About Vina SithaVina Sitha
Vanara Racial Traits: Vanara Racial Traits
+2 Dexterity, +2 Wisdom, –2 Charisma. Vanaras are agile and insightful, but are also rather mischievous. Vanara: Vanaras are humanoids with the vanara subtype. Medium: Vanaras are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Vanaras have a base speed of 30 feet and a climb speed of 20 feet. Low-Light Vision: A vanara can see twice as far as a human in dim light. Nimble: Vanaras have a +2 racial bonus on Acrobatics and Stealth checks. Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action. Languages: Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan. Alternate Racial Trait: Change Size (Su):
gain shapeshifter subtype; at will- reduce her size category to Small; ability scores don’t change, only her size (and thus her weapon damage); normal size penalties and bonuses to AC and CMD and on attack and skill rolls apply. Changing size or returning to her true size is a full-round action. This racial trait alters the vanara’s type and replaces Nimble.
AC 17, touch 15, flat-footed 14 Attack Rolls +1 BAB 6 CMB 3 CMD 17 Skills Fly 5, Stealth 24 Init +3 (+5 1/day) Senses Low-Light Vision, Scent, Perception +17 DEFENSE AC 16, touch 14, flat-footed 13 hp 48 (aegis of recovery, 2d8+2xGM stars hit points) Fort 6 Reflex 6 Will 11 (+1 vs. disease, +2 vs. *illusion, soul bind, magic jar, possession; Retributive Abjuration boon: 1/scenario, swift action, cast draconic reservoir [duration: 1 round/GM star; absorbs 3 pts./GM star]) Immune poison OFFENSE Melee bite +6 (1d6), 2 claws +6 (1d4) Melee Touch +4/-1 Ranged Touch +9/+4 Speed 30 ft; Climb 20 ft. Space 5 Reach 5 STATISTICS STR 7 DEX 16 CON 10 INT 16 WIS 20 CHA 14 (once per day, as a swift action, gain +2 to ability score for 1 minute) BAB 6 CMB 4 CMD 18 Feats Psychic Sensitivity (bonus), Spell Focus (Conjuration) (1st), Empath (3rd), Augment Summoning (5th), Summon Plant Ally (7th), Greater Spell Focus (Conjuration) (9th) Skills Acrobatics 11, Appraise 3 (Psychometry 3), Bluff 3 (5 in Magnimar), Climb 13, Diplomacy 14 (16 in Magnimar and with Taldor nobles, 18 to gather info in Korvosa) (Hypnotism 16), Disguise 6 (16 with adjustable disguise), Escape Artist 3, Fly 3, Handle Animal 20, Heal 11 (Faith Healing 11), Intimidate 2 (4 in Magnimar and with common people of Taldor), Knowledge (arcana) 11 (Phrenology 13), Knowledge (geography) 7, Knowledge (nature) 13, Perception 17 (Read Aura 19), Ride 9, Sense Motive 11 (Prognostication 13), Spellcraft 9, Stealth 20, Survival 11 (Dowsing 11), Swim 2 Languages Vanaran, Common, Sylvan, Elven, Vudrani, Druidic, Aklo Traits Reckless (Combat), Trickster (Race - Vanara) Class Features not proficient with any type of armor, Eldritch Botanist (Ex) (can affect plants with mind-affecting effects she creates and with spells that normally affect animals; any such spell that allows a Will save can instead be negated by the target plant with a successful Fortitude save at the same DC), Plant Bond (Ex) (replaces Nature Bond), Green Empathy +15 vs. plants, +11 vs. animals (Ex) (replaces Wild Empathy), Paranormal Scholar (Ex): Psychic Sensitivity bonus feat and mental block psychic 2, adjustable disguise psychic 3, mind swap psychic 5 considered on druid spell list (replaces nature sense, trackless step, and resist nature’s lure), Woodland Stride (Ex), Animal Spirit (Su): +2 to attack and damage rolls with natural weapons and on skill checks relating to animals and plants, +1 natural armor bonus to AC, surge +1d6, lesser spirit power - scent, intermediate spirit power - summoned animals gain a +2 on atks, dmg and saves (replaces Wild Shape), Venom Immunity (Ex). Favored Class Option +1/2 bonus on wild empathy checks and a +1/2 bonus on Handle Animal checks (x9 --> +4 to Green Empathy and Handle Animal, included in stats) Gear completely naked, except for headband of mental prowess +2 (INT/WIS), bracers of armor +1, ring of protection +1, unaligned amulet of mighty fists, purple-hued lenses (aura goggles), braided alpaca wool belt (belt of spirit vines) holding a wand of cure light wounds, a scroll case, potions and a rod of lesser extend metamagic, and braided in her fur, a cluster of emeralds attached to a delicate golden clasp arranged in the likeness of a five-petaled blossom (tiller's pendant). On each of her earlobes she wears a delicate pearl earring (pearl of power 1 and pearl of power 2). Purchases before this scenario: scrolls - endure elements x2, bull's strength x2, cat's grace x2, bear's endurance x2, lockjaw x2, carry companion; potions: bless weapon x2, protection from evil (CL 2nd) x2; unaligned amulet of mighty fists; aura goggles; hypnotist's locket (pocket watch); occult reference material (medium spirits); phrenologist's kit; prognostication manual. Druid Spells (Caster Level 9th; Concentration +14)
