Genie

Navi Windwhisper's page

215 posts. Organized Play character for roll4initiative.


Full Name

Aerissa "Navi" Windwhisper

Race

HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 |

Classes/Levels

speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE

Gender

NG f Sylph Sky Druid 7 |

Size

m

Age

77

Special Abilities

air stuff

Alignment

NG

Deity

Gozreh

Location

Beast riding practice grounds of the Grand Lodge

Languages

common, auran, elven, druidic, ignan, aquan

Occupation

Pathfinder

Strength 10
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 19
Charisma 10

About Navi Windwhisper

PFS#: 17148-15
Faction: Concordance
Fame/Prestige: 34/28
Birthplace:
Age: 77
Gender & Pronouns: female, she/her
Height: 5' 10"
Weight: 105 lbs

------------------------------
DEFENSE
------------------------------

AC 22, touch 14, flat-footed 18
(+5 armor, +4 dex, +0 shield, +3 natural, +0 def, +0 size)
Resistance: sonic 5, electricity 10.

hp: 51 (7/level)

[dice=Fortitude]1d20+7[/dice]
(Base +5, Con +1, Cloak +1)
[dice=Reflex]1d20+7[/dice]
(Base +2, Dex +4, Cloak +1)
[dice=Will]1d20+10[/dice]
(Base +5, Wis +4, Cloak +1)

Four-Leaf Clover: [ ][ ][ ] +2 luck bonus to any save, 3/day.
Elemental Conquest: +1 insight bonus on saves vs. spells, spell-like abilities and effects of creatures with fire descriptor.
Resist Storm: +4 bonus on saving throws against spells with the air or electricity descriptors and against effects that control or modify the weather (such as sleet storm).
Savior of the Reef: +5 alchemical bonus save vs. poison. (one time use).
Hurricane-Tempered: Treat wind effects as one category weaker per Air Affinity boon (5) for 1 round per Air Affinity boon. This includes penalties on ranged attacks, whether the wind checks you or blows you away, and the penalty the wind imposes on flight checks. Treat the effective starting wind strength of effects that make ranged attacks impossible but do not specify a strength, such as windwall, as if they were windstorms. One time use.

 ------------------------------
OFFENSE
------------------------------

[dice=Initiative]1d20+6[/dice]
(Dex +4, Trait +2, Item +0)

Speed: 30 ft., fly 60' (good), 7 min/day.

Melee:
[dice=+1 obsidian scimitar]1d20+6[/dice]
[dice=slashing]1d6+1[/dice]

[dice=Mwk Yellowheart Club]1d20+6[/dice]
[dice=silver bash]1d6[/dice]
 
Ranged: 
[dice=+2 Greenwood Longbow]1d20+11[/dice]
[dice=cold-iron arrow]1d8+2[/dice]

[dice=+2 Longbow, DA & PBS]1d20+9+1[/dice]
[dice=cold-iron arrow, DA & PBS]1d8+6+1[/dice]

[dice=Wind Blast vs. CMD]1d20+11[/dice]
30' line, Bull Rushes target, 7/day.

------------------------------
STATISTICS
------------------------------

Str 10, Dex 18, Con 12,
Int 12, Wis 19, Cha 10

Base Atk +5; CMB +5; CMD 19

Traits:
Heirloom Weapon: Longbow proficiency.
Reactionary: +2 initiative. 

Feats:
1. Point Blank Shot: +1 atk & dmg w/i 30'
2. Deadly Aim: -2 atk, +4 dmg
3. Precise Shot: no penalty shoot into melee.
4. Cloud Gazer: You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty.

Languages: common, auran, elven, druidic, ignan, aquan.

SPECIAL ABILITIES:
-Darkvision 60'
-Sky's Embrace (Su): At 2nd level, a sky druid no longer takes falling damage, as though she were constantly under the effect of feather fall. Additionally, she may take ranks in the Fly skill regardless of whether she has a natural fly speed, and may use her Fly skill in place of Acrobatics when making jump checks. This ability replaces woodland stride.
-Ekujae's Blessing: permanent endure elements up to 110°
-Wild Empathy: 1d20+level+CHA modifier to influence animals.
-Wild Shape(Su): 2/day (+1 if flying creature).
Beast Shape II, Elemental Body I
-Skymaster (Su): At 5th level, a sky druid can use the fly spell (self only) for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive. This ability replaces trackless step.
-Affinities (chronicles): Air +5, Water +1.

