Asweya Stiyo

Mak'da's page

603 posts. Organized Play character for andreww.


Full Name

Mak'da

Race

Init +8| HP 111/111 | AC34 T12 FF33, DR5/- , Immune to crits, bleed, sneak| Fort +15, Reflex +12, Will +22, +2 vs ench | CMD 30 | Perception +32 | Sense Motive +28

Classes/Levels

Buffs:
Wild Shape: Large Air Elemental, Barkskin
Resources:
Reroll: Unused
| Conditions:

Gender

N Female Half Elf Druid 12 | Stonebreak | T'Khan

About Mak'da

Mak'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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Defense
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AC 29, touch 12, flat-footed 28 (+10 armor, +1 deflection, +1 Dex, +1 insight, +4 natural, +3 shield, -1 size)
hp 111 (12d8+48)
Fort +15, Ref +12, Will +22; +2 vs. enchantments, +4 vs. fey and plant-targeted effects
DR 5/—; Immune sleep, bleed, critical hits, precision damage

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Offense
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Speed fly 120 ft. (perfect)
Melee (M) club +10/+5 (1d6+4) or
. . (M) dagger +10/+5 (1d4+4/19-20) or
. . mwk cold iron scimitar +13/+8 (1d8+4/18-20) or
. . (M) quarterstaff +10/+5 (1d6+6) or
. . (S) quarterstaff +8/+3 (1d4+6) or
. . (M) scimitar +10/+5 (1d6+4/18-20) or
. . 2 slams +15 (1d8+7)

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)
. . 5th—animal growth (2, DC 25), baleful polymorph (DC 25), transmute rock to mud, wall of thorns
. . 4th—air walk, dispel magic, flame strike (DC 26), freedom of movement, ice storm
. . 3rd—call lightning (2, DC 25), daylight, greater magic fang, greater magic fang, sleet storm
. . 2nd—barkskin (3), bull's strength, flaming sphere (DC 24), resist energy, soften earth and stone
. . 1st—calm animals (DC 21), charm animal (DC 21), endure elements, faerie fire, longstrider, shillelagh (DC 21), speak with animals
. . 0 (at will)—detect magic, guidance, light, stabilize

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Statistics
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Str 18, Dex 18, Con 16, Int 12, Wis 30, Cha 7
Base Atk +9; CMB +14; CMD 30
Feats Greater Spell Focus (evocation), Heavy Armor Proficiency, Improved Initiative, Natural Spell, Skill Focus (Diplomacy), Spell Focus (evocation), Spell Penetration, Toughness
Traits ease of faith, upstanding

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

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Special Abilities
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Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fly (120 feet, Perfect) You can fly!
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Immunity to Bleed You are immune to bleed.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Precision Damage You are immune to Precision Damage
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Whirlwind (10-40 ft. high, 1d8+4 damage, DC 10) (Su) Become a whirlwind which damages foe in same square and may trap them within (Ref part).
Wild Empathy +10 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (12 hours, 5/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Faction and Boons:

PFS# 44523-39
Faction: Exchange

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Faction Journal (Exchange Season 9)

2|5 GM Games
2|2 Create trade route (1 goal)
1|2 Find unique item
Purchase item in Eledar (1 goal, Champions Chalice 1 - Lesser Extend Rod)

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)
▫ cure moderate wounds (CL 4th; Subtier 4–5 only)
▫ resist energy (CL 4th; Subtier 4–5 only)
▫ shield (CL 1st)

Champions Chalice 2: Reroll one d20 roll once keeping the second rol

Halflight Path: Underground favoured terrain for 1 scenariol

Seers 2:
1 use CL7 lightning bolt, DC17, standard action
1 use CL7 copper dragons breath, DC17, standard action

Seers 3:
Master of Storms 5 boxes: Check box to gain cold or electricity reist equal to character level for 10 minutes

Seers 4:
Storm Blessing 2 boxes: Check box to gain electrical resistance equal to level for 1 adventure