Caroliss Minerran

Vyana Yada's page

192 posts. Alias of Itzi.


Race

Female Human Aiuvarin Flexible Magus 4 | HP 48 | AC 21 | Fort +10 Ref +10 Will +8 | Perc +6 (+8 for initiative)

About Vyana Yada

Basics:

Human Aiuvarin Flexible Magus 4
(Medium, Aiuvarin, Elf, Human, Humanoid)
20 years old, 5'4", 102 lbs, raven hair, green eyes
Senses normal vision, low-light vision
Perception +6 (trained prof +2, level +4, Wis +0)
Languages Taldane (Common), Elven, Varisian, Vudrani

~~~~~

Defense:

HP 48
AC 21 (base 10, armor +1, trained prof +2, level +4, Dex +4 )
Fort +10 (E +4, level +4, Con +2) Ref +10 (T +2, level +4, Dex +4) Will +8 (E +4, level +4, Wis +0)

~~~~~

Offense:

Speed 25'

{A} Thrown Dagger +10/+6/+2 (1d4 P) versatile S, agile, thrown (10'), finesse (T +2, level +4, Dex +4)

{A} Dagger +10/+6/+2 (1d4 P) versatile S, agile, finesse, thrown (10') (T +2, level +4, Dex +4)

{A} Fist +10/+6/+2 (1d4 B) agile, finesse, nonlethal, unarmed (T +2, level +4, Dex +4)

{A} Rapier +1 +11/+6/+1 (1d6 P) disarm, finesse, deadly d8 (T +2, level +4, Dex +4, +1)

{A} Longbow +1 +11/+6/+1 (1d8 P) deadly d10 (T +2, level +4, Dex +4, +1)

Agile
Multiple attack penalties reduced by 1 (2nd attack) or 2 (3rd attack).

Finesse
Can use your Dex modifier to calculate attacks with this weapon.

Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed
Not a weapon, and can't be Disarmed.

Versatile
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

Deadly
On a crit, add listed dice of extra damage.

~~~~~

Statistics:

Str +0, Dex +4, Con +2, Int +2, Wis +0, Cha +1

~~~~~

Ancestry - Human (Aiuvarin):

Ethnicity: Vudrani
Vudrani hail from the distant Impossible Kingdoms of Vudra, a collection of semi-independent kingdoms in the southeast of Casmaron. Vudrani who live in the Inner Sea region, however, mostly emigrate from the island of Jalmeray, off the coast of Nex. Most Vudrani, including Jalmeri, are slim and slight in build, with dark eyes, dark hair, and skin tones that range from tawny to umber. Much of traditional Vudrani life is organized around religious and philosophical scriptures of many different gods and traditions, and around a powerful monastic tradition of self-improvement and self-perfection. Though few Vudrani become full monks, their influence is widespread in Vudrani culture.

Vudrani have access to the Vudrani language.

Level 1

Hit Points: 8

Size: Medium

Movement: 25'

Ability Boosts
Two free.

Languages: Common + Int modifier

Heritage: Aiuvarin
Either one of your parents was an elf, or one or both were half-elves. You have pointed ears and other telltale signs of elf heritage. You gain the elf trait and low-light vision. In addition, you can select elf, half-elf, and human feats whenever you gain an ancestry feat.

Ancestry Feat: Woodcraft

~~~~~

Background - Scout:

You called the wilderness home as you found trails and guided travelers. Your wanderlust could have called you to the adventuring life, or perhaps you served as a scout for soldiers and found you liked battle.

Ability Boosts:
Two; One must be to Dexterity or Wisdom, and one is a free ability boost.

Trained Skills:
You’re trained in the Survival skill and a Lore skill related to one terrain you scouted in (such as Forest Lore or Cavern Lore). You gain the Forager skill feat.

Feat: Forager

~~~~~

Class - Magus:

Level 1

Hit Points: 8 + Con modifier

Primary Ability: Dexterity

Basics
Perception: Trained, Fortitude: Expert, Reflex: Trained, Will: Expert

Skills
Trained in 2 skills + your Intelligence modifier

Offense
Trained in simple weapons, Trained in martial weapons, Trained in unarmed attacks

Defense
Trained in light armor, Trained in medium armor, Trained in unarmored defense

Ability DCs
Trained in Magus class DC

Archetype: Flexible Spell Preparation
You’ve learned how to cast spells flexibly, blending the best elements of spontaneous and prepared spellcasting at the cost of casting fewer spells each day.

