
Uses 3/3
Trigger You attempt to Recall Knowledge to identify a creature you can see.
You roll the skill check twice and use the better result.

Light in the Dark (Scenario #1–09)
You sought out people with the potential to become assets and agents for the Pathfinder Society, despite the risks involved. While adventuring in Razmiran, you gain a +1 circumstance bonus to Diplomacy checks to Request Assistance or Make an Impression. Inform your GM of the function of this boon at the beginning of the adventure.

Narsen’s Web (Scenario #1–09)
For good or ill, you have been swept up in the schemes of the masked priest Narsen. Whether the cunning cultist’s aims are for good or ill remains to be seen. You gain a +1 circumstance bonus to Perception checks to Sense Motive when dealing with anyone hiding their features behind a mask or disguise (including magical disguises and polymorph effects that change the person’s appearance to something unrecognizable).

Ally of the Iruxi (Scenario #1-18)
You befriended the iruxi of Kihirat. This boon will have a special benefit in a future adventure.

Blood Offering (Scenario #1-16)
Bhopanese culture has numerous traditions that involve bloodletting as a sign of respect or a show of bravery. You participated in at least one of these traditions. This boon will have an effect in future scenarios.

Faction Boons:

Wayfinder
To guide your path, your faction has secured a wayfinder (Pathfinder Core Rulebook 617) for you to carry on your journeys and serve as a badge of office in the Pathfinder Society. This wayfinder has an effective sale price of 0 gp.

Rugged Mentor (Horizon Hunters)
For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to saving throws to 2.
Normal: A Level Bump increases a PC’s saving throw modifiers by 1.
Special: A PC can only benefit from two mentor boons.

Horizon Hunters Gear
You gain access to the Horizon Hunters faction-specific gear (Lost Omens Pathfinder Society Guide 34).

Heroic Hustle (Horizon Hunters)
When you spend a Hero Point to reroll a check, you also gain a +10-foot status bonus to your Speed until the end of your next turn. After you spend a Hero Point to avoid death, you can also Stand as a free action when you next become conscious.

Storied Talent (Horizon Hunters)
When using Downtime to Earn Income, you can choose to attempt a task of your level.
Normal: When Earning Income, a PC can attempt a task of their level –2 or lower.

Equipment:

Note: "Stowed" means the item is in Jayma's Sleeves of Storage. You can add or remove an item from a sleeve with a single hand free as an Interact action. One sleeve is reserved for Twyl, and the other is for her equipment.

Adventurer’s Pack - Stowed
Backpack
Bedroll
Chalk (10 pieces)
Flint and Steel
Rope (50 feet)
Rations (2 weeks)
Soap
Waterskin

Climbing Kit - Stowed
Rope (50 feet)
Pulleys
Pitons (12)
Hammer
Grappling Hook
Crampons

Leather Lined Pocket - Worn
Small Nails
Rounded pebbles
Sharp-edged metal buttons

Winter Clothing - Stowed
Fine Clothing - Stowed
Disguise Kit - Stowed
Mirror - Stowed
Signal Whistle - Stowed
Writing Set - Stowed

Thieves’ Tools - Worn
Replacement Picks - Worn

Dagger (2) - Worn

Staff of Fire - In Hand
Usage held in 1 hand; Activate Cast a Spell; Effect You expend a number of charges from the staff to cast a spell from its list.
Cantrip Produce Flame; 1st Burning hands

Magic Wand (L2:False Life) - Stowed
Usage held in 1 hand; Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level.
False Life (Level 2) Cast (◆◆) somatic, verbal; Duration 8 hours.
You create a reservoir of vitality from necromantic energy, gaining a number of temporary Hit Points equal to 6 plus your spellcasting ability modifier.

Magic Wand (L2:Longstrider) - Stowed
Usage held in 1 hand; Activate Cast a Spell; Frequency once per day, plus overcharge; Effect You Cast the Spell at the indicated level.
Longstrider (Level 2) Cast (◆◆) somatic, verbal; Duration 8 hours.
You lengthen your stride beyond what should be possible. You gain a +10-foot status bonus to your Speed.

+1 Resilient Explorer’s Clothing - Worn (armor) (Invested)
his armor has a +1 armor potency rune (increase the item bonus to AC by 1) and a resilient rune (+1 item bonus to saves).

Wayfinder - Worn (Invested)
Activate (◆) command; Effect The wayfinder is targeted by a 1st-level Light spell.

Aeon Stone: Dusty Rose Prism - Wayfinder
This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy.
The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10.

Diplomat's Badge - Worn (Invested)
You gain a +1 item bonus to Diplomacy checks.
Activate (◆) Recall Knowledge; Frequency once per day; Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge’s bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day.

