Trinia Sabor

Shayna Quickfingers's page

289 posts. Organized Play character for UncleFroggy.


Full Name

Shayna Quickfingers

Race

HP 58/58 | AC 21 | F/R/W 11/13/11 | Perc +11 | Spell Attack: +11 | 25 feet | Class DC 21 | ◈◇↺ | Spells: -/3/2/0 | Exploration Activity: Avoid Notice |

Classes/Levels

Performance(E)/Diplomacy(E): +13, Acrobatics/Stealth/Thievery: +11, Deception/Medicine: +10, Intimidation(U)/Nature/PFS Lore(E): +9, Athletics: +8, Lore (Mercantile)/Occultism: +7, Religion/Survival: +7, Arcana/Crafting/Society: +5 |

Gender

CG Female Human | Merchant | Bard Lvl 5 | Pathfinder Agent Dedication | Hero Points: 1/3 | Focus Points: 2/3 |

Strength 12
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 14
Charisma 18

About Shayna Quickfingers

Female Human Bard 5
NG, Human, Medium, Humanoid
Heritage: Versatile
Background: Merchant
Perception: +11
Languages: Common, Undercommon
STR 12 (+1), DEX 18 (+4), CON 14 (+2), INT 10 (+0), WIS 14 (+2), CHA 18 (+4)
AC 22, HP 58, Fort/Ref/Will: 11/13/11
Class DC: 21
Speed: 25 ft
Resistances: Void 1

Skills/Offense:

Please see the Botting Spoiler

Spells:

Spell DC: 21
Spell Attack: +11
1st (3/day): Soothe, Force Barrage, Sure Strike, Animate Dead
2nd (3/day): Sound Burst, Vomit Swarm, Final Sacrifice
3rd (2/day): Haste, Rousing Applause
Signature Spells: Soothe, Force Barrage, Haste
Cantrips: Telekinetic Projectile, Phase Bolt, Daze, Needle Darts, Shield
Innate Spells: Light, Electric Arc, Guidance

Focus Spells:

Focus Points: 3
Counter Performance
Lingering Composition
Courageous Anthem (at will)
Hymn of Healing

Feats and Abilities:

Ancestry Feats:
Natural Ambition - Gain a 1st-level class feat for your class
Natural Skill - Gain 2 skills
Background Feats:
Bargain Hunter - You can Earn Income using Diplomacy or purchase an item at a discount equal to the money you would have gained.
Bonus Feats:
Healing Hymn - Your divine singing mends wounds and provides a temporary respite from harm. The target gains fast healing 2. When you Cast the Spell and the first time each round you Sustain the Spell, the target gains 2 temporary Hit Points, which last for 1 round.
Class Feats:
Pathfinder Agent Dedication - Gain proficiency bonus to untrained skills equal to your level.
Wayfinder Resonance Tinkerer - You can use the unusual resonance of your wayfinder to grant it additional effects. Choose one cantrip from the arcane, divine, occult, or primal list. You can activate your wayfinder to cast that cantrip at will. As normal, this cantrip is heightened to a spell level equal to half your level rounded up. Additionally, you can Activate your wayfinder with a (envision) activation to transform it into a nondescript pin or brooch to hide your affiliation with the Pathfinder Society. This transformation lasts for 1 hour.
General Feats:
Canny Acumen (Fortitude Saves) - Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.
Hefty Hauler - Maximum and Encumbered bulk limits increase by 2
Other Abilities: Radiant Oath Champion

Equipment:

Combat Gear: Dagger(1), Shortsword, Throwing Knife(8)
Armor: Leather Armor
Other Gear: backpack, bedroll, chalk (10), flint and steel, rations (2 weeks), rope 50', soap, waterskin, Flute, Silver chunk, Cold iron chunk
Magic Items: Wayfinder, Pendant of the Occult
Wayfinder: Pearly White Spindle Aeon Stone
Potions: Minor Healing(3), Lesser Healing(2)
Scrolls: Soothe(3), Force Barrage(2)
Bulk: 4 (Encumbered at: 7; Maximum at: 12)
Coins: 246.75gp

Bot Me:

SAVES / PERCEPTION
[dice=Fortitude/Will]d20+11[/dice]
[dice=Reflex]d20+13[/dice]
[dice=Perception]d20+11[/dice]

INITIATIVE
[dice=Init; Avoid Notice]d20+11[/dice]

SKILLS
[dice=Acrobatics(T)]d20+11[/dice]
[dice=Arcana(U)]d20+5[/dice]
[dice=Athletics(T)]d20+8[/dice]
[dice=Crafting(U)]d20+5[/dice]
[dice=Deception(T)]d20+10[/dice]
[dice=Diplomacy(E)]d20+13[/dice]
[dice=Intimidation(U)]d20+9[/dice]
[dice=Medicine(T)]d20+10[/dice]
[dice=Nature(T)]d20+9[/dice]
[dice=Occultism(T)]d20+7[/dice]
[dice=Performance(E)]d20+13[/dice]
[dice=Performance(E), Virtuosic w/ Wind Instruments]d20+14[/dice]
[dice=Performance(E), Virtuosic w/ Wind Instruments, Maestro's Instrument]d20+15[/dice]
[dice=Religion(U)]d20+7[/dice]
[dice=Society(U)]d20+5[/dice]
[dice=Stealth(T)]d20+11[/dice]
[dice=Survival(U)]d20+7[/dice]
[dice=Thievery(T)]d20+11[/dice]

[dice=PFS Lore(E)]d20+9[/dice]
[dice=Mercantile Lore(T)]d20+7[/dice]

Shayna will almost never engage in combat at close range. She will usually start any combat with casting Inspire Courage w/ Lingering Composition. From there she will stand off from 20' away and cast telekinetic projectile/phase bolt. If she sees a bunch of enemies clumped together (within 10 feet), she will drop a Sound Burst on them. She will usually engage with spells vs physical damage (which explains why her weapons look new!). She will also use her third action to cast Shield if there's a danger of her getting hit.

Cast Lingering Composition, then Courageous Anthem (CA) at the start of combat; Maintain IC if the lingering composition runs out

Lingering Composition
[dice=Performance(E), Virtuosic w/ Wind Instruments, Maestro's Instrument]d20+15[/dice]

+1 to all attacks/damage if CA is active!

Melee/Ranged Attacks
[dice=Dagger/Throwing Knife/Shortsword 1st Attack]1d20+11[/dice]
[dice=Dagger/Throwing Knife/Shortsword 2nd Attack]1d20+7[/dice]
[dice=Dagger/Throwing Knife/Shortsword 3rd+ Attack]1d20+3[/dice]
[dice=Dagger/Throwing Knife Damage]1d4+1[/dice]
[dice=Shortsword Damage]1d6+1[/dice]

Spell Attacks
[dice=Telekinetic Projectile/Phase Bolt/Needle Darts]1d20+11[/dice]
[dice=Telekinetic Projectile Damage]3d6+4[/dice]
[dice=Phase Bolt Damage]3d4+4[/dice]
[dice=Needle Darts Damage, Piercing]5d4[/dice] [ooc]3 persistent bleed on crit[/ooc]
[dice=Force Barrage Damage (Per Missile)]1d4+1[/dice]
[dice=Noise Blast, DC 21 Fortitude, 10' burst]2d10[/dice]
[dice=Vomit Swarm, DC 21 Reflex, 30' cone, Piercing]2d8[/dice]
[dice=Final Sacrifice, Fire Damage, DC 21 Reflex]6d6[/dice]
[dice=Electric Arc, DC 21 Reflex, Electricity Damage]3d4[/dice]