Vanities:
Green Faith [4PP]: +2 to knowledge nature. Lakadee:
Lakadee Male Sapling Treant Plant Companion Large Plant Init +1 Senses Low-light Vision (Perception +5) DEFENSE AC 25, touch 10, flat-footed 24 hp 67 Fort 9 Reflex 7 Will 3 Immune mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep and stunning. OFFENSE Speed 30 ft; Climb 30 ft. Melee Slam +14/+14/+9 (2d6+8/x2) Special Attack double damage vs. objects Space 10 Reach 10 STATISTICS STR 26 DEX 12 CON 16 INT 3 WIS 12 CHA 7 BAB 6 CMB 15 CMD 26 Feats Improved Natural Armor, Improved Natural Attack (Slam), Weapon Focus (Slam), Share Feature (Woodland Stride) Skills Climb 20, Disguise 3 (11 when posing as scenery, 21 when adjustable disguise is cast), Perception 5, Stealth 8, Survival 1, Swim 12 Languages Common, Treant (does not speak) Plant Companion Features Link, Share Spells, Evasion, Devotion (+4 morale on Will saves vs. enchantment spells and effects), Multiattack Tricks Attack x2, Demolish, Pose As Scenery, Take Root, Watch, Subdue, Flank, Receive Spell x3 (Adjustable Disguise, Air Walk, Fly), Maneuver (Grapple), Sneak. Gear carried on Lakadee Leaf armor +2, Tiller's Pendant, Wayfinder decorated with magical silver filligree (acts as aegis of recovery, 2d8+8 hit points), Sommelier's Private Selection, Masterwork Backpack, noble's outfit, Druid's Kit, Tree Swing (reskinned Military Exotic Saddle), Waterskin x5, Hanging Tent (small creature), Trail Rations x10, hypnotist's locket (pocket watch), occult reference material, phrenologist's kit, prognostication manual. Lakadee Full Attack
Boons in use during this scenario
Boons:
*indicates one time boon which will be crossed off after use (multiple asterisks indicate number of uses)
-Simian Heritage: Vanara, 2017 GM Boon #2, ConBravo 2017, Hamilton ON, Canada -Season 9 Rewards: Prepared Agent (all knowledge skills considered trained during mission briefing; 1/scenario: +2 to knowledge check or diplomacy check to gather info); Guiding Compass (if fail save against effect that allows additional saves, gain +1 on subsequent saves) -*Explore, Report, Cooperate: immediate action to gain GM's insight on whether action would help or hinder secondary success conditions. -*Prized Find: +1 PP down the road if you don't get the full 2 PP for a scenario. -Diverse Training: 1/scenario make untrained check as if trained, with bonus equal to 3 + GM stars. -Retributive Abjuration: 1/scenario, swift action, cast draconic reservoir (duration: 1 round/GM star; absorbs 3 pts./GM star) -Essential Field Agent: Wayfinder decorated with magical silver filligree (acts as aegis of recovery, 2d8+2xGM stars hit points) -*Vaults of the Ten: buying options as if Fame was 5 higher OR any single wand of 10 charges (CL up to 7th). - -*Impressive Find: at Fame 12 or higher, gain one extra PP. -*Pleasure Doing Business: you can purchase Silverhex (+1 spell storing alchemical silver sickle) for 6,326gp instead of 8,326gp. -*Impressive Find: see above. -Noble of Taldor: Visbaroness title; +2 diplomacy with nobles of Taldor and +2 intimidate with common people of Taldor; free noble's outfit and non-resalable jewelry. -Well-Earned Reward: you can purchase broken figurine of wondrous power alabaster pegasus for 1,000gp, treeform cloak for 4,500gp and wand of heightened awareness 10 charges (limit 1) for 100gp. -************Savior of the Tapestry: multiple skill bonuses and special abilities. -**Radiant Ruby Feathers: various spell-like abilities -Mantle of the Black Rider (Assuming the Mantle): once per day, as a swift action, gain +2 to ability score for 1 minute. -Mantle of the Black Rider (Unleashing the