About Lady Naysha
PFS # 293425-2
Faction: Soveriegn Court
Fame 20, Prestige Points 18
Spell-like Abilities (CL 4th, Concentration +8)
Spells Known (CL 4th, Concentration +8)
Offensive Abilities whimsical prank
Curse of Tongues: In times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat.
Assumed Form (Sp): You can change your appearance at will, as disguise self with a caster level equal to your oracle level. At 7th level, you can instead physically transform, as alter self. At 11th level, this ability lasts until you dismiss it or use it again, allowing you to keep it active while you sleep.
Flicker (Sp): You can flicker from sight for a short time, allowing you to escape or set up a prank. As a swift action, you can disappear for 1 round per oracle level. This ability functions as invisibility. You can use this revelation a number of times per day equal to half your oracle level (minimum 1).
Whimsical Prank (Su): As a standard action, you can call upon fey to play a prank on a creature within 30 feet as a dirty trick combat maneuver. Resolve this attempt as normal, except that it doesn’t provoke attacks of opportunity, you use your oracle level in place of your Combat Maneuver Bonus, and you add your Charisma modifier in place of your Strength or Dexterity modifier. No save is allowed against this attempt, but a creature affected by this revelation cannot be the target of this revelation again for 1 day. (CMB: +9)
Dirty Trick: This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions: blinded, dazzled, deafened, entangled, shaken, or sickened.
Combat Gear Miss Whiskers (stuffed rabbit), dagger, dart (19), acid (4), holy water (3), potion of invisibility (2), scroll of comprehend languages, scroll of obscuring mist, wand of cure light wounds (45), wand of lesser restoration (12 charges)
Possessions +1 padded armour, cloak of resistance +1, ring of protection +1, courtier’s outfit (30 gp), fine hat, fancy jewelry (49 gp), signet ring (1 gp), backpack, artisan’s (magician’s) tools, bedroll, charcoal, disguise kit (10 uses, 4 used), grooming kit, journal, mess kit, perfume (5 doses), rations, sewing needle, sewing thread, waterskin, wayfinder, portable terrarium with a pink gecko and his environment inside), origami rabbit from Sok
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 44 lbs.
Money 3,881 GP 8 SP 0 CP
A Torch in the Dark [Legacy] Your efforts to peel back the mists of time and learn the truth about the early days of the Decemvirate has uncovered certain disturbing truths. While some would prefer these truths stay hidden, you actions have paved the way for a stronger Society and higher accountability from the members of the Decemvirate. Keep this Chronicle sheet, as this book will have certain benefits in the new organized play campaign for the Pathfinder RPGs second edition.
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.
Draw from the Deck: You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet.
Duplicitous Charm: As a confidence artist, you are adept at earning the trust of others and bending them to your needs. Choose a creature. Until the end of the scenario you gain a +2 competence bonus on Bluff checks to lie to the creature and Diplomacy checks to improve the creature’s attitude or request favors from it. When this boon is used, cross it off your Chronicle sheet.
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 and 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), negative (opposes the secondary success condition), or negligible (neither contributes nor opposes). If none of these three options accurately reflects the action's impact on the PCs 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.
Fugitive from Numeria: You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of its cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action you gain a +2 bonus to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used, cross it off your Chronicle sheet.
Haunt Sense: Having encountered many different haunts during your adventuring career, you have a knack for reacting quickly and knowledgably to their harmful effects. You may use this boon before attempting a Knowledge (religion) or Perception check to spot a haunt as it manifests to roll the skill check twice and use the higher result. In addition, you gain a +2 insight bonus on saving throws and a +2 insight bonus to AC against the haunt’s effects. When you use this boon, cross it off your Chronicle sheet.
Impressive Find: A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.
Impressive Find: The Pathfinder Society is impressed with your efforts in uncovering the truth behind Eylysia’s long ago conflict with the early members of the Decemvirate. Once you earn 12 or more Fame, your superiors award you 1 additional prestige point (but not Fame) in recognition of your excellence. When you use this boon, cross it off your chronicle sheet.