Ventriloquist's Ring - Worn (Invested)
You gain a +1 item bonus to Deception checks.
Activate (◆◆) Interact; Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a Ventriloquism spell (DC 19).

Demon Mask - Worn (mask) (Invested)
Grants a +1 item bonus to Intimidation checks.
Activate (◆◆) Interact; Frequency once per day; Effect The mask casts a Fear spell with a DC of 20.

Sleeves of Storage - Worn (garment) (Invested)
This loose robe has wide, voluminous sleeves that each contain an extradimensional space. These spaces each function as a Bag of Holding that can hold up to 5 Bulk of items (for a total of 10 Bulk), though no individual item can be of more than 1 Bulk; the sleeves grow slightly heavy as you reach maximum capacity. You can add or remove an item from a sleeve with a single hand free as an Interact action.
If a sleeve is completely empty, you can place your own familiar into that extradimensional space. It can survive comfortably in your sleeve for up to 1 hour, after which it begins to suffocate. While in your sleeve, it can't be affected or targeted by any effects, but you don't benefit from any master abilities. A familiar can exit the sleeve of its own volition with a single action that has the manipulate and move traits. You can't place any other creature into your sleeves, nor can you place your familiar in a sleeve if it's larger than Tiny. If your familiar is in your sleeve, you can't place any items in the sleeve.

Hat of the Magi - Worn (headwear) (Invested)
This hat comes in many forms, such as a colorful turban or a pointy hat with a brim, and can bear symbols or runes. It grants you a +1 item bonus to Arcana checks and allows you to cast the Prestidigitation cantrip as an arcane innate spell.

Pendant of the Occult - Worn (Invested)
This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the Guidance cantrip as an occult innate spell.

Choker of Elocution - Worn (collar) (Invested)
This platinum choker bears characters from a language’s alphabet, and it gives knowledge of that language and the associated culture’s customs. You gain a +1 item bonus to Society checks and the ability to understand, speak, and write the chosen language. Your excellent elocution reduces the DC of the flat check to perform an auditory action while deafened from 5 to 3.

Bracelet of Dashing - Worn (Invested)
This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks.
Activate (◆) command; Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute.

Elixir of Life (Minor) (2) - Worn
Upon drinking this elixir, you regain 1d6 Hit Points and gain a +1 item bonus to saving throws against diseases and poisons for 10 minutes.

Healing Potion (Lesser) (2) - Worn
When you drink a healing potion, you regain 2d8+5 Hit Points.

Talisman: Snapleaf - +1 Resilient Explorer’s Clothing
Usage affixed to armor; Activate (↺) Interact; Trigger You begin to fall.
This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf, you gain the benefits of feather fall and a 2nd-level invisibility spell for 1 minute or until you stop falling, whichever comes first.

Dimensional Knot - Worn
Shelynites originally crafted this complex knot of vibrant string for bracelets meant to tie the destinies of two people together. Now, however, spellcasters of all religions use them to enhance their capacity with teleportation magic. Adding this catalyst to a 4th-level dimension door spell allows you to bring a single willing adjacent creature along with you; however, the teleportation is somewhat disorienting for them, causing them to become stunned 1.

Cash Left: 132gp 1sp 4cp - Stowed
Bulk: 2.3 (of 4) - Unencumbered

Party Loot:

Daily Preparations:

Select Familiar Abilities
Cast L2:False Life from Magic Wand
Cast L2:Longstrider from Magic Wand
Recharge Staff of Fire with 4 charges.

Invest the following items:
(1) - +1 Resilient Explorer’s Clothing
(2) - Wayfinder & Aeon Stone: Dusty Rose Prism
(3) - Diplomat's Badge
(4) - Ventriloquist's Ring
(5) - Demon Mask
(6) - Sleeves of Storage
(7) - Hat of the Magi
(8) - Pendant of the Occult
(9) - Choker of Elocution
(10) - Bracelet of Dashing

Botting Instructions:

Exploration: Jayma's default exploration mode is Detect Magic, but if someone else is already doing that, she will switch to Search or Scout. Unless otherwise stated, she carries her Staff of Fire in one hand.

Encounter: Jayma will avoid getting within melee distance of any opponent and prefers to strike from as long a range as possible. She will favor Fireball for hitting distant groups, and settle for Scorching Ray to hit up to 3 individuals at a time or Horizon Thunder Sphere against single targets. On highly resistant opponents she lean toward Magic Missile. If she has a spare action left at the end of her turn, she will normally cast Shield on herself. If the battle gets too close to her, she will tend to retreat to safety rather than enter into melee. Only in extremis will she wade into the fight with Gouging Claw or her staff.