Rakshasa

Tatiana Hybrid Form's page

38 posts. Alias of Ilmakis.


Classes/Levels

HP 21/21 | AC21 (17FF, 14T) | Perception +7, Sense Motive +7 | +4 Init | Fort +4, Ref +7, Will +4* |

About Tatiana Hybrid Form

PFS Number: # 754-42
Rogue 2/Cleric 1
XP: 7
Fame : 14
Prestige: 10

Completed Adventures:

#I-01: In Service to Lore (CORE)
#3-07: Echoes of the Overwatched (CORE)
#3-00: Blood Under Absalom (GM) (CORE)
#3-18: The God's Market Gamble (CORE)
#7-21: The Sun Elixir Scheme (CORE)
#5-19: The Horn of Aroden (CORE)
#1-33: Assault on the kingdom of the Impossible (CORE)

Tatiana
Female human (Varisian) cleric of Pharasma 1/rogue 2
N Medium humanoid (human)
Init +4; Senses Perception +7
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Defense
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AC 21, touch 14, flat-footed 14 (+5 armor, +4 Dex, +2 Natural)
hp 21 (3d8+3)
Fort +4, Ref +7, Will +4; +2 trait bonus vs. charm and compulson
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4+1/19-20) or
. . light mace +5 (1d6+1) or
. . mwk cold iron rapier +6 (1d6+1/18-20)
Special Attacks channel positive energy 4/day (DC 11, 1d6), sneak attack +1d6
Domain Spell-Like Abilities (CL 1st; concentration +2)
. . 4/day—gentle rest, icicle (1d6 cold)
Cleric Spells Prepared (CL 1st; concentration +2)
. . 1st—Magic Stone, obscuring mist[D], protection from evil
. . 0 (at will)—create water, guidance, stabilize
. . D Domain spell; Domains Repose, Water
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Statistics
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Str 13, Dex 18, Con 12, Int 10, Wis 13, Cha 12
Base Atk +1; CMB +2; CMD 16
Feats Point-Blank Shot, Precise Shot, Skill Focus (Diplomacy), Weapon Finesse
Traits birthmark, fashionable
Skills Acrobatics +10, Bluff +6, Diplomacy +11, Disable Device +12, Disguise +1, Knowledge (history) +5, Knowledge (local) +4, Knowledge (nobility) +4, Knowledge (religion) +5, Linguistic +4, Perception +7, Profession (midwife) +7, Sense Motive +6, Stealth +8
Languages Celestial, Common, Varisian
SQ trapfinding +1
Combat Gear wand of cure light wounds, wand of bless; Other Gear +1 mithral chain shirt, cloak of resistance +1, dagger, light mace, mwk cold iron rapier, masterwork thieves' tools, masterwork tool (profession), jewelry (worth 80 gp),2,013 gp.
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Special Abilities
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Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Repose) Granted Powers: You see death not as something to be feared, but as a final rest and reward for a life well spent. The taint of undeath is a mockery of what you hold dear.
Cleric Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Gentle Rest (4/day) (Sp) As a standard action, melee touch staggers living 1 rd (sleep if already staggered), longer duration vs. undead.
Icicle 1d6 cold (4/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Faction Card:

Season 8

[X][X][ ] Recruit a named NPC aristocrat, noble, ambassador, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).
[X] Recover blackmail or incriminating evidence against a named NPC aristocrat, noble, ambassador, or similar figure.
[X][X] Fulfill one of the goals above without revealing your faction affiliation to anyone other than a present or prospective member of the Sovereign Court. Checking one of this goal’s boxes doesn’t prevent you from checking one box for a different goal.
[ ][ ] Resolve an encounter with a genie through diplomacy, trickery, bribery, or a similar tactic. If you convince a genie to provide you with a non-corrupted wish (as detailed in a scenario), you can check both of this goal’s boxes.
[ ][ ] Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check (DC = 15 + your character level).
[ ] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
[ ] Gain access to an item on your Chronicle sheet with a value of at least three times the maximum gold you could have earned for that adventure using the standard advancement track (minimum 2,000 gp).
[X][ ][ ] / [ ][ ] Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

PRACTICED DIPLOMAT (2+ goals): Circle one of the following skills: Bluff, Diplomacy, Disguise, or (Knowledge (nobility)). When you roll your chosen skill, you always receive a result of at least 10 plus the number of goals you have completed.

Boon:

Select one boon—line through the others.
☐ Combat Boon: As an immediate action, you may reroll an attack roll before success is
determined. You must accept the second roll, even if it’s worse than the first roll. You may only
use this ability once. On using this ability, check the box and line through this boon.
☐ Magic Boon: As a standard action, you may recall one spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only
use this ability once. On using this ability, check the box and line through this boon.

☐ Skill Boon: As an immediate action, you may reroll a skill check before success is determined. You must accept the second roll, even if it’s worse than the first roll. You may only use this
ability once. On using this ability, check the box and line through this boon.

If Zamir is coerced into joining the Pathfinder Society:
Venture-Captain Mihir presents you with a copper coin that has the sigil of the open rode on one side and the flag of Jalmeray on the other. When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any Appraise, Diplomacy, or Knowledge (any) skill check. You may use this coin only one per scenario.

Horn of Aroden You've recovered the Horn of Aroden, a relic once used to bolster the forces of good and defeat Deskari's minions. The instrument is powerless now, but the Pathfinder Society is certain that it may be useful in the upcoming expedition to Jormurdun and in Mendev's fight against the Worldwound.

Infiltrator: Your experiences during the heist have taught you to work together more effectively with your allies to cover your tracks. Before rolling a Stealth check, choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check, you and this ally both use the higher of your two results, including all bonuses and modifiers. When you use this boon, cross it off your Chronicle sheet.
Sun Orchid Sleuth (Sovereign Court): You recovered valuable paperwork describing Prince Zinlo’s dealings with the Aspis Consortium. In thanks for your efforts, Lady Gloriana Morilla teaches you techniques for convincing others to part with their secrets. You may check one of the boxes that precedes this boon to gain a +2 bonus on a Charisma-based skill check when attempting to convince another person to reveal sensitive information. While adventuring in Thuvia, you may use this boon once per scenario without crossing off one of the check boxes.