Anemora

Keynala Smith's page

622 posts. Organized Play character for Pete H..


Race

| AC/Tch/FF 19/13/17 | CMD 21 | F/R/W +7/+7/+4 (Immune Sleep, +2 vs. Enchantments, Trait & Endurance, boon vs. undead) |

Classes/Levels

Speed 30ft | Fav Enemy: Aquatic Humanoids; Fav Terrain: Water | 2 Star Reroll 1/1 | Perc: +11 (LL, +2 FE), SM: +2 (+2 FE) | Init: +2 (+2 FT)

Gender

NG Female Half-Elf Ranger 4 | Mods: None | HP 41 (-0)

About Keynala Smith

Scenario Notes: NA
To Buy/Do: Save PP to get to 7 (to cover a body retrieval & Restoration), then spend it again

Nala is not exactly the picture of beauty. Instead, she appears to be ready for a scrap most of the time. Pretty much resting ‘get to the point I don’t have all day’ face. Anyway, her favorite things are to talk about her family and the sea. Those topics coincide often as her mother is a sea elf and her other mother sails a small fishing vessel. If asked why she is a pathfinder she simply replies, ”My village has gone through a rough time and I need to do what I can to help. I’ve always been defending them from threats, but now I need to go out and work to get the money to help rebuild.”

She wears a simple necklace with a silver seagull hanging from it and often wields a light shield with a trident.

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Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
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MAGIC
Caster Level 1 Concentration Check +3, Spell Penetration +1

1st level, DC 13 NA
Resist Energy

Wands: CLW (7), Longstrider (45), Jump (50), Endure Elements (50), Read Magic (50)
Potions/Oils: Enlarge Person, Bless Weapon, Magic Weapon, Daylight (if bought)
Items: Wayfinder (Light Spell at will)
Scrolls: 5x Cast Lesser Restoration
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OFFENSE
BAB +4, CMB +8
Melee +2 vs Aquatic Humanoids
+1 Trident +9 (1d8+4, x2, Piercing, Brace)
[dice=+1 Trident]1d20+9[/dice] for [dice=Magic/Piercing]1d8+5[/dice]

MW Light Shield +9 (1d3+4, x2, Bludgeoning)
[dice=MW Light Shield]1d20+9[/dice] for [dice=Bludgeoning]1d3+4[/dice]

Full Attack
[dice=+1 Trident - TWF]1d20+9-2[/dice] for [dice=Magic/Piercing]1d8+5[/dice] and [dice=MW Light Shield - TWF]1d20+9-2[/dice] for [dice=Bludgeoning Double Slice]1d3+4[/dice]

Additional Weapon Options (+4 damage added to all)
Mithral Dagger (+9 Hit, Silver, Slashing or Piercing, 1d4, 19-20x2, 10ft range)
MW Cold Iron Morningstar (+9 Hit, Cold Iron, Bludgeoning & Piercing, 1d8, x2)
Sap (+8 Hit, Nonlethal & Bludgeoning, 1d6, x2)
Cold Iron Light Hammer (+8 hit, Cold Iron, Bludgeoning, 1d4, x2, 20ft thrown)

Ranged
Cold Iron Javelins +6 (1d6+4, x2, Piercing/Cold Iron, 30 ft range)
[dice=Cold Iron Javelin]1d20+6[/dice] for [dice=Piercing/Cold Iron]1d6+4[/dice]

Acid/Alchemist Fire/Holy Water +6 vs. Touch, 1d6 Damage + 1 Splash, x2 Crit, 10 ft Range
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STATISTICS
Str 18, Dex 15, Con 14, Int 10, Wis 14, Cha 7
AC Calc 4 Armor, 2 Shield, 2 Dex, +1 Deflection Ring
HP Calc 1) 10, 2-4) 18, Con 8, Favored 4, Tireless Trait 1
Save Calc Base +4/+4/+1, Ability +2/+2/+2, Cloak +1/+1/+1
Feats: 1) TWF, Bonus 1) Skill Focus: Swim, 2) Improved Shield Bash, 3) Double Slice & Endurance
Traits: Tireless, Armor Expert
Favored Class: 1-4) Hit Point
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Skills:

