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About Kaya LeafwingScenario Notes/Items Purchased or Found: NA A little lady bounds into the room, a smile breaking all over her face. She looks around in wonder at everyone. ”Oh My Gosh! I’m so happy they picked me for this important mission!” Her eyes grow wide, Oh No they must think I'm some little fool! Her smile retracts a little and her voice drops to a ‘serious’ tone, ”er... I mean, it is great to be here and I look forward to working with all of you professionally. I’m Kaya Leafwing...” she trails off as she resumes gazing in wonder at everyone and everything. A bright pink scarf wrapped around her neck accentuates the pink and green highlights in her auburn hair. Beyond this flash of color, she is wearing a mostly standard tan and grey exploring outfit with a backpack slung over her shoulders. A glistening piece of jewelry in the form of a multicolored songbird hangs from her neck. Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
1st level, DC 15 4 + 1/day
2nd level, DC 16 4 + 1/day
3rd level, DC 17 3 + 1/day
Spellbook:
(84/100 pages)
0) Read Magic, Detect Magic, Ray of Frost, Light, Resistance, Detect Poison, Daze, Dancing Lights, Flare, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation 1) Shield, Feather Fall, Identify, Charm Person (+1 DC), Burning Hands, Alarm, Hold Portal, Protection from Evil, Expeditious Retreat, Magic Weapon, Magic Aura, Comprehend Languages, Magic Missile, Color Spray, Disguise Self, Jump, Detect Secret Doors, Floating Disk 2) Hideous Laughter, See Invisibility, Scorching Ray, Mirror Image, Continual Flame, Resist Energy, Gust of Wind, Knock, Alter Self, Invisibility, Spider Climb, Shatter, Make Whole, Darkvision, Darkness, Touch of Idiocy, Fox’s Cunning 3) Haste, Tongues, Daylight, Suggestion (Enchant), Fireball
Wands: CLW (45), Endure Elements (50), Lesser Restoration (6), Protection from Evil (18)
Ranged PBS and Precise Shot
Pointy Shooty Death +8 (1d6, Cold Iron/P, 19-20x2 Crit, 80 ft range)
Skills:
+2 Charisma Checks vs. Gripplis [dice=Acrobatics]1d20+6[/dice] (1 rank) [dice=Appraise]1d20+8[/dice] [dice=Bluff]1d20+2[/dice] [dice=Climb]1d20+1[/dice] [dice=Craft: Anything]1d20+4[/dice] [dice=Craft: Jewelry]1d20+8[/dice] (+2 on dayjob w/ tools) [dice=Diplomacy]1d20+12[/dice] (Faction Pin?) [dice=Disguise]1d20+2[/dice] [dice=Escape Artist]1d20+3[/dice] [dice=Fly]1d20+13[/dice] (headband) [dice=Handle Animal]1d20+2[/dice] [dice=Heal]1d20[/dice] [dice=Intimidate]1d20+2[/dice] [dice=Knowledge: Arcana]1d20+8[/dice] [dice=Knowledge: Engineering]1d20+8[/dice] [dice=Knowledge: Dungeoneering]1d20+8[/dice] [dice=Knowledge: Geography]1d20+8[/dice] [dice=Knowledge: History]1d20+8[/dice] (Faction Pin?) [dice=Knowledge: Local]1d20+8[/dice] [dice=Knowledge: Nature]1d20+8[/dice] [dice=Knowledge: Nobility]1d20+8[/dice] [dice=Knowledge: Planes]1d20+8[/dice] [dice=Knowledge: Religion]1d20+8[/dice] [dice=Linguistics]1d20+8[/dice] [dice=Perception]1d20+2[/dice] [dice=Perform: Any]1d20+2[/dice] [dice=Ride]1d20+3[/dice] [dice=Sense Motive]1d20[/dice] [dice=Sleight of Hand]1d20+3[/dice] [dice=Spellcraft]1d20+15[/dice] [dice=Stealth]1d20+7[/dice] [dice=Survival]1d20[/dice] (Faction Pin?) [dice=Swim]1d20-1[/dice] [dice=UMD]1d20+14[/dice] Languages
Special Abilities:
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Bonded Object: A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
Racial Traits:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. Daily Preparation:
Take 1 hour of time to do the following Prepare spells with study from Spellbook. Eat some food. Brush her hair. Look amazing! (Prestidigitation if necessary) PFS Boons:
Mutani Manual of Martial Mastery: You retrieved the Mutani Manual of Martial Mastery from Temel Passad’s Ghenett Manor in Katapesh and had a chance to look through it briefly as it was being translated in Farseer Tower. The sections you read were brief, but they nevertheless left an impression. Choose one combat maneuver and note it below; you receive a +1 dodge bonus to CMD against this maneuver. Your GM should initial this selection after you have made your selection. Disarm ☐ ☐ Magic Boon: As a standard action, you may recall a spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability twice. On using this ability, check one of the boxes. On using this ability the second time, check the final box and line through the boon.
