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About Mak'daMak'da is a tall, dark skinned Ekujae half elf from the Mwangi Expanse. She grew up along the banks of the Vanji River with her twin sister Chandu. Neither ever knew their father, their mother would not talk about him, but he has supported them for many years. In time her mother sent both sisters to join the society to help foster peaceful relations between the Ekujae and the Society. Chandu took to the Society but Mak'da finds most "civilised" humans foolish and weak but she honours her mothers wishes. Stat Block:
Mak'da Female half-elf druid 12 N Large humanoid (elf, human) Init +8; Senses darkvision 60 ft.; Perception +32 --------------------
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Ranged (M) sling +10 (1d4+4) Space 10 ft.; Reach 10 ft. Special Attacks whirlwind (10-40 ft. high, 1d8+4 damage, DC 10), wild shape 5/day Druid Spells Prepared (CL 12th; concentration +22) . . 6th—antilife shell, greater dispel magic, fire seeds (2)
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Skills Climb +2, Diplomacy +22, Disguise +8, Fly +8, Handle Animal +11, Heal +14, Knowledge (geography) +5, Knowledge (nature) +16, Perception +32, Sense Motive +28, Spellcraft +5, Survival +29 (+31 to avoid becoming lost), Swim +2 Languages Common, Druidic, Elven, Sylvan SQ elf blood, nature bond (tiger named T'Khan), nature sense, trackless step, wild empathy +10, woodland stride Combat Gear lesser extend metamagic rod, lesser extend metamagic rod, pearl of power (1st level), potion of cure light wounds, scroll of calm animals (x2), scroll of endure elements (x2), scroll of entangle (x2), scroll of faerie fire (x2), scroll of freedom of movement, scroll of jump (x2), scroll of lesser (x5) restoration, scroll of magic fang (x2), scroll of magic stone (x2), scroll of obscuring mist (x2), scroll of resist energy (x2), scroll of shillelagh (x2), scroll of speak with animals (x2), wand of cat's grace (5 charges), wand of cure light wounds, wand of cure light wounds (38 charges), wand of freedom of movement (10 charges), wand of longstrider (35 charges), wand of mage armor (32 charges), wand of touch of the sea (CL 3rd, 10 charges), acid, alchemist's fire (2), antiplague[APG] (2), antitoxin (3), holy water (2); Other Gear +1 dragonhide breastplate, +1 dragonhide breastplate, +1 dragonhide full plate, +1 darkwood heavy wooden shield, +1 heavy wooden shield, +1 heavy wooden shield, club, dagger, mwk cold iron scimitar, quarterstaff, quarterstaff, scimitar, sling, sling bullets (10), belt of physical might +2 (Str, Con), cloak of resistance +4, dusty rose prism ioun stone, eyes of the eagle, handy haversack, hat of disguise, headband of inspired wisdom +6, ring of protection +1, wayfinder[ISWG], backpack, bedroll, belt pouch, belt pouch, flint and steel, grappling hook, holly and mistletoe, ink, inkpen, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, paper (10), piton (4), silk rope (50 ft.), spell component pouch (2), waterskin --------------------
Faction and Boons:
PFS# 44523-39 Faction: Exchange --------------------
2|5 GM Games
BOONS Aspis Profiteer (3 unchecked boxes): You have learned to spin others’ frustration against the Aspis Consortium into profit. When you participate in a scenario that features the Aspis Consortium, ask your GM to initial a box before this boon. Once per adventure, you can cross off an initialed box to obtain an item whose gp price is no more than 75 gp × the number of goals you have completed. These items have a resale value of 0 gp. Ready for Disaster (2 boxes) 1/adventure cross off a box to obtain non magical item worth 10gpxlevel, paying the cost normally. If you have less than 100g[xlevel gear instead gain an item worth 25gpxcharacter level Steady in a Storm: Treat size as 1 larger for wind effects, cross off to treat wind strength as 2 lower for 1 round Bravery of the Song'o: Cross off to reduce penalty for shaken or frightened by 1 for rounds equal to character level Dinosaurs protection: May purchase one +1 weapon or armour made of bone at 20% discount Jungle Explorer (3 boxes): Check box for +2 on survival to avoid getting lost or find food and water Playful Pickpocket: One use water breathing SLA, caster level = character level Bane of the Lizardfolk (1 box): Check box for +1 morale bonus on next attack roll, +2 versus lizardfolk. May apply 1/round versus lizardfolk without checking box. Blessed Spell: One use, apply empower, extend, silent or still metamagic to a spell when preparing them, increases level as normal Frontier Landowner: Jungle Retreat, use Survival for day job checks, +3 to identify plants, animals and vermin native to jungles Chalice Champion: You were part of the team that secured the Sargava Chalice for the Pathfinder Society’s use. At the start of a chase or pursuit, you may activate this boon to grant yourself a +2 bonus on all checks made to make progress in the chase or pursuit. This bonus lasts the duration of that chase or pursuit only. When you have used this boon, cross it off the Chronicle Sheet. Infused Extracts: You claimed a number of a dead alchemist’s infused extracts during the Sargava Chalice, which you can use at any time in the future. As a standard action that provokes attacks of opportunity (as drinking a potion), you gain one of the following benefits. When you have used a given benefit, check the adjacent box, indicating that the extract has been expended. Abilities that allow you to drink potions more quickly or without provoking attacks of opportunity affect this boon, though abilities that alter the effects of a consumed potion (such as the extend potion alchemist discovery or the alchemical allocation spell) do not. ▫ cure light wounds (CL 1st)
Champions Chalice 2: Reroll one d20 roll once keeping the second rol Halflight Path: Underground favoured terrain for 1 scenariol Seers 2:
Seers 3:
Seers 4:
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