-----------------------------

SKILLS (5/level, Class Skill are Bold)

[dice=Acrobatics]1d20+5[/dice]
(Rank +1, Class +0, Dex +4)
[dice=Appraise]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Bluff]1d20+0[/dice]
(Rank +0, Class +0, Cha +0)
[dice=Climb]1d20+4[/dice]
(Rank +1, Class +3, Str +0)
[dice=Craft]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Diplomacy]1d20+0[/dice]
(Rank +0, Class +0, Cha +0)
[dice=Disable Device]1d20+4[/dice]
(Rank +0, Class +0, Dex +4)
[dice=Disguise]1d20+0[/dice]
(Rank +0, Class +0, Cha +0)
[dice=Escape Artist]1d20+6[/dice]
(Rank +2 Class +0, Dex +4)
[dice=Fly/Jump]1d20+12[/dice]
(Rank +2 Class +3, Dex +4, +half level)
[dice=Handle Animal]1d20+0[/dice]
(Rank +0 Class +0, Cha +0)
[dice=Heal]1d20+8[/dice]
(Rank +1, Class +3, Wis +4)
[dice=Intimidate]1d20+0[/dice]
(Rank +0, Class +0, Cha +0)
[dice=Know: Arcana]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Dungeon]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Engineering]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Geography]1d20+6[/dice]
(Rank +2, Class +3, Int +1,)
[dice=Know: History]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Local]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Know: Nature]1d20+9[/dice]
(Rank +3, Class +3, Int +1, Nat. Sense +2)
[dice=Know: Planes]1d20+1[/dice]
(Rank +0, Class +0, Int +1) 
[dice=Know: Religion]1d20+1[/dice]
(Rank +0, Class +0, Int +1)
[dice=Linguistics]1d20+3[/dice]
(Rank +2, Class +0, Int +1)
[dice=Perception]1d20+13[/dice]
(Rank +6, Class +3, Wis +4)
[dice=Perform]1d20+0[/dice]
(Rank +0, Class +0, Cha +0)
[dice=Profession (scribe)]1d20+10[/dice]
(Rank +3, Class +3, Wis +4)
[dice=Ride]1d20+8[/dice]
(Rank +1 Class +3, Dex +4)
[dice=Sense Motive]1d20+6[/dice]
(Rank +2, Class +0, Wis +4)
[dice=Sleight of Hand]1d20+4[/dice]
(Rank +0, Class +0, Dex +4)
[dice=Spellcraft]1d20+8[/dice]
(Rank +4, Class +3, Int +1)
[dice=Stealth]1d20+10[/dice]
(Rank +2, Class +0, Dex +4, racial +4)
[dice=Survival]1d20+10[/dice]
(Rank +1, Class +3, Wis +4, Nat. Sense +2 )
[dice=Swim]1d20+5[/dice]
(Rank +2, Class +3, Str +0)
[dice=Use Magic Device]1d20+0[/dice]
(Rank +0, Class +0, Cha +0)

Armor Check Penalty -0

Non-Standard Skill Bonuses:
Sky's Embrace: Use fly skill to jump in place of acrobatics.
Nature Sense: +2 Knowledge (nature) & Survival.
Explorer: +3 acrobatics, climb, survival, swim 1/scenario. (Faction Card)
Foe of all Winds: +2 Diplomacy vs. Natives of Plane of Air.
History of the Sunsu Godae: +5 Knowledge (history) and Knowledge (local) related to Tian Xia. 2 uses. [ ][ ].
Whispering Wind: +4 racial bonus on Stealth checks. (This racial trait replaces the sylph's spell-like ability racial trait).
Air Affinity: +2 diplomacy vs. creatures with air subtype.
Wayang Body Modification (Navel Piercing): +2 CHA checks vs. Wayangs.
Five Kings Negotiator: +2 Diplomacy vs. Dwarves.

-----------------------------
Spell-like abilities:
mage hand
(bone telekinetic wayfinder)

------------------------------
Druid Spells
(Nature Bond: +2 CL spells with air descriptor¹)
------------------------------
Wind Domain Spells are italicized

Orisons (4/day, DC 14/16 air):
create water*, detect magic, detect poison, guidance*, mending, read magic*, stabilize*.

1st: (5+1/day, DC 15/17 air):
aspect of the falcon, entangle*, expeditious excavation, faerie fire*, liberating command, obscuring mist*, thunderstomp*, windy escape*, whispering wind¹*.

2nd: (4+1/day, DC 16/18 air):
aggressive thundercloud*, barkskin*, binding earth, climbing beanstalk, cloud of seasickness, delay poison, flaming sphere*, flurry of snowballs, forest friend, gusting sphere¹, invigorating poison, resist energy, restoration (lesser)*, sickening entanglement, wilderness soldiers, wind wall¹*.

