About Kali Starr
PFS Character Information
AC: 26 (10 + 7 armor + 4 Dex + 2 Deflection + 3 natural armor)
(3 x Skill Ranks Per Ninja Level: 8 + 1 Int) + (4 x Skill Ranks Per Sorcerer Level: 2 + 1 Int) + 4 Favored Class Sorcerer + (2 x Skill Ranks Per Arcane Trickster Level: 4 + 1 Int)
• Acrobatics +17 (8 ranks + 3 class + 4 Dex + 2 racial bonus)
• Appraise +1 (0 ranks + 1 Int)
• Bluff +10 (1 rank + 3 class + 6 Cha)
• Climb +4 (1 rank + 3 class + 0 Str)
• Craft +1 (0 ranks + 1 Int)
• Diplomacy +10 (1 rank + 3 class + 6 Cha)
• Disable Device +18 (9 ranks + 3 class + 4 Dex + 2 tools)
• Disguise +6 (0 ranks + 6 Cha)
• Escape Artist +11 (4 ranks + 3 class + 4 Dex)
• Fly +4 (0 ranks + 4 Dex)
• Heal -1 (0 ranks - 1 Wis)
• Intimidate +6 (0 ranks + 6 Cha)
• Knowledge (Arcana) +8 (4 ranks + 3 class + 1 Int) [+2 vs Constructs]
• Knowledge (Dungeoneering) +5 (1 rank + 3 class + 1 Int)
• Knowledge (Local) +5 (1 rank + 3 class + 1 Int)
• Knowledge (Nature) +5 (1 rank + 3 class + 1 Int)
• Knowledge (Planes) +5 (1 rank + 3 class + 1 Int)
• Knowledge (Religion) +5 (1 rank + 3 class + 1 Int)
• Perception +11 (9 ranks + 3 class - 1 Wis)
• Perform +6 (0 ranks + 6 Cha)
• Ride +4 (0 ranks + 4 Dex)
• Sense Motive -1 (0 ranks - 1 Wis)
• Slight of Hand +9 (2 ranks + 3 class + 4 Dex) [+2 to steal items without being noticed]
• Spellcraft +7 (3 ranks + 3 class + 1 Int)
• Stealth +11 (4 ranks + 3 class + 4 Dex)
• Survival +1 (0 ranks - 1 Wis + 2 vanity) [-2 outside of River Kingdoms]
• Swim +0 (0 ranks + 0 Str)
• Use Magic Device +11 (2 ranks + 3 class + 6 Cha)
Languages: Common, Sylvan, Tien
Weapon Finesse : With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. (1st level Feat)
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.(Free Sorcerer Feat)
Arcane Armor Training: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round. (3rd level Feat)
Toughness: You get a +3 hit points at 1st level, +1 hit points for every level above 3rd. (5th level Feat)
Spell Focus (Evocation): +1 DC for all saving throws against spells from the Evocation school. (7th level Feat)
Intensified Spell (Metamagic): An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat. (9th level Feat)
Reactionary: You gain a +2 trait bonus on Initiative checks. [Combat Trait]
Magical Knack: Pick a class when you gain this trait (Sorcerer)—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.[Magic Trait]
Kitsune Racial Traits:
+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak.
Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.
Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes.
Normal Speed: Kitsune have a base speed of 30 feet.
Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.
Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.
Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.
Weapon and Armor Proficiency:
Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.
At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
+3d6 precision damage when target is denied Dexterity bonus or flanked by Kali
Ki pool points: 7/7
At 2nd level, a ninja gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in the ninja’s ki pool is equal to 1/2 her ninja level + her Charisma modifier. As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start.
By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Vanishing Trick (Su): As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
No Trace (Ex):
At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round.
Bloodline: Draconic (Gold)
Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.
Claws (Su): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type (fire) and a +1 natural armor bonus.
0-Level Spells Known (Unlimited Casting)
1-Level Spells Known (6 + 2 Cha Casting)
2-Level Spells Known (5 + 2 Cha Casting)
3-Level Spells Known (3 + 1 Cha Casting)
Arcane Trickster Abilities
Spells Per Day:
When a new arcane trickster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, she must decide to which class she adds the new level for purposes of determining spells per day.
An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.
* * *
+1 Adamantine Wakizashi [2 lbs]
MW Wakizashi [2 lbs]
Dagger [1 lbs]
Shortbow [2 lbs]
--19 Arrows [3 lbs]
3 Shuriken [.5 lbs]
5 Cold Iron Shuriken [.5 lbs]
5 Adamantine Shiruken [.5 lbs]
Total Weight carried: 31.5 lbs (Light)
The Emerald Spire: The Tower Ruins (3xp/4pp/1398gp)
The Emerald Spire: The Cellars (3xp/4pp/1536gp)
The Emerald Spire: Splinterden (3xp/4pp/3716gp)
The Emerald Spire: Godhome (1xp/1pp/1605gp)
The Emerald Spire: The Drowned Level (3xp/4pp/4805gp)
The Emerald Spire: The Clockwork Maze (3xp/4pp/6766gp)
The Emerald Spire: Shrine of the Awakener (3 xp/4pp/8713gp)
The Emerald Spire: The Circle of Vissk-Thar (3xp/4pp/11807gp)
The Emerald Spire: The Spire Axis (3xp/4pp/14869gp)
River Kingdom Notoriety (From The Emerald Spire)
Tales of your adventures in the Emerald Spire have reached the ears of Echo Woods’s local powerbrokers, and they have granted you an opportunity to claim land to develop as you see fit at the low cost of 2 Prestige Points. Refer to the “Land Rush” Chronicle sheet, select a parcel of land that is adjacent to another parcel you own, and list the selected plot of land below. You immediately gain any bonuses tied to the land. Your first parcel of land must be the hex marked “A.” You may only purchase one plot of land with this boon, but each additional Chronicle sheet awarded as part of The Emerald Spire Superdungeon allows you to purchase more land.