New Recruit (J. Dacilane): Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the Spiritualist list as a Standard Action. The spell’s level can be up to one third of your character level (minimum 0). J. Caster level is equal to your character level -3 (minimum 2nd), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet. (Telempathic Projection seems the best, +5 to a Diplomacy Check. Can also save it and get access to lvl 2 spells at lvl 6) Access to up to 2x Haunt Siphons (see 7-05). Savior of the Tapestry: You have averted the imminent collapse of the Hao Jin Tapestry, saving the lives of everyone who calls the demiplane home. One of these people has decided to join you on your adventures. Choose one of the following rewards corresponding to an objective that you successfully completed or that the House successfully completed, and cross the others off your Chronicle sheet.
☐ ☐ Radiant Ruby Feathers: Your repair efforts were so successful that the phoenix guardians had extra magical energy left over, which they have gifed back to you in the form of a pair of feathers imbued with sparks of Hao Jin’s power. You can check a box that precedes this boon as a standard action to use one of the following spell-like abilities, gaining benefits based upon your level when you activate this boon. For any spell-like ability, use your character level as your caster level.
The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount. Gift of the Ghaele: 1 time use of one of the following spells - Aid, Detect Thoughts, Lesser Restoration or See Invisibility. Once you use this boon, cross it off your Chronicle sheet. Grippli's Favor: You have earned the recognition of the Krihirik tribe in the Kaaba Lands, granting you a +2 bonus on Charisma based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options. Scholar of Ashkurhall (Grand Lodge Faction): Studying the murals of Ashkurhall opened your subconscious mind to ancient dwarven secrest. Whenever you are examining architecture, objects, or writing of dwarven origin, you either gain a +1 bonus on any Appraise, Knowledge, or Linguistics check involved, or you can substitute your Perception or Sense Motive bonus for the check. You can cross this boon off your chronicle sheet as a free action in order to apply its benefits when examining architecture, objects, or writing of any origin for the duration of the scenario. Sky Key Component (Sargava): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills. Stinkeye’s Friend: Playing with a domesticated basilisk has taught you to be careful around creatures with gaze attacks. When you are subjected to a gaze attack, you can cross this boon off your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze’s effects. ☐ Frozen Fortitude: Even the coldest wilderness could not fell you. Now you are prepared to endure freezing attacks or even draw strength from the snow. As a swift action, you can check the box that precedes this boon to gain cold resistance equal to 5 + your character level for 1 minute. You can activate this boon as an immediate action, but doing so grants you only cold resistance equal to your character level. Alternatively, if you have cold resistance as a result of a racial trait or class feature, you can check this box as a swift action to regain a number of hit points equal to your cold resistance; if you are immune to cold, you regain 30 hit points. ☐ Martyr’s Shard 2: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute. Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level.
Any character with this boon can purchase an avenging dagger (120,604 gp; functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame score were 10 higher. If this character has earned two, three, or all four Martyr’s Shard boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively. If you purchase an avenging dagger and later gain additional Martyr’s Shard boons that would reduce the price further, you gain additional gp equal to the difference between the two costs (as though you had purchased the dagger at the lower cost). ☐ Triumph Over Scales: You have braved the Realm of the Mammoth Lords, not only defeating a tribe of kobolds but also slaying their white dragon overlords. Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. Explore, Report, Cooperate: As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help you realise the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition), negative (opposes the secondary success condition), or negligible (doesn’t matter). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet. Friend of Janira Gacix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character. Non-Combat
Skills all preformatted in Skills section Combat
Scenario List:
The Night March of Kalkamedes (GM Credit): 1 XP, 2 PP, NA Dayjob The Confirmation: 1 XP, 2 PP, 5g Dayjob Scions of the Sky Key, Part 1: On Sharrowsmith's Trail: 1 XP, 2 PP, 50g Dayjob Scions of the Sky Key, Part 2: Kaava Quarry: 1 XP, 2 PP, 10g Dayjob Scions of the Sky Key, Part 3: The Golden Guardian: 1 XP, 2 PP, 10g Dayjob Mists of Mwangi: 1 XP, 2 PP, 20g Dayjob The Solstice Scar, Version B: 1 XP, 2 PP, 50g Dayjob Before the Dawn—Part I: The Bloodcove Disguise: 1 XP, 2 PP, 50g Dayjob Before the Dawn—Part I: Rescue at Azlant Ridge: 1 XP, 2 PP, 50g Dayjob Debt to the Quah: 1 XP, 1 PP, 50g Dayjob The Hao Jin Cataclysm: 1 XP, 2 PP, 20g Dayjob School of Spirits (GM): 1 XP, 2 PP, NA Dayjob Song of the Sea Witch (GM): 1 XP, 2 PP, NA Dayjob Blood Under Absalom (Special): 1 XP, 2 PP, 75g Dayjob The Penumbral Accords (GM): 1 XP, 2 PP, NA Dayjob The Ghenet Manor Gauntlet (GM): 1 XP, 2 PP, NA Dayjob, 2PP Snapleaf ?? (GM?): ?? ?? (GM?): ?? Cairn of Shadows (Pregen): 1 XP, 2 PP, 20g Dayjob Total XP: 16 (will jump to 19 when get to 18) Total Fame: 31 (16,500 gold cap, next level at 36) Current Prestige: 16 Chronicle Info:
Player: Pete H. Character Name: Kaya Leafwing PFS #: 123584-6 (Core) Day Job: See Skills Section Normal Progression |