3rd: (3+1/day, DC 17/19 air):
air geyser¹*, call lightning, cloak of winds¹, cure moderate wounds, daylight, delay poison (communal)*, gaseous form¹*, ice spears, longstrider (greater), mad monkeys, neutralize poison, sleet storm, spike growth, thorny entanglement*, thunderstomp (greater).

4th: (2+1/day, DC 18/20 air):
absorbing inhalation, air walk¹*, aggressive thundercloud (greater), ball lightning¹, dispel magic*, echolocation, flame strike, life bubble, summon nature's ally IV, prot./energy (communal)*, volcanic storm.
------------------------------

GEAR/POSSESSIONS
Explorer's outfit, +1 darkleaf leather lamellar armor, +2 greenwood longbow, +1 obsidian scimitar & weapon cord, mwk yellowheart club, 50' rope & grappling hook, waterskin, wrist sheath (wand/cure mod).

Magic Items:
Belt/Inc. Dexterity +2, Cloak of Resistance +1, Headband/Insp. Wisdom +2, handy haversack, alchemist fire x1, holy water x6, oil of bless weapon, bone telekinetic wayfinder (mage hand), Four-Leaf Clover, vermin repellent x2, scroll/faerie fire x4, scroll/air bubble x4, scroll/aspect o/t falcon x2, scroll/thunderstomp x2, scroll/climbing beanstalk, scroll/invigorating poison.

Wand/cure light wounds (47/50)
Wand/lesser restoration (7/7 charges)*
Wand/cure moderate (10/10 charges)*
Wand/entangle (10/10 charges)*
Wand/protection from evil (7/7 charges)*
(*Special chronicle item.)

Arrows:
cold-iron x20
Silver blanched x10
blunt x10
+1 seeking tangle-arrow x2
+1 human-bane x6
+1 flaming x5
+1 holy x2
+1 evil outsider-bane x2

------------------------
CHRONICLES & BOONS
------------------------

Elemental Ancestry (Summer 2014 GM Reward).

On-the-Job Training (Linguistics):
When succeed at DC 15 check while benifitting from Aid Another of an ally, check box. Become specialized after all boxes checked. (1/10)

Kaghaze Redeemed:
When in Mwangi, Sargava, Shackles, or Sodden Lands, receive vial of antiplague, +1 animal-bane arrow, & potion of cure serious wounds. 1/adventure.

Elemental Conquest (fire):
Permanent +1 insight bonus vs. fire creature, spells & effects. As swift action, can grant weapon flaming quality for 1 minute (one time use).

Elemental Transformation:
Check box to gain +2 on save vs. bleed, paralysis, poison, sleep, or stunning (2 uses). [ ][ ]

Uneasy Alliance:
Have accepted Ashavar's offer of alliance with the Concordance. May play a role in future adventures.

Foe of all Winds:
Cast gust of wind (CL 6th), wind wall (CL 8th), or wind walk (CL 10th). 3 uses. [ ][ ][ ]

Partner of Elemental Balance:
Gain one of the following for 24 hrs on respective plane:
Air: 30' fly speed w/good maneuverability.
Earth: 20' climb & Nimble Moves feat.
Fire: Fire Resistance 10.
Water: Water Breathing & 30' swim speed.

Grace of Mintan Heroes:
Gain greater magic weapon (CL=HD) for 1 min. (1 time use).

Inahiyi's Gratitude:
Immediate action, treat positive & negative energy as if undead (dam from positive, heal from negative) for 1 min. 2 uses. [ ][ ].

Chalice Champion:
+2 bonus on all checks in chase or pursuit. 1 time use.

Infused Extracts:
As standard action that provokes: cure light wounds (CL 1st), cure moderate wounds (CL 4th), resist energy (CL 4th), shield (CL 1st). One time use each.

Savior of the Reef:
+5 alch. bonus to save vs. poison. 1 time use.

Sight of the Cyclops:
Reroll one d20 before results are determined.

Back to the Grave:
Swift action to gain +1 insight bonus on attacks vs. undead creatures. Each successful hit increases bonus by +1 (max +3) for 5 rounds. One time use.

Budding Friendship:
If earn no Prestige Points in adventure with at least one encounter in Absalom, earn 1 prestige. One time use.

Righteous Redemption:
Gain six flasks of holy water & oil of bless weapon. Resale value of zero.

Worthy Foe (dragons & reptilians):
+2 atk & dmg, +2 dodge AC or +2 CL checks vs. SR, spell DC's +1, & +2 saves until next turn. 3 uses. [ ][ ][ ]

Zepha's Blessing:
Grant ally +2 sacred bonus on a d20 before rolling. One time use.

