Jadrenka

Tabitha Ardei's page

26 posts. Alias of polyfrequencies.


Full Name

Tabitha Ardei

Race

Waker May (Dreamthief-Born) Changeling

Classes/Levels

Nornkith UC Monk 1 // Silksworn Occultist 1

Gender

Female

Size

Medium

Age

18

Alignment

CN

Deity

The Eldest

Location

Helikia

Languages

Common (Taldane), Draconic, Elven, Hallit, Sylvan

Occupation

Princess, Pathfinder

Strength 18
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 6
Charisma 16

About Tabitha Ardei

Tabitha Ardei
Changeling (Waker May) Nornkith (Unchained Monk) 1 // Silksworn Occultist 1
CN medium female humanoid (changeling)
Init +3; Senses darkvision; Perception +1

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Defense
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AC 16, touch 15, flat-footed 14 (+2 Dex, +3 Cha, +1 natural)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +1 (+2 vs mind-affecting effects)
Defensive Abilities:

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Offense
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Speed: 30 ft.
Melee: unarmed strike +5 (1d6+4/x2) or 2 claws +5 (1d4+4/x2) or waveblade (1d6+4/18-20) or sansetsukon (1d10+6/19-20) or urumi (1d8+4/18-20)
Ranged: cold iron dagger +3 (1d4+4/x2, 10 ft)
Special Attacks: flurry of blows (+1), forewarned, legacy weapon (+1), mind barrier (2), minor figment (minor image), shears, sudden insight (+1); +4 to confirm critical hits
Mental Focus: 8 (abjuration 2, divination 2, illusion 1 transmutation 3)
Occultist Spells Known (CL 1st; concentration +3)
1st (2/day)—enlarge person, heightened awareness, shield, vanish
0 (at will)—detect magic, ghost sound, mage hand, resistance

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Statistics
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Str 18, Dex 14, Con 12, Int 14, Wis 6, Cha 16
Base Atk +1; CMB +5 (+2 to grapple); CMD 17 (+2 vs grapple)

Feats: Embrace of the Dark Fey, Extra Mental Focus, Improved Grapple, Improved Unarmed Strike; EitR: Combat Expertise, Deadly Aim, Power Attack
Traits Affable (social), Arcane Malignancies (drawback), Bitter Heart (race), Fey Mediator (region)
Skills: Bluff +7, Diplomacy +7 (+2 to gather info, half time), Intimidate +9, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Perception +3, Perform (dance) +7, Use Magic Device +7
Languages: Common (Taldane), Draconic, Elven, Hallit, Sylvan
FCBs: Add +1/4 point to the monk’s ki pool; Increase the occultist’s total number of points of mental focus by 1/2 point.
SQ: cantrips, flurry of blows, focus powers (legacy weapon, mind barrier, minor figment, sudden insight, sudden speed), forewarned, implements (abjuration, divination, illusion, transmutation), mental focus, resonant powers (distortion, physical enhancement, third eye, warding talisman), shears, unarmed strike
Gear: Ardei Family Banner [20 gp], Ardei Family Signet Ring, Blanket, Chalk (10), Gear Maintenance Kit [metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons], Grooming Kit [comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder], Ink, Inkpen, Journal, Ostentatious Garment [bangle, fancy mask, stiletto boots, tiara], Parasol [10 gp], Pathfinder’s Kit [backpack, a bedroll, a belt pouch, a clay mug, a cold iron dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone], Privacy Shelter, Rope (50 ft), Sansetsukon, Urumi, Waveblade; 3.3 gp

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Special Abilities
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Nornkith hone their bodies and minds to follow the branching threefold paths of fate. Nornkith seek to emulate the fey masters of fate called norns and eventually ascend to become norns in their own right.

Occultists who recognize that flashy garb and fashionable accouterments can be just as powerful as psychically charged relics in the right situations are known as silksworn. They draw their power from wearing luxurious garments and can be found in many noble courts throughout Golarion, though they often keep their abilities secret. Silksworn are even found among the mystics and the magical practitioners of Nex, each seeking the patronage of one or more of the Arclords.

Weapon and Armor Proficiency: A silksworn is proficient with only simple weapons and isn’t proficient with any armor or shields. Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex): When unarmored and unencumbered, the nornkith adds her Charisma bonus (if any) to her AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Class Skills: A silksworn adds Bluff and Knowledge (nobility) to her list of class skills, instead of Knowledge (engineering) and Knowledge (planes). This alters the occultist’s class skills.

Spells: A silksworn’s spells are considered arcane spells, not psychic spells, and her spells use verbal and somatic components instead of thought and emotion components. This alters the occultist’s spells.

Conviction of Fate (Ex): A nornkith uses her Charisma, rather than her Wisdom, to determine all class features and effects relating to her monk class.

Forewarned (Su): A nornkith can always act in the surprise round, even if she does not notice her enemies, though she remains flat-footed until she takes an action. In addition, she gains a bonus on initiative rolls equal to half her monk level (minimum +1). At 20th level, a nornkith’s initiative roll is automatically a natural 20. This ability replaces stunning fist.