[dice=Acrobatics]1d20+5[/dice] (3 ranks)
[dice=Appraise]1d20[/dice] (+1 boon)
[dice=Bluff]1d20-2[/dice] +2 FE
[dice=Climb]1d20+8[/dice]
[dice=Craft: Anything]1d20[/dice]
[dice=Diplomacy]1d20-2[/dice]
[dice=Disable Device]NA[/dice]
[dice=Disguise]1d20-2[/dice]
[dice=Escape Artist]1d20+2[/dice]
[dice=Fly]1d20+2[/dice] (+ Item Bonus?)
[dice=Handle Animal]1d20-2[/dice]
[dice=Heal]1d20+6[/dice] (+2 with kit)
[dice=Intimidate]1d20+2[/dice]
[dice=Knowledge: Dungeoneering t]d20+4[/dice]
[dice=Knowledge: Geography t]d20+4[/dice] +2 FT
[dice=Knowledge: Local to ID Aquatic Humanoid t]d20+2[/dice]
[dice=Knowledge: Nature t]d20+4[/dice]
[dice=Linguistics t]NA[/dice]
[dice=Perception]1d20+11[/dice] +2 FE, +2 FT
[dice=Perform: Any]1d20-2[/dice]
[dice=Profession: Sailor t]1d20+6[/dice] (+2 w/ MW Tool)
[dice=Profession: Merchant t]1d20+6[/dice] (+2 w/ MW Tool)
[dice=Ride]1d20+6[/dice]
[dice=Sense Motive]1d20+2[/dice] +2 FE
[dice=Sleight of Hand]1d20+2[/dice]
[dice=Spellcraft t]NA[/dice]
[dice=Stealth]1d20+6[/dice] +2 FT
[dice=Survival]1d20+8[/dice] +2 tracking, +2 FE, +2 FT, +2 with Compass
[dice=Swim]1d20+14[/dice]

Languages: Common, Elven
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EQUIPMENT AND GOLD
On person: MW Chain Shirt (25), +1 Light Steel Shield w/ MW upgrade for Shield Bashing (6), +1 Trident (4), MW CI Morningstar (6), Sap (2), Mithral Dagger (.5), 2x Acid Flasks (2), 2x Alchemist Fire (2), 2x Holy Water (2), 3x CI Javelins (6), 2x CI Light Hammers (4), Wooden Holy Symbol of Ylimancha (0), Silver Holy Symbol of Ylimancha (1), Backpack (2), Caltrops (2), Crowbar (5), Flint and Steel (0), Silk Rope (5), Grappling Hook (4), 3x Trail Rations (3), Full Waterskin (4), Wayfinder (1), Healer’s Kit (1), +1 Cloak of Resistance (1), MW Profession Tool (5, Booklet of Commodity Pricing), MW Profession Tool (5, Atlas of Currents and Trade Winds)
Left at Lodge: Winter Blanket, Common Lamp, Pint of Oil (2), Club, Heavy Shield, fishing net, 2x caltrops, cold iron light hammer (2), Courtier’s Outfit and Gems (6), Caltrops (2), Bedroll (5)
Starting GP: 615 gold (after 6-19)
Savings for Condition Removal: 1038.6g (~10% per session + DJ)
Weight Carried: 98.5 lbs + 0 lbs extra
Carrying Capacity: Light (100), Medium (200), Heavy (300), LoH (300), Lift (600), Drag/Push (1500)
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APPEARANCE
Age 26
Height 5’10”
Weight 140 lbs
Eye Color Green
Hair Color Green
Skin Tone Fair
Region of Origin Near Magnimar
Deity Ylimancha
Favorite meal Clam Chowder

Special Abilities:

Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

Water (above and below the surface) at Level 3: +2 Bonus

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds her ranger 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 ranger 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 ranger 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.[/b]
Current Modifier: +2

Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Humanoid (aquatic) at level 1: +2 bonus

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Half-Elf Racial Traits
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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
*Use knowledge skills (once I get them)
*Talk occasionally, but remember that the quickest way to impress people is to only speak when you have something to say

Combat
*Equip Shield (move), Draw Trident while moving into an advantageous position
*Move into Combat to Attack or Brace if expecting a charge
*Hit Stuff until it collapses, use alternate weapons if primary is not effective

Daily Preparation:

Take a little over an hour to do the following
Brush hair and secure tightly for combat or swimming
Eat some breakfast
Ready gear and weapons, practice a few basic combat forms to get blood flowing

PFS Boons:

☐ - cut/paste to use for boon boxes
Enlightened Ambassador: Even in your short time at Tar Kuata, you have learned a few practical tricks from the Iroran Monks. As a move action, you can enter a meditative trance that makes your senses more acute, your reflexes faster, and your mind more focused. The trance lasts for 1 hour, and you can end it (no action) at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving throw against a mind-affecting effect, increase your speed by 10 feet for 1 round, or ignore concealment when making attacks for 1 round. When your trance ends, cross this boon off your chronicle sheet.

Delvehaven Star: You were an integral part of the Pathfinder Society’s first sanctioned expeditions in Cheliax in many years. In recognition of your role in this important milestone, the Society has imprinted your wayfinder with the Delvehave Star - named in honor of a famous Chelish Pathfinder lodge. You gain a +2 bonus on Knowledge (history, local and nobility) checks associated with Cheliax, and you gain a +1 bonus to your initiative while adventuring in Cheliax. Furthermore, you can check the box that precedes this boon when spending prestige points for spellcasting services to reduce the cost by 2 (minimum 0).

