Genie

Prakriti Neela Yaadu's page

199 posts. Organized Play character for Greenclaw.


Full Name

Prakriti Neela Yaadu

Race

Samsaran

Classes/Levels

Oracle (Reincarnated Oracle) 6 | HP: 39/39 | AC: 24| T: 16 | FF: 19 | CMD: 19 | Fort: +3 | Ref: +4| Will: +5| Init: +7 | Perc: +5| Sense Motive: -1 | Spirit Mem: 8/8 | Locat Mem: 8/8 | Spells: 1:7/7, 2: 6/6, 3: 4/4

Gender

Female

Strength 15
Dexterity 12
Constitution 10
Intelligence 12
Wisdom 9
Charisma 20

About Prakriti Neela Yaadu

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Description
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TBA
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Defense
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AC 24, touch 15, flat-footed 17 (+7 Armor, +5 Cha, +1 Deflect,+1 Natural Armor)
Resistance
hp 39 (6d8, +6 FC)
Fort +3 (+2 death, negative energy, negative levels, stabilise), Ref +3, Will +5
Concentration: +13
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Offense
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Speed 20 ft.
Melee +1 Morningstar +7 (1d8+3/20/x2)
Ranged Light Crossbow +5 (1d8/19-20/x2) 80ft
Spells:
0- Create Water, Detect Magic, Detect Poison, Enhanced Diplomacy, Guidance, Light, Read Magic
1 (7/day)- Bless, Cause Fear, Cure Light Wounds, Protection from Evil, See Alignment, Summon Monster I
2 (6/day)- Cure Moderate Wounds, Detect Thoughts, Instrument of Agony, Lesser Restoration
3 (4/day)- Cure Serious Wounds, Summon Monster III
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Statistics
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Str 15, Dex 12, Con 10, Int 12, Wis 9, Cha 20
Base Atk +4; CMB 6; CMD 19
Feats Extra Revelation, Improved Initiative, Extra Revelation
Traits Focused Mind +2 CONC check, Reactionary +2 INIT
Skills Acrobatics -2, Appraise +1, Bluff +8, Climb +2, Craft (alchemy) +1, Craft (armor,bows,trapmaking ,weapons) +1, Diplomacy +14, Disguise +5, Escape Artist -2, Heal +3, Intimidate +5, Knowledge (history) +6, Knowledge (planes, religion) +7, Knowledge (nature) +8, Perception +5, Ride -2, Profession (researcher) +4, Sense Motive -1, Spellcraft +5, Stealth -2, Survival +3, Swim +3,
Languages Common, Celestial, Giant, Samsaran, Tien
Combat Gear +1 Morningstar, Light Crossbow, Bolt (20), Agile Breastplate +1
Other Gear Amulet of Natural Armor, Antiplague, Antitoxin, Backpack, Bless Weapon Oil, Earplugs, Rope, Chalk (10), Headband of Alluring Charisma +2, Ring of Protection +1, Shining Wayfinder, Smelling Salts, Smoked Goggles, Torches(5), Vermin Repellent, Wand of Bless (50), Wand of CLW (46), 5003gp, 8sp, 2cp
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Special Abilities
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Samsaran Magic (Sp): 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran’s level.
Mystic Past Life (Su): You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score (4). Chose inquisitor class.
2-Invisibility
3-Heroism
4-Greater Invisibility, Hold Monster
Lifebound (Ex): +2 racial bonus on all saving throws made to resist death effects, against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Low-Light Vision: Samsarans can see twice as far as humans in conditions of dim light
Weapon and Armor Proficiency: all simple weapons, light armor, medium armor, and shields (except tower shields).
Oracle’s Curse (Ex):
Tongues: In times of stress or unease, you speak in tongues (Celestial).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. Additional at 5th, 10th.
Mystery: Nature
Revelation:
Location Memories (Su): As a swift action, you may search your past lives for memories of or insight about your current location. This grants you the scent ability, low-light vision, and a +2 insight bonus on Perception and Survival checks for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier. You must take this revelation at 1st level or 3rd level. 8/day
Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.
Spirit Memories (Su): 8/day - You call upon the unfulfilled desires and goals of your past lives and project their frustration and despair through your eyes at a target. This is a gaze attack affecting one creature. The target must make a Will save (DC 17) or be sickened and staggered for 1 round. This is a mind-affecting compulsion effect. 30' range.
Natural Divination (Ex): You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
Shining Wayfinder: A shining wayfinder is a polished silver compass favored by members of the Shining Crusade. In addition to the usual functions of a wayfinder (including the ability to create light), a shining wayfinder can be used to cast detect evil—when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet. Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder's bearer. A shining wayfinder functions only for a creature that is good-aligned. When held by an evil creature, the shining wayfinder's needle spins in a frantic circle. When held by any creature that is both nonevil and nongood, the needle simply hangs limply, not pointing to anything at all (not even to true north).