Kassen's Boon:
Add 1d6 to d20 roll before results are revealed, or recall one spell, or auto stabilize if at negative hit points and dying. One time use.

Meditations of the Sacred Flower:
Use one of the following spells with caster level equal to character level. commune, mark of justice, raise dead. Casting time is 10 minutes. To use raise dead, must use diamond dust worth 5000 gp. One time use.

------------------------------
Pathfinder Tales Boons
------------------------------

Blood of the City:

Attuned to the Citysong:

Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If you select Magnimar as your settlement of choice, increase this bonus to +2. Once you have used this boon, cross it off the Chronicle sheet.

Urban Tenacity:

Your work is never done, and a near-death experience is never enough to keep
you down. As an immediate action when you are reduced to negative hit points and dying, you
automatically stabilize. If you use this ability while in the community you chose as part of the Attuned to the Citysong boon, you also receive a +1 morale bonus on attack rolls, saving throws,
and skill checks for the remainder of the encounter. Once you use this boon, cross it off the Chronicle sheet.

------------------------------
Master of Devils

Dragon Empires Expert:
Your travels in the Dragon Empires of Tian Xia have provided you with valuable tools when dealing with the lands’ varied natives. You receive a one-time +5 bonus on one of the following skill checks: Diplomacy or Sense Motive against a native of Tian Xia; Knowledge (geography, history, local, or nobility) regarding Tian Xia or its citizens; Linguistics to decipher or translate Dtang, Hon-la, Hwan, Minatan, Minkaian, or Tien. Once you have used this boon, cross it off the Chronicle.

-------------------------------

Prince of Wolves:

Your experiences with the Sczarni of the Prince’s Wolves have given you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimdate DC for a lycanthrope to demoralize you is 2 higher than normal.

------------------------------
Queen of Thorns

Desperate Bargain:
Presented with a choice between damnation and domination, you chose the latter and might choose it again. As an immediate action when you are reduced to fewer than 0 hit points, you gain a number of temporary hit points equal to 2d10 + your character level that last for 3 rounds. During these 3 rounds, you are confused as per the confusion spell. Each round, you may attempt a DC 18 Will save to remove the condition. At the end of 3 rounds or when you successfully save against the confusion effect, all remaining temporary hit points are lost and you resume dying if your hit point total remains below 0. Once you have used this boon, cross it off the Chronicle sheet.

-------------------------------
Winter Witch

Distrust of Witches:
Having been exposed to the curses of the jadwiga and winter witches of Irrisen once, you are mentally prepared to resist the hexes of others. You gain a one-time +4 bonus on a saving throw against a single witch hex, curse effect, or spell or effect with the pain descriptor. When this bonus is used, cross it off your Chronicle.

Enemies of the North:

Your repeat encounters with the ice trolls and goblins of Irrisen have trained you to handle these foes efficiently in combat. You gain a one-time +4 bonus on a damage roll against an ice troll or snow goblin. When the boon is used, cross it off your Chronicle.

------------------------------
The Worldwound Gambit

Demonic Scholar:
You gain a permanent +1 bonus on Knowledge (planes) checks when making checks regarding demons.

-------------------------------
Liar’s Blade

Liar’s Intuition:
The more thoroughly you dupe your enemies, the more thoroughly you can see through their lies. For the duration of one scenario, you gain a +1 circumstance bonus on Sense Motive checks for 1 hour against any creature that you have successfully deceived using the Bluff skill. For every additional successful lie that you tell that creature, the bonus increases by 1 (maximum +5). You can only benefit from this boon against one creature at a given time.

------------------------------
Song of the Serpent

Five Kings Negotiatior:
Your numerous interactions with the dwarves of the Five Kings Mountains have trained you in their ways and customs. You gain a +2 circumstance bonus on Diplomacy checks versus dwarves.

Kalistrade Appraisal:
You have studied the Prophecies of Kalistrade and worked alongside Druman merchants, and learned a few of their negotiating tricks, thus giving you the upper hand in your own mercantile negotiations. This allows you to sell a single item of treasure at 75% value rather than 50% one time. When this boon is used, cross it off your Chronicle sheet.