Mercy’s Blessing: You survived the transformative power of Verdant Spark, and you now have a measure of protection against other conditions that would attempt to harm your body. You can cross this boon off your Chronicle sheet to reroll a saving throw against a poison or disease and take the better result.

Nira’s Gratitude: If you do not take Nira as a familiar, you can still ask her to follow you. If you do so, you can coax her to remember some of her former abilities at great effort. After you roll a Knowledge check, Perception check, or Sense Motive check but before the results are revealed, you can cross this boon off of your Chronicle sheet to roll a second time using Nira’s bonus instead (6 + your character level), representing Nira’s insights. This act is mentally taxing, and Nira cannot provide this assistance more than once.

Archaeological Expert: The Pathfinder Society has a strong tradition of archaeological exploration, and you have proven yourself a capable excavator and historian. You gain a +1 bonus on Appraise and Knowledge (history) checks to identify the cultural significance of art and objects. If you would fulfill the primary success conditions of an adventure but fail its secondary success conditions, you can cross this boon off your Chronicle sheet and attempt an Appraise, Knowledge (history), or Profession (archaeologist) check (DC = 10 plus twice your character level). If you succeed, you make a small but significant archaeological discovery that allows you—and only you—to earn the Prestige Point reward anyway. You cannot take 10 on this check.

Imperium Initiate: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle sheet before casting a spell to make it especially effective against constructs and divs. Those creatures take a –2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat the hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round.

Pharasma’s Blessing: Pharasma blesses you for your service to the Godsmouth Cathedral. You
may reroll any single attack roll targeting an undead creature or any single saving throw against
an undead creature’s ability or effect, always taking the result of the second roll. You must make
this reroll before the results of the first roll are known. If Pharasma is your patron deity, you
receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle.

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. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

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.

Faction Journal Card Tracking: Silver Crusade:

FJC Goals Completed: 1

Boons
NA (2+ goals): NA

Tracking (Completed are Bolded)
0/1 Visit a city or town whose population is predominantly non-human during the course of an adventure. While in the settlement, purchase or sell an item worth at least 100 gp × your character level.

0/1 Recruit a named NPC merchant, smuggler, trader, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check with a DC equal to 15 + your character level.

2/2 (7-14, 0-23) Resolve a combat encounter nonviolently through bribery, diplomacy, trickery, or a similar tactic.

0/2 Gain access to a unique or variant item during the course of an adventure whose rules are printed on your Chronicle sheet.

0/2 Create a lasting impression on a sapient 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 two of which must be non-human racial languages. If you do so, check both of this goal’s boxes.

0/1 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

1/2 (7-16) 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.

1/3 (7-12) & 0/2 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.

Scenario List:

[b]Master of the Fallen Fortress (GM Credit):
1 XP, 1 PP, no Dayjob
The Confirmation: 1 XP, 2 PP, 1g Dayjob, Wand CLW 2 PP, Wayfinder 1 PP, saved 45g
The Godsmouth Heresy: 3 XP, 4 PP, 5g Dayjob, Wand Longstrider 2 PP, saved 130g
F & F 1: Let Bygones Be: 1 XP, 1 PP, 50g Dayjob, Wand Jump 2 PP, saved 46g
F & F 2: Lost Colony of Taldor: 1 XP, 2 PP, 50g Dayjob, Wand Endure Elements 2 PP, saved 168g, FJC resolve encounter 1/2
F & F 3: The Infernal Inheritance: 1 XP, 2 PP, 20g Dayjob, 5x Scroll of Lesser Restoration 2 PP, saved 140g, FJC new trade route 1/2
The Twisted Circle (GM Credit): 1 XP, 2 PP, NA Dayjob, No PP spent, saved 111g, FJC GM Credit 1/5
Tide of Morning: 1 XP, 2 PP, 5g Dayjob, 2 PP on Oil of Daylight, saved 138.6g, FJC resolve encounter 2/2
Test of Taur Kuata: 1 XP, 2 PP, 50g Dayjob, No PP Spent, saved 250g, Failed FJC
Total XP: 11
Total Fame: 18 (5,250 gold cap, next level at 22)
Current Prestige: 5 (boon if PP point missed, boon to reduce spellcasting service cost)

Chronicle Info:

Player: Pete H.
Character Name: Keynala Smith (goes by Nala)
PFS #: 123584-15 (Core)
Faction: The Exchange
Day Job: See Skills Section (Profession Sailor)
Standard Progression