Vanara

Vina Sitha's page

209 posts. Organized Play character for Purple Dragon Knight.


Full Name

Vina Sitha

Race

Female N Vanara

Classes/Levels

Druid 2 (Supernaturalist) - Init. +3, Senses Low-Light Vision Perception +7, AC 15/ touch 14/ ff 12; hp 13/13, F+3, R+3, W+6, Speed 30 ft., Climb 20 ft.

Size

Medium

Age

21

Deity

The Green Faith, Ragdya, Chamidu

Location

Qadira, Jalmeray

About Vina Sitha

Vina Sitha
Female Vanara Druid 2 (Supernaturalist)
N medium humanoid (vanara, shapeshifter)

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 15, touch 14, flat-footed 12
Attack Rolls +1
BAB 1 CMB -2 CMD 11
Skills Fly 5, Stealth 12

Init +3 Senses Low-Light Vision Perception +7
DEFENSE
AC 14, touch 13, flat-footed 11
hp 13
Fort 3 Reflex 3 Will 6
OFFENSE
Speed 30 ft; Climb 20 ft.
Space 5 Reach 5
STATISTICS
STR 7 DEX 16 CON 10 INT 14 WIS 17 CHA 13
BAB 1 CMB -1 CMD 12
Feats Psychic Sensitivity (bonus), Spell Focus (Conjuration) (1st)
Skills Acrobatics 8, Appraise (Psychometry) 2, Bluff 2, Climb 10, Diplomacy (Hypnotism) 5, Disguise 1, Escape Artist 3, Fly 3, Handle Animal 10, Heal (Faith Healing) 7, Intimidate 1, Knowledge (arcana) (Phrenology) 6, Knowledge (geography) 6, Knowledge (nature) 6, Perception (Read Aura) 7, Ride 3, Sense Motive (Prognostication) 7, Stealth 8, Survival (Dowsing) 7, Swim -2
Languages Vanaran, Common, Elven, Vudrani, Druidic
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 +2 vs. plants, -2 vs. animals (Ex) (replaces Wild Empathy), Paranormal Scholar (Ex) (replaces nature sense, trackless step, and resist nature’s lure), Woodland Stride (Ex)
Favored Class Option +1/2 bonus on wild empathy checks and a +1/2 bonus on Handle Animal checks (x2 --> +1 to Green Empathy and Handle Animal)
Gear completely naked, except for Bracers of Armor +1, braided alpaca wool belt holding a wand of cure light wounds.

Druid Spells (Caster Level 2nd; Concentration +5)
Orisons (DC 13) - detect magic, create water (DC 14), guidance, stabilize
1st (DC 14) - charm animal, magic fang, ray of sickening

Lakadee:

Male Sapling Treant Plant Companion
Medium Plant
Init +0 Senses Low-light Vision (Perception +5)
DEFENSE
AC 11, touch 10, flat-footed 11
hp 16
Fort 4 Reflex 3 Will 2
OFFENSE
Speed 30 ft; Climb 30 ft.
Melee Slam +5/+5 (1d8+2/x2)
Special Attack double damage vs. objects
Space 5 Reach 5
STATISTICS
STR 15 DEX 10 CON 12 INT 2 WIS 12 CHA 7
BAB 2 CMB 4 CMD 14
Feats Improved Natural Attack (Slam), Weapon Focus (Slam)
Skills Climb 14, Disguise 6, Perception 5, Survival 1, Swim 6
Plant Companion Features Link, Share Spells
Tricks Attack x2, Demolish, Pose As Scenery, Take Root, Watch, Deliver

Gear carried on Lakadee Druid's Kit, Tree Swing (reskinned Exotic Saddle)

Lakadee Single Attack
[Dice=Slam]1d20+5[/dice] for [dice=dmg]1d8+2[/dice]
Lakadee Full Attack
[Dice=Slam]1d20+5[/dice] for [dice=dmg]1d8+2[/dice]
[Dice=Slam]1d20+5[/dice] for [dice=dmg]1d8+2[/dice]

Boons:
*indicates one time boon which will be crossed off after use
-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: +1 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)
-Elixir of Treasure Seeking: +2 to Appraise and Perception for one entire adventure and gain +150gp if you earn less than max gold for an adventure.
-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.

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...

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.