Spells Known
0- Create Magic, Detect Magic, Light, Read Magic
1- Bless, Cause Fear, Cure Light Wounds

Boons
Reincarnated Heritage: You may play a samsaran character beginning at Lvl 1 as normal.
Apprentices Returned:
Dependable Drummady’s (Rescued Pavolus Laterna): Drummady Laterna crafts you a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. If you apply credit for all three chapters of Gallows of Madness to this character, Drummady provides additional ornamentation that increases the value of the shoes to 100 gp. When would purchase magic item that occupies the feet slot, you may apply enchantment directly to these shoes, reducing the price by the shoe’s value. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit.
Gunty’s Hearty Breads (Rescued Noemi Tauralio): Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. You begin each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.
Petrello’s Haberdashery (rescued Betrona Pindlion): Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gives you a courtier’s outfit. If you apply credit for all three chapters of Gallows of Madness to this character, he also gives you a noble’s outfit.
Pricknettle’s Potions and Poultices (rescued Gellion Vazarro): You only receive this boon if Gellion survives to the end of the adventure and you speak on his behalf to Mayor Trinelli. You may check the box that precedes this boon to purchase a potion from Majara Pricknettle at a 10% discount. This discount increases to 20% if you apply credit for two chapters of Gallows of Madness to this character, or 30% if you apply credit for all three chapters to this character.
Temple of Erastil (rescued Nolaria Wintren): The head priest Illdris Ruvarra gives you a wand of cure light wounds made from an elk’s antler with 3 charges remaining. The wand gains 3 charges each time you apply an additional Gallows of Madness Chronicle sheet to this character. Additionally, Nolaria provides you with the following benefits during the other chapters of Gallows of Madness. If you play “What Lurks in the Woods”, she gives you a map of the area around Saringallow that grants a +2 circumstance bonus on Survival checks
during this adventure. She also warns you that she has seen fiendish goblins in the area, and provides you with information about these creatures as if you had rolled a 40 on your Knowledge check to identify them. If you play “Festering Blot” with this character, show this boon to your GM. Nolaria provides you with a rough description of the layout of the areas labeled K1-K17 before you leave Saringallow in their direction.
Witch’s End Tavern (Rescued Morvinarr Albusin): The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that you are worthy of trust. Over a hot meal, she lectures you with advice about how to convince innkeepers that your presence is good for business. Whenever you pay for lodging for yourself or your companion creatures, or other PCs pay for lodging while you are present, reduce the price by 50%. Only one copy of this boon may apply at a time, even if multiple PCs have earned it.
Courageous Recruit: During “A Foul Breed,” Nixa grants you a +2 circumstance bonus on Diplomacy checks to gather information. During “The Festering Blot,” you gain a +2 circumstance bonus on skill checks pertaining to searching or performing research in libraries. Additionally, Nixa provides you with one additional rumor about Saringallow.
[ ] Goblin Slayer: You may check off the box before this boon to gain a +1 bonus on Bluff, Knowledge, Sense Motive, and Survival checks against creatures with the goblinoid subtype, as well as a +1 bonus on attack and damage rolls against them. If you have the favored enemy class feature and chose golbinoid as one of your favored enemies, increase your favored enemy bonus against golbinoids by +2 instead. Activating this boon is a free action, and these benefits last for 1 minute.
[ ][ ] Repurposed Trap: So long as you carry a jar with you, you gain the benefits of endure elements in in hot environments and take a –2 penalty on saving throws against environmental cold. Check one of the boxes that precede this boon to throw a jar at a square as a ranged attack roll against an AC of 5 (range increment 10 feet). If you miss, use the rules for missing with a thrown splash weapon to determine where the jar lands (Pathfinder RPG Core Rulebook 202). When the jar hits the ground, it splits open, filling the square with brown mold. The mold deals 2d6 points of nonlethal cold damage per round to anyone it its square. Unlike typical brown mold, it does not expand when fire is nearby—the jarred samples have become somewhat sickly from their long confinement. After you check the second box, cross this entire boon off your Chronicle sheet
Antidotes and Remedies: You may chew a bundle of plants as a standard action to produce one of the following effects. Once you use one of the bundles, cross it off your Chronicle sheet.
• Heal 1d4+1 points of damage.
• Gain a +2 alchemical bonus on Fortitude saves against disease for 1 hour.
• Gain a +2 alchemical bonus on Fortitude saves against poison for 1 hour.
• Gain a +2 alchemical bonus on Fortitude saves against effects that would nauseate or sicken you for 1 hour.
[ ][ ] Bringing the Truth to Light: You may check off a box at the beginning of your turn to treat the DR of devils as if it were 5 lower and the SR of devils as if it were 2 lower until the beginning of your next turn. Alternatively, you may check off a box before this boon to grant a devil that you have summoned or called a +2 resistance bonus on saving throws and a +2 enhancement bonus to its natural armor for 1 round. Checking off a box is a free action. After checking off the second box, cross this boon off your Chronicle sheet.
Savior of Saringallow: If you elect to earn the full
rewards, you gain 3 XP, 6 Prestige Points, and 3,711 gp
[ ][ ][ ]Friends in Saringallow: Using any of these favors requires your spending the time or actions to perform the task yourself. You may use the favors listed below in any combination, checking off a box each time you ask for help. When you check the last box, Nolaria and Nixa return to Saringallow; cross this boon off your Chronicle sheet.
[ ] Ask Nixa to share her expertise (Knowledge [planes] +5)
[ ] Ask Nolaria to share her wisdom (Heal +6 or Survival +6)
[ ] Ask Nolaria to cast bless (CL 3rd, concentration +5)
[ ] Ask Nolaria to cast cure light wounds (CL 3rd, concentration +5)
[ ] Ask Nixa to make a full attack against one of your foes. Melee mwk longsword +4 (1d8+3/19–20), light
shield +3 (1d3+3)
Pushing Back the Abyss: You gain a +2 circumstance bonus on Knowledge (planes) checks concerning demons, and may attempt such checks as though you were trained in the skill. This bonus does not stack with the benefits provided by tools like Pathfinder Chronicles.