Shears (Su): Whenever a nornkith makes an unarmed strike, she can cause shimmering silver shears to manifest around the blow, causing the unarmed strike to count as silver for the purpose of overcoming damage reduction. At 7th level, she gains Improved Critical (unarmed strike) as a bonus feat, even if she does not meet the prerequisites. This ability replaces the bonus feat gained at 1st level.

Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at her highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. She takes no penalty for using multiple weapons when making a flurry of blows, but she does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (She can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).

Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply her full Strength bonus on damage rolls for all her unarmed strikes. A monk’s unarmed strikes deal lethal damage, although she can choose to deal nonlethal damage with no penalty on her attack roll. She can make this choice while grappling as well. A monk’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Implements: When a silksworn chooses an implement school, she does not choose a specific object. Instead, a silksworn must be wearing an ostentatious garment or magic item worth 10 gp or more of the appropriate type and in the appropriate slot: abjuration (wrists), conjuration (shoulders), divination (eyes), enchantment (neck), evocation (hands), illusion (head), necromancy (chest), and transmutation (feet). A silksworn who does not meet this requirement is treated as lacking the appropriate implement for the purpose of her class features, including spellcasting. This alters the occultist’s implements.

Cantrips: Each time she selects an implement school, a silksworn gains one cantrip, or 0-level arcane spell (including when she selects a school that she has already learned to use). These cantrips otherwise behave as an occultist’s knacks. This ability replaces knacks.

Mental Focus (Su): The silksworn’s available mental focus is equal to her occultist level + her Intelligence modifier + her Charisma modifier. This ability alters mental focus.

Devoted Mystic: A silksworn is proficient with only simple weapons and isn’t proficient with any armor or shields. At 1st level, the silksworn gains access to four implement schools instead of two. At 2nd level and every 4 occultist levels thereafter, the silksworn gains access to an additional implement school, to a maximum of nine schools at 18th level. At 8th, 12th, and 16th levels, the silksworn increases the number of spells of each level she can cast each day by one. This does not allow the silksworn to cast spells of a level she does not yet have access to. This ability alters implements and the occultist’s weapon and armor proficiencies, and replaces outside contact.

Focus Powers:

  • Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
  • Mind Barrier (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
  • Minor Figment (Sp): As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level. If you are 7th level or higher, the figment lasts for a number of minutes equal to your occultist level, and you can cause the figment to change once during its duration when a specified condition occurs.
  • Sudden Insight (Sp): As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.
  • Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.

    Resonant Powers:

  • Distortion (Sp): The implement allows its bearer to distort her form and location, protecting her from harm. As a standard action, the bearer can gain a concealment miss chance equal to 5% for every point of mental focus invested in the implement (to a maximum of 5% + 5% for every 2 occultist levels you possess) until the next time the bearer makes an attack. If this miss chance reaches 50%, it doesn’t increase further, but the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability.
  • Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).
  • Third Eye (Su): The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.
  • Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.

    Embrace of the Dark Fey (Story): The blood of an evil fey ancestor in your veins lends you aggressive, often bloodthirsty impulses that you strive to keep under control. You gain a +2 bonus on Intimidate checks. If you have 10 or more ranks in Intimidate, this bonus increases to +4. You also gain a +2 circumstance bonus on attack rolls made to confirm critical hits. Creatures Demoralized: 0.

    Dreamthief-Born (Waker May) Traits
    Rare beyond measure, waker mays exist only as the result of horrific rituals and bear stained souls. Cursed from birth, they mature like foul fruit into the deadliest of and most powerful of hags.

  • +2 Str, +2 Cha, -2 Wis
  • Humanoid: Changelings are humanoids with the changeling subtype.
  • Normal Speed: Changelings have a base speed of 30 feet.
  • Hag Racial Trait: Each changeling inherits one of the following racial traits, depending on her mother’s hag type. Dreamthief-born changelings gain a +2 racial bonus on saving throws against mind-affecting effects.
  • Claws: Changelings’ fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
  • Natural Armor: Changelings have a +1 natural armor bonus.
  • Darkvision: Changelings can see in the dark up to 60 feet.
  • Languages: Changelings begin play speaking Common and the primary language of their host societies (Hallit). Changelings with high Intelligence scores can choose from the following languages: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.

    Traits

  • Affable: You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
  • Arcane Malignancies: As changelings sense the awakening of the eerie powers they inherited from their hag progenitors, they are often mortified to discover terrifying and debilitating alterations to their physique. While the call seizes the changelings’ minds around the time their bodies begin maturing, the arcane malignancies that mar their features and extremities have nothing to do with puberty. Not every changeling develops a malignancy, and when a changeling does develop a malignancy, it is often unrelated to whatever traits her hag mother has. These transformations are more akin to a magical allergy, manifesting in response to the well of arcane energy bubbling away in the changeling’s core. Your ears have stretched to an abnormal size, making you overly sensitive to loud noises. Whenever you are dealt sonic damage, you take 1 additional point of damage, and you are deafened for 1 minute whenever you take damage from any sonic effect.
  • Bitter Heart: You share a sliver of your mother’s supernatural hatred, gaining a +2 trait bonus to confirm critical hits.
  • Fey Mediator: You gain Sylvan as a bonus language. Additionally, choose Bluff, Diplomacy, or Knowledge (nature). That skill is a class skill for you.