Seoni

Keeya Radaya's page

67 posts. Organized Play character for Baerlie.


Full Name

Keeya Radaya

Classes/Levels

Female Sylph Wizard 7 HP 17/27; AC 16; TCH 15; FF 13; F +1; R +6; W +5; CMB+3; CMD 17; Speed 30FT; Init +3; Perception +6;

Age

60

About Keeya Radaya

Keeya Radaya
Female sylph wizard 7 (Pathfinder RPG Bestiary 2 258)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +1 deflection, +3 Dex)
hp 27 (5d6+5)
Fort +1, Ref +6, Will +5; +2 vs. [air] or [electricity] spells, or electricity damage
Resist electricity 5
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Offense
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Speed 30 ft.
Melee club +3 (1d6+1)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks lightning flash
Spell-Like Abilities (CL 5th; concentration +8)
. . 1/day—feather fall
Arcane School Spell-Like Abilities (CL 5th; concentration +11)
. . At will—feather fall, levitate
Wizard Spells Prepared (CL 5th; concentration +11)
. . 3rd—haste, ice spears (DC 17), lightning bolt (DC 18)
. . 2nd—blindness/deafness (DC 16), flurry of snowballs (2, DC 17), resist energy
. . 1st—burning hands (DC 16), color spray (DC 15), grease, shocking grasp
. . 0 (at will)—daze (DC 14), detect magic, disrupt undead, ray of frost
. . Opposition Schools Earth
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Statistics
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Str 12, Dex 16, Con 10, Int 18, Wis 12, Cha 12
Base Atk +2; CMB +3; CMD 17
Feats Airy Step[ARG], Alertness, Cloud Gazer[ARG], Light Armor Proficiency, Spell Focus (evocation), Toppling Spell[UM]
Traits focused mind, sacred touch
Skills Diplomacy +2, Disguise +2, Fly +6, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +10, Perception +6, Profession (scribe) +5, Ride +4, Sense Motive +4, Sleight of Hand +4, Spellcraft +12, Stealth +4, Survival +1 (+3 to avoid becoming lost), Use Magic Device +2
Languages Auran, Common, Draconic, Dwarven, Elven, Osiriani, Shadowtongue, Sylvan, Varisian
SQ arcane bond (roxy, fox), breeze-kissed
Combat Gear wand of cure light wounds, wand of endure elements (50 charges), antiplague[APG] (2), antitoxin (2), chill cream[UE]; Other Gear lamellar cuirass[UC], club, crossbow bolts (20), light crossbow, ring of protection +1, wayfinder[ISWG], belt pouch, belt pouch, crowbar, hot weather outfit[APG], ink, black, inkpen, masterwork backpack[APG], silk rope (50 ft.), spell component pouch, spellbook, waterskin (2), 1,542 gp, 9 sp
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Special Abilities
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Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Cloud Gazer See through fog, mist, and clouds without penalty. Triple sight distance if cloud is magical.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earth You must spend 2 slots to cast spells from the Earth school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Focused Mind +2 to Concentration checks
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Lightning Flash (1d6+2 electricity damage, 7/day, DC 16) (Su) 5 ft burst deals electricity dam and dazzles for 1d4 rds (Ref part).
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Toppling Spell Spell with the force descriptor knocks targets prone.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

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Purchases:
Wand of Cure Light Wounds 2PP
Club 0GP
Light Crossbow 35GP
Crossbow Bolts 2GP
Lamellar Cuirass 15GP
Ring of Protection +1 2000GP
Wayfinder 0GP (The Confirmation)
MWK Backpack 50GP
2x Belt Pouch 2GP
Crowbar 2GP
Ink black 8GP
Inkpen 1SP
Silk Rope 10GP
Spell Component Pouch 5GP

Wand of Endure Elements 2PP
Hot Weather Outfit
Chill Cream
2x Waterskin
2x Antiplague
2x Antitoxine