-------------------------------
CHRONICLES
-------------------------------

1. Quest: Phantom Phenomena (GM):

Boon: Draw from the Deck, Impressive Find, Well-Earned Reward.
PA Earned: +2
Fame Spent:
Gold Earned: 500 gp
Day Job: n/a

2. #7-24: Dead Man's Debt (GM):

Boon: Ekujae's Blessing, Kaghaze Redeemed.
PA Earned: +2
Fame Spent:
Gold Earned: 1205 gp
Day Job: n/a

3. #8-00: The Cosmic Captive (GM):

Boon: Elemental Conquest, Ranginori's Debt [00].
PA Earned: +2
Fame Spent:
Gold Earned: 500 gp
Day Job: n/a

4. #8-08: Tyranny of Winds I (GM):

Boon: Oread's Favor, Elemental Transformation: +2 save vs. bleed, paralysis, poison, sleep, stunning [00], Air Affinity.
PA Earned: +2
Fame Spent:
Gold Earned: 1192 gp
Day Job: n/a

5. #8-10: Tyranny of Winds II (GM):

Boon: Uneasy Alliance, Air Affinity.
PA Earned: +2
Fame Spent:
Gold Earned: 1205 gp
Day Job: n/a

6. #5-01 Glass River Rescue (GM):

Boon: Crisis Averted.
PA Earned: +2
Fame Spent:
Gold Earned: 1184 gp
Day Job: n/a

7. #8-12 Tyranny of Winds III (GM):

Boon: Foe of all Winds [000], Partner to Elemental Balance, Air Affinity.
PA Earned: +2
Fame Spent:
Gold Earned: 2281 gp
Day Job: n/a

8. #8-14: To Seal the Shadow (GM):

Boon: Grace of Minitan Heroes: cross off boon for greater magic weapon, Inayahi's Gratitude [00], Wayang Tattoo.
PA Earned: +2
Fame Spent:
Gold Earned: 1219 gp
Day Job: n/a

9. #8-18: Champion's Chalice I:

Boon: Chalice Champion: +2 to all checks in a chase or pursuit; Infused Extracts (free cure light wounds, cure moderate wounds CL 4th, resist energy CL 4th, shield CL 1st.)
PA Earned: +2
Fame Spent:
Gold Earned: 1189 gp
Day Job: 0

10. #8-19 Treacherous Waves:

Boon: Savior of the Reef: +5 alch bonus to save vs. poison.
Water Affinity
PA Earned: +2
Fame Spent:
Gold Earned: 1263 gp
Day Job: 5 gp

11. #8-21: Champion's Chalice II (GM):

Boon: Sight of the Cyclops (free reroll)
PA Earned: +2
Fame Spent:
Gold Earned: 1865 gp
Day Job: n/a

12. Module: Risen from the Sands (GM):

Boon: Back to the Grave: +1 atks vs. undead, +1 increase after each hit (max +3) for 5 rounds.
History of the Sands: +5 history or religion check regarding Osirion.
PA Earned: +1
Fame Spent:
Gold Earned: 1237 gp
Day Job: n/a

13. #6-05: Slave Ships of Absalom:

Boon: Budding Friendship: gain 1 PP if earn no prestige while in Absalom.
PA Earned: +2
Fame Spent:
Gold Earned: 1881 gp
Day Job: 30

14. #8-07 Tome of Righteous Repose (Lastwall dragon arc; GM):

Boon: Righteous Redemption, Worthy Foe (+2 atk, dmg & AC, or +2 caster level checks, +1 spell DCs, & +2 saves vs. dragons & reptilian humanoids). [000]
PA Earned: +2
Fame Spent:
Gold Earned: 2265 gp
Day Job: n/a

15. #9-12: Shrine of the Sacred Tempest:

Boon: Zepha's Blessing: grant ally +2 sacred bonus on any d20 roll before they roll it.
PA Earned: +2
Fame Spent: 6 (Telekinetic bone wayfinder)
Gold Earned: 1843 gp
Day Job:

16-18. Module: City of Golden Death:

Boon: Kassen's Boon: add 1d6 to any d20 roll, recall one spell, or auto stabilize if dying. One time use.
PA Earned: +4
Fame Spent:
Gold Earned: 6756 gp
Day Job: 75 gp

19. #10-11: The Hao Jinn Hierophant (GM):

Boon: History of Sunsu Godae: +5 history or local check regarding Tian Xia [00].
Meditations/Sacred Flower: cross off boon to use commune, mark of justice, or raise dead as SLA at character level. Casting any takes 10 mins.
PA Earned: +2
Fame Spent:
Gold Earned: 4077 gp
Day Job:

20. #8-24: Raid on Cloudborn Keep:

Boon: Air Affinity +1,
Hurricane-Tempered: Treat wind effects as one category weaker per air affinity boon (+4).
PA Earned: +2
Fame Spent:
Gold Earned: 5391 gp
Day Job: 20