1st Hex Selected (The Tower Ruins): A Benefit: None Date: 10-20-2014
Goblin Bane (From The Emerald Spire: The Tower Ruins)
Trap Intuition (From The Emerald Spire: The Cellars)
Splinter Slayer (From The Emerald Spire: Splinterden)
Troglodyte Friend (From The Emerald Spire: Godhome)
Touch of Planar Waters (From The Emerald Spire: The Drowned Level)
Clockwork Engineer (From The Emerald Spire: The Clockwork Maze)
Secrets of Serpent Magic (From The Emerald Spire: Shrine of the Awakener)
Sting of Serpent Magic (From The Emerald Spire: The Circle of Vissk-Thar)
Thieves’ Guild: As a member of a thieves’ guild, you gain a +2 circumstance bonus on Sleight of Hand checks to steal items without being noticed. You can use Sleight of Hand to make Day Job rolls.
Country Estate (River Kingdoms): Life in the city allows only so much space to roam, and a limited amount of privacy. A country estate affords you a much larger, rural home, located in a nation of your choice. When in that nation, you gain a +2 bonus on Knowledge (geography) and Survival checks.
Starting Gold: 150 gp
Gold from Emerald Spire: The Tower Ruins: 1398gp
Gold from Emerald Spire: The Cellars: 1536gp
Gold from Emerald Spire: Splinterden: 3716gp
Gold from Emerald Spire: Godhome: 1605gp
Gold from Emerald Spire: The Drowned Level: 4805gp
Gold from Emerald Spire: The Clockwork Maze: 6766gp
Gold from Emerald Spire: Shrine of the Awakener: 8713gp
Gold from Emerald Spire: Circle of Vissk-Thar: 11807gp
Gold from Emerald Spire: The Spire Axis: 14869 gp
Total Wealth Earned: 55365gp
The Tower Ruins Accounting:
The Cellars Accounting:
The Drowned Level Accounting:
The Clockwork Maze Accounting:
Shrine of the Awakener Accounting:
Circle of Vissk-Thar Accounting:
The Spire Axis Accouting:
Total Wealth Expenditures: 54826.6 gp
The Exchange Season 6 Faction Card:
[ ] [ ] [ ] Visit a city other than Absalom with a population of 5,000 residents of more. While in the city, purchase or sell an item worth at least 100 gp per character level.
[ ] [ ] Recruit a named NPC merchant, trader, smuggler, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check with a DC equal to 15 plus your character level.
[ ] [ ] [ ] Earn at least 50 gp as the result of a Day Job check.
[ ] Earn at least 100 gp as the result of a Day Job check.
[ ] Visit one of the following centers of trade during the course of an adventure: Goka, Katapesh, Katheer, or Kerse.
[X] Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic.
[ ] Acquire a merchant’s license in a city other than Absalom with a population of 5,000 or more. Doing so requires spending 25 gp per character level and succeeding on an Appraise or Profession (merchant) check with a DC equal to 15 plus your character level. If you exceed the DC of the check by 10 or more, you instead receive the license for free. Whenever you are in that city, you may purchase all mundane items at a 10% discount.
[ ] [ ] [ ] [ ] [ ] Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this
The Exchange Season 9 Faction Card:
[ ] Visit one of the following cities during the course of an adventure: Bloodcove, Eleder, Kibwe, Kalabuto, Nantambu, or Senghor. While in the city, purchase or sell an item worth at least 100 gp × your character level.
[ ] Recruit a named NPC merchant, smuggler, trader, or similar figure to cooperate with the Exchange. Doing so requires a
[ ][ ] Resolve a combat encounter nonviolently through bribery, diplomacy, trickery, or a similar tactic.
[ ][ ] Gain access to a unique or variant item during the course of an adventure whose rules are printed on your Chronicle sheet.
[ ][ ] Create a lasting impression on a sentient creature by exceeding the DC of the Intimidate check to make the creature friendly by 10 or more. Alternatively, foster peaceful interactions by learning how to speak and read seven or more languages, at least one of which must be Polyglot. If you do so, check both of this goal’s boxes.
[ ] Undermine a rival entrepreneur or merchant so that you can claim his market share. Doing so requires a successful Bluff, Intimidate, or Profession (merchant) check with a DC equal to 15 + your character level.
[ ][ ] Create a new trade route, either by mapping a legitimate path or opening doors to a smuggling enterprise. Doing so requires a successful Intimidate, Knowledge (geography), or Survival check with a DC equal to 15 + your character level.
[ ][ ][ ]/[ ][ ]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.
Faction: The Exchange