Female Elf

Lady Yukari's page

18 posts. Organized Play character for Frozen Frost.


Race

HP 26/26, AC 19 w Leather Lamellar Armor, Fortitude* +5, Reflex** +10, Will** +9, Perception** +9, Stealth** +10 |

Classes/Levels

Speed 30 ft w Fleet | Exploration Activity Avoid Notice | Active Conditions --- | ◆◇↺

Gender

Female Human Thief Rogue 2 / Acrobat | Acrobat |

About Lady Yukari

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PFS INFORMATION:
PFS #: 2403787-2019
(Legacy) Lore: Pathfinder Society* +4 (1st)
Faction: Envoy’s Alliance

Chronicles & Boons
Level 1
1 B10 Hillcross Roundup
2 S03-02 The East Hill Haunting
3 Boon - Wayfinder
4 S03-05 Inheritor's Rite
5 B11 Forged Facade
6 B12 Somewhere Below
7 B13 The Blackwood Abundance

Level 2

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BOTTING INSTRUCTIONS:
Lady Yukari uses Stealth for initiative. With Surprise Attack, creatures that haven’t acted are Off-Guard to her.
She uses two weapons, one in each hand, with Flyssa as her primary, while either Light Mace or Shortsword as her secondary. If she has two actions, she will perform ◆◆ Twin Feint.
[dice=+1 Flyssa Attack (Agile, Finesse, Versatile P, Magical)]1d20+9[/dice]
[dice=Damage]1d6+4[/dice] S/P damage, plus [dice]1d6[/dice] precision damage from Sneak Attack to Off-Guard creature

[dice=Light Mace (Agile, Finesse, Shove)]1d20+8[/dice]
[dice=Damage]1d4+4[/dice] B damage, plus [dice]1d6[/dice] precision damage from Sneak Attack to Off-Guard creature

[dice=Shortsword (Agile, Finesse, Versatile S)]1d20+8[/dice]
[dice=Damage]1d6+4[/dice] P/S damage, plus [dice]1d6[/dice] precision damage from Sneak Attack to Off-Guard creature

She attempts to ◆ Tumble Through the enemy with Tumble Behind feat to make it Off-Guard.
[dice=Acrobatics to Tumble Through]1d20+10[/dice] vs target’s Reflex DC (can move at Full Speed on a Crit Success as Acrobat)

She can ◆ Treat Wounds after combat with Risky Surgery.
[dice=Damage from Risky Surgery]1d8[/dice] S damage
[dice=DC 15 Medicine to Treat Wounds w Risky Surgery]1d20+7+2[/dice]
[dice=Trained Healing]2d8 or 4d8[/dice]

If Grabbed or Restrained, she attempts to ◆ Escape.
[dice=Acrobatics to Escape w Slippery Prey feat]1d20+10[/dice]
[dice=Acrobatics to Escape w Slippery Prey feat, MAP1]1d20+10-4[/dice]
[dice=Acrobatics to Escape w Slippery Prey feat, MAP2]1d20+10-8[/dice]

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CHARACTER INFORMATION
Name: Lady Yukari
Ethnicity, Heritage & Ancestry: Versatile Human
Background: Acrobat Home Region: Shining Kingdoms Nation: Kyonin Languages: Common
Sub-Class & Class: Thief Racket Rogue Level: 2
Gender: Female Size & Reach: Medium (5 ft) Speed: 30 ft w Fleet

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STATS & SKILLS (* indicates Proficiency Level)
STR +0, DEX +4, CON +1, INT +0, WIS +3, CHA +1
HP 26/26, AC 19 w Leather Lamellar Armor, Fortitude* +5, Reflex** +10, Will** +9, Perception** +9
Acrobatics** +10 – Steady Balance – You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge., Slippery Prey – Prerequisites trained in Acrobatics or Athletics. You're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.
Arcana +0
Athletics* +4
Crafting +0
Deception* +5
Diplomacy* +5
Intimidation* +1
(Legacy) Lore: Pathfinder Society* +4
Lore: Circus* +4
Medicine* +7 – Risky Surgery – Prerequisites trained in Medicine. Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
Nature* +7
Occultism +0
Performance +1
Religion* +7
Society +0
Stealth** +10
Survival* +7
Thievery* +8

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OFFENSE & DEFENSE
Melee ◆ Fist (Agile, Finesse, Nonlethal, Unarmed) +8 Damage 1d4+4 B plus 1d6 precision (fr Sneak Attack)
Melee+1 Flyssa (Agile, Finesse, Versatile P) +9 Damage 1d6+4 S/P plus 1d6 precision (fr Sneak Attack)
Melee ◆ Light Mace (Agile, Finesse, Shove) Damage 1d4+4 B plus 1d6 precision (fr Sneak Attack)
Melee ◆ Shortsword (Agile, Finesse, Versatile S) +8 Damage 1d6+4 P/S plus 1d6 precision (fr Sneak Attack)
Armor Leather Lamellar Armor AC Bonus +1 Dex Cap +4
Shield ---

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SPELLS (* denotes Signature Spells)
Rogue DC ---

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GEARS & ITEMS
Invested Items (1/10): Wayfinder
Worn Items: [i]+1 Flyssa, Light Mace, Shortsword, Leather Lamellar Armor, Healer’s Toolkit, Thieves’ Toolkit, Backpack
Stowed Items (in Backpack): Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap
Current Bulk: 2.0 (Encumbered 5.0, Maximum 10.0)

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FEATS
Level 1
Skill Feat (from background) Steady Balance – You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not off-guard while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.
General Feat (from Heritage) Versatile Heritage – Fleet – You move more quickly on foot. Your Speed increases by 5 feet.
Class Feat Tumble Behind – You tumble under and behind your foe, your rapid movement letting you catch them off guard. When you successfully Tumble Through, the foe whose space you passed through is off-guard against the next attack you make before the end of your turn.
Ancestry Feat Natural Ambition – Twin Feint – Requirements: You are wielding two melee weapons, each in a different hand. You use an attack with one weapon to distract your foe from a second attack coming at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically off-guard against the second attack. Apply your multiple attack penalty to the Strikes normally.
Skill Feat Risky Surgery – Prerequisites trained in Medicine. Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.
Class Feature Rogue Racket – Thief Racket – Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows, or even a consultant, testing clients’ vaults for openings. When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon or finesse melee unarmed attack, you can add your Dexterity modifier to damage rolls instead of your Strength modifier. You are trained in Thievery.
Class Feature Surprise Attack – You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are off-guard to you.
Class Feature Sneak Attack – When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the off-guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse. As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Level 2
Class Feat Acrobat Dedication – Prerequisites trained in Acrobatics. You become an expert in Acrobatics. At 7th level, you become a master in Acrobatics, and at 15th level, you become legendary in Acrobatics. Whenever you critically succeed at an Acrobatics check to Tumble Through an enemy's space, you don't treat the enemy's space as difficult terrain. Special You can't select another dedication feat until you have gained two other feats from the acrobat archetype.
Skill Feat Slippery Prey – Prerequisites trained in Acrobatics or Athletics. You're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.

Level 3
General Feat Toughness
Skill Feat Wary Disarmament
Class Feature Deny Advantage

Level 4
Class Feat Nimble Dodge
Skill Feat Cat Fall

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