Infiltrator: Your experiences during the heist have taught you to work together more effectively with your allies to cover your tracks. Before rolling a Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off your Chronicle sheet.
Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
Lord Avid’s Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.
Nemesis of the Aspis: You are an expert at sabotaging the Aspis Consortium’s nefarious schemes. During any scenario in which you encounter the Aspis Consortium you may, as an immediate action, force an enemy Aspis Consortium Agent to preroll a single d20 and take the worse result. Once you have used this boon cross it off the chronicle sheet.
   Piercing the Veil: You have seen the deceptions that the powerful hide behind and have broken through them, restoring truth to the Society’s history and vindicating the unjustly persecuted former Pathfinder Eylysia. At the start of any adventure, you may check a box next to this boon to gain a +1 bonus on all Perception and Sense Motive checks, as well as all Will saving throws made to resist or disbelieve illusions, for the duration of the adventure.
   Storm Rider: Having braved the Eye of Abendago and faced the Tempest Monarch, you have gained one of the fearsome dragon’s scales, imbued with the elemental energies of the Eye. Whether you gained the scale through force or guile, it responds only to your command. You can check one of the boxes next to this boon as a standard action to cast endure elements on yourself, with a caster level equal to your character level.
  Sun Orchid Sleuth (Sovereign Court): You recovered valuable paperwork describing Prince Zinlo’s dealings with the Aspis Consortium. In thanks for your efforts, Lady Gloriana Morilla teaches you techniques for convincing others to part with their secrets. You may check one of the boxes that precedes this boon to gain a +2 bonus on a Charisma-based skill check when attempting to convince another person to reveal sensitive information. While adventuring in Thuvia, you may use this boon once per scenario without crossing off one of the check boxes.
Well-Earned Reward: Dr. Quolorum’s principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5,000 gp), necklace of fireballs (300 gp), and robe of useful items (2,500 gp).
You Rescued the Minotaur Prince: You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear about how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.
Naysha was born to a prosperous Taldan noble family that owned many lavish properties throughout the Inner Sea. As a child, the young noble played around her family’s many vast estates alongside her dearest friend, a stuffed rabbit named Miss Whiskers. Occasionally the nimble child slipped away from the servants and maids hired to care for her. One such day Naysha and Miss Whiskers happened upon a fairy ring and found themselves far from home. There they met brownies, pixies and other fey. They played games, made jokes, played tricks and had fun, fun, fun. The experience filled the young girl with boundless joy and whimsy. And the longer she stayed, the more the magic of the First World filled her—magic she believed came from Miss Whiskers.
Eventually, Naysha and Miss Whislers found their way home, but Naysha was forever changed. Despite the passage of time, she never seemed to grow up. She appeared to be a young girl even as an adult woman, and her vivid imagination, love of play, and fondness for tricks never diminished. With a heart full of childish joy and wonder, Lady Naysha and Miss Whiskers have become quite the talk of Taldor!
Lady Naysha works as a magician part-time, bringing wonder and joy to children of all ages. In her free time she does jobs for the Pathfinders, discovering new sights, sounds and treasures with enthusiasm.
When she’s in trouble, Lady Naysha can call upon her fairy friends for aid, allowing them to play dirty tricks on her enemies. She can also summon small woodland creatures (rabbits are her favourite), and can heal her companions wounds. All thanks to her beloved Miss Whiskers!
Appearance and Personality:
Despite being a grown woman, Lady Naysha looks like a young, teenage girl. She has black hair, a bright smile, and eyes that sparkle with joy. She wears very fancy clothes and jewelry, and always carries around her beloved stuffed rabbit, Miss Whiskers. She thinks Miss Whiskers is the source of her magical powers!
Lady Naysha is nice and funny. She loves to make jokes, play tricks, and make people laugh. She has a wild imagination, and is very gullible. She is never embarrassed or shy. She is very brave.
45 - Delirium's Tangle
5-08 - Confirmation
7-10 - Consortium Compact
AP 43 - Haunting of Harrowstone
Quest - Phantom Phenomena
7-21 - Sun Orchid Scheme
9-22 - Grotto of the Deluged God
4-07 - Severing Ties
10-16: What the Helms Hide