Hut): once per day +2 insight bonus to initiative check. -****Chef's Secret Recipes: maximize potion or entire group gains +1 to Fort saves for 24 hours. - -Society Infiltrator: can purchase disguise kits at 1/2 price. -***Sommelier's Private Selection: pull rare wine out of your gear to recover 1d8 hit points per 2 levels (max 5d8; can be maximized by Chef's Secret Recipes boon) -Resisting the Gossamer King: +1 to all saves against disease and poison. -Heroes of Magnimar: received medal and public thanks from Magnimar's authorities - +2 to Bluff, Diplomacy, and Intimidate in Magnimar and allied cities/towns such as Ravenmoor. -*Key to the Veil of Dreams: you have uncovered the significance of the mysterious mithral and silver key, the Clavis Somnus. You can call forth the key as a free action, and remains in your possession until the end of the adventure (+4 bonus on saves vs. illusions and Cha checks in the Dimension of Dreams but -2 to saves against sleep effects. -Occult Dabbler: you may purchase any item listed under occult adventuring gear (OA p.248-251) -**Spider Slayer: free action, check a box to gain +1 atk/dmg vs. vermin for 1 round (if fighting against a spider or spider-like creature like driders or retrievers, you need not check a box) -***Master of Dreams: immediate action grant all allies +2 bonus on saves vs. sleep effects for 1 round OR cast various sleep related spell-like abilities. -**Mysteries within Mysteries: show this boon to the GM - if any time during adventure your character fails Sense Motive, Perception to find a secret door/trap, or a Will save against illusion spell or effect, you gain a +2 bonus on the skill check or save. Boon not expended if event does not occur. -*Subconscious Insight: after resting may reroll Appraise, Knowledge, Perception, Sense Motive or Spellcraft attempted the previous day. -*Hero of Bridgefront: in Korvosa free food and lodging and +4 circumstance bonus on Diplomacy to gather information (only need to check the box to gain this benefit in another city) -Well-Tethered Soul: +2 insight bonus on saves against soul removal, soul bind, magic jar, possession (may cross the boon to negate one negative level when brought back to life) Background:
Vina was born in the jungles of Jalmeray. As a child Vina never tired of hearing from her parents' adventures and how they set out from their distant birthplace of Vudra, only to cross the entirety of the Casmaron continent on foot along the Golden Way. The settling down part of the story bores her somewhat, but she still inherited her parent's patience and scholarly curiosity in regards to all things related to the natural world and how it interacts with the occult.
At a young age her parents introduced her to meditation techniques which allowed her to perceive the natural world and the other layers of reality which overlaps it. Their expectations for her were surpassed when she showed druidic powers and a magical bond with the local flora. Her parents immediately began to invite over people of various level of mastery with the arts of the wilderness: druids, shaman, rangers - everyone was welcome to see and witness Vina's budding skills. It was one such female ranger that sparked her desire for adventure and travel. She recommended to start at the Grand Lodge of Absalom, an organization that is spread out across both continents of Avistan and Garund, and which also houses teachers, scholars and experts of every subject imaginable. Vina made her way there and after several awkward discussions, she was accepted into the Pathfinder Society as an unconfirmed member. When not scouring the Grand Lodge's libraries, she is most often seen outdoors in the nearby gardens, devouring a book while strangely speaking to a young 8-foot tall oak tree... (now grown to a full 16-foot height... 20 if you count the leaf canopy...) Due to her relative isolation in her youth, Vina is somewhat quiet and more introverted than most. She shies from speaking in public and is very careful with people she does not know. However, those who learn to know her often become the repeated targets of her pranks, hugs and tireless requests for piggyback rides.
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