About Laafdahni RiverrunPFS #289224-4
Laafdahni Riverrun
Defense:
AC 11, touch 11, flat-footed 10 HP 18/18 (1d6) Fort +2, Ref +3, Will +6 Cold Resistance 10 Offense:
Speed Land: 30 ft.; Swim: 30 ft Melee club (1d6, x2) [dice=club]1d20 ; 1d6 - 1[/dice] Melee dagger (1d4, 19-20 x2) [dice=cold iron dagger]1d20; 1d4 - 1[/dice] Ranged [dice=Cold Ray vs. Touch AC]1d20 + 2; 1d6 + 1[/dice] Space 5 ft.; Reach 5 ft. Statistics:
Str 9, Dex 12, Con 10, Int 12, Wis 12, Cha 19 Base Atk +2; CMB 1; CMD 12 Armor Check Penalty 0 Carrying Capacity (lbs): Light load: 33 Medium load: 66 Heavy load: 100 Favored class (Sorcerer) +1 skill point (levels 1-4) Traits Unintentional Linguist, Scholar of the Great Beyond Languages Common, Aquan, Elven, Infernal, Dwarven Vision Darkvision 60 ft Feats:
Skills:
(trained) (untrained) acrobatics +1 appraise +1 bluff +4 climb -1 craft (any) +1 diplomacy +6 disguise +4 escape artist +1 fly +1 handle animal +5 heal +1 intimidate +4 knowledge (arcana) +7 knowledge (history) +3 knowledge (planes) +6 linguisitics +3 perception +2 perform (any) +4 profession (fisherwoman) +5 ride +1 sense motive +1 spellcraft +7 stealth +1 survival +1 swim + 3 use magic device +8 Gear:
Combat Gear 01 lbs_____acid flask (1) 01 lbs_____potion of cure light wounds (2) 01 lbs_____wand of Mage Armor (48 charges) 01 lbs_____wand of Infernal Healing (49 charges) Other Gear
Food and Drink
Scenario gear: Total weight: 30.75 lbs
Spells:
Bloodline: Elemental (Water/Cold) Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline. Elemental (Cold) Ray Uses per day: 8; Range: 30 ft [dice=Cold Ray vs. Touch AC]1d20 + 2; 1d6 + 1[/dice] Nereid Fascination 1/day; see Special Abilities section Spells per day:
Spells Known:
Special Abilities:
Undine Racial Traits Normal Speed Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill. Nereid Fascination Some undines can trace their ancestry to nereids as well as to outsiders. Once per day as a standard action, such an undine can create a 20-foot-radius aura that causes humanoids within the aura's range to become fascinated with her for a number of rounds equal to 1/2 the undine's character level (minimum 1). Targets may resist with a Will save (DC 10 + 1/2 the undine's level + the undine's Charisma modifier). This is a supernatural ability. This racial trait replaces the spell-like ability racial trait. Water Affinity Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. My Boons:
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 (This is my first character to receive this boon); otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is o (Laafdahni was at 0 XP for this), you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1). Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. 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 realize 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 for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). 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 Gavix: 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. Air Affinity: Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures--especially those set on the elemental planes.
Genie Heritage: Your ifrit, oread, sylph, and undine characters have a stronger connection to their genie forebears. Characters only gain access to these options if they do not trade out the air, earth, fire, or water affinity racial traits. If you use the benefits of this boon on a different character than the one who receives this Chronicle sheet, include a copy of this Chronicle sheet with that character's records.
Horn of Aroden: You recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari’s minions. The instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun in Mendev’s fight against the Worldwound. Gripplis' Favor: You have earned the recognition of the Krihirik tribe in the Kaava 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 secrets. 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 ofthe scenario. Sky Key Component (Sargava): You have recovered one ofthe five lost components ofthe 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. Vanei's Friend: You have befriended Vanei Thaskin, who now works as an informant for the Pathfinder Society. Once per scenario, you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. Ifthe second check fails, cross this boon off your Chronicle sheet; your reckless use ofVanei's information has compromised her cover and led to her capture.
Tactics:
Laafdahni prefers to be guarded by the sturdier members of her party, so she stays at the back and casts spells until she has none left. Generally, she prefers to use spells that hamper as many opponents as possible right at the start of an encounter. (By casting Color Spray, for example) Then she uses her elemental ray until it is almost used up, saving a couple just in case. Next, she’ll use cantrips. She will use her Bloodline Arcana ability to change the element of whatever spell she is casting to Cold only when she perceives there to be an additional benefit in doing so. If she is forced to use melee attacks, she favors the club over the dagger unless there is damage resistance or vulnerability that would make the dagger a better choice. She wouldn’t bother to throw them unless in dire need. Appearance:
Beautiful Laafdahni has deep indigo skin, medium length blue-black hair, and limpid turquoise eyes that almost seem to glow. She keeps her hair in thin, smooth braids pulled into a high ponytail. White tattoos of dots and flowing lines run along her lithe form, which slips easily through the water as she swims with the grace of a nereid. She wears little in the way of clothing. Instead of a backpack, she hooks her belongings to a chain belt, which can be unwrapped quickly when she wants to swim. Personality:
Naturally charismatic, Laafdahni has spent most of her life as nearly a hermit. As a result, she craves the company of others, even if she often feels out of sync with them. She enjoys being part of a group, sublty and eagerly absorbing their conversations with an expression of either peaceful contentment or lively interest on her face. Typically quiet, she is prone to long periods of contemplation and is a big fan of companionable silence. However, when a topic of interest comes up, she is happy to engage in a deep and thorough conversation about it for hours on end. Laafdahni often forgets the effects that her striking dark beauty can have on others. When she does remember (or is reminded), her reaction is usually somewhat bemused, though she’s not above using her looks to gain an advantage.
Background:
Laafdahni was born in a small Undine trading settlement along a minor river. When she was a toddler, her parents went missing while on a mission for the Pathfinder Society. As she had no other relatives, she was delivered to her grandmother, Manemi, a semi-exiled sorceress who lived alone, about a day’s journey upstream. Many years ago, there was an incident involving Manemi and a devil. As a result, she was semi-exiled. Because of the details of the incident, she cannot go too far from the settlement or the devil will cause more trouble for the community, but they do not welcome her there. She is allowed to enter the town twice a year to buy or trade for supplies, and must leave immediately once her business is completed. Whenever she went into town, people gave Manemi a wide berth. When Laa’ accompanied her grandmother into town, she would catch glimpses of the distant sea from the settlement, and yearned for it. She spent hours on and in the river at home, fishing for their suppers and dreaming of following the flowing water to the sea. Most of the rest of her time was divided between chores and learning much of the knowledge her grandmother had earned in her long years as a sorcerer, especially her knowledge of the Planes and the Infernal Language. Laa’ reached adulthood, and would have left to seek the sea, but her grandmother’s mind and body were failing. She stayed to care for Manemi, year after year, as the woman she loved and admired slowly lost her mind and wasted away. Manemi died quietly in her sleep one night. Once Laa’ had buried her near their house with certain rituals (so the devil wouldn’t disturb the settlement ever again), she packed a few belongings and set off to see the ocean and join the Pathfinder Society. She wondered if she was following in her parents’ footsteps to her doom...or to an entirely different fate.
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