This class feature alters your spellcasting class feature (such as Arcane Spellcasting for the wizard or Divine Spellcasting for the cleric). If you choose this class archetype, you must select Flexible Spellcaster Dedication as your 2nd-level class feat.

• You can cast fewer spells each day. Your number of spell slots per day don’t advance from 2 to 3 spells at even levels.
• Reduce the number of cantrips you gain from your class by 2. This archetype doesn’t change the way you prepare cantrips.
• During your daily preparations, you prepare a spell collection rather than preparing spells into each spell slot individually. The number of spells in your spell collection each day equals the total number of spell slots you get each day from your class spells. Select these spells from the same source as normal, such as from a spellbook for a wizard.
• You can cast any of the spells in your collection by using a spell slot of an appropriate level. For instance, if you were level 1 and had feather fall and magic missile in your spell collection, you could cast feather fall twice that day, magic missile twice, or each spell once.
• Extra spell slots you gain that have additional restrictions, like the wizard’s specialist school spells or the cleric’s divine font spells, don’t change due to this archetype, nor do such spells count toward the number of spells you place in your spell collection. See the Restricted Spell Slots sidebar.

Hybrid Study: Starlit Span
With magic, the sky’s the limit, and you can’t be bound by the confines of physical proximity. Your power reaches as far as your senses can perceive, transcending the space between you and your target even with spells that normally require direct physical contact.

When you use Spellstrike, you can make a ranged weapon or ranged unarmed Strike, as long as the target is within the first range increment of your ranged weapon or ranged unarmed attack. You can deliver the spell even if its range is shorter than the range increment of your ranged attack.

{A} Arcane Cascade +1 (Concentrate, Magus, Stance)
Requirements: You used your most recent action to Cast a Spell or make a Spellstrike.

You divert a portion of the spell’s magical power and keep it cycling through your body and weapon using specialized forms, breathing, or footwork. While you’re in the stance, your melee Strikes deal 1 extra damage. This damage increases to 2 if you have weapon specialization and 3 if you have greater weapon specialization. Any Strike that benefits from this damage gains the arcane trait, making it magical. If your most recent spell before entering the stance was one that can deal damage, the damage from the stance is the same type that spell could deal (or one type of your choice if the spell could deal multiple types of damage). If the spell couldn’t deal damage, this stance’s bonus damage depends on the spell’s school.

• Abjuration or Evocation: force
• Conjuration or Transmutation: same type as your weapon or unarmed attack
• Divination, Enchantment, or Illusion: mental
• Necromancy: negative

{A}{A} Spellstrike
You channel a spell into a punch or sword thrust to deliver a combined attack. You Cast a Spell that takes 1 or 2 actions to cast and requires a spell attack roll. The effects of the spell don’t occur immediately but are imbued into your attack instead. Make a melee Strike with a weapon or unarmed attack. Your spell is coupled with your attack, using your attack roll result to determine the effects of both the Strike and the spell. This counts as two attacks for your multiple attack penalty, but you don’t apply the penalty until after you’ve completed the Spellstrike. The infusion of spell energy grants your Strike the arcane trait, making it magical.

After you use Spellstrike, you can’t do so again until you recharge your Spellstrike as a single action, which has the concentrate trait. You also recharge your Spellstrike when you cast a conflux spell (Secrets of Magic 40) that takes at least 1 action to cast; casting a focus spell of another type doesn’t recharge your Spellstrike.

Level 2

Hit Points: 8 + Con modifier

Class Feat: Magus's Analysis

Archetype Feat: Flexible Spellcaster Dedication

Skill Feat: Skill Training

New Spells:
Endure, Fleet Step

Level 3

Hit Points: 8 + Con modifier

General Feat: Incredible Initiative

Skill Increase: Trained to Expert
Arcana

New Spells:
Blur, Scorching Ray

Level 4

Hit Points: 8 + Con modifier

Class Feat: Starlit Eyes

Skill Feat: Skill Training

Archetype Feat: unspent

New Spells:
Dispel Magic, Resist Energy

~~~~~

Spells:

Attack Roll: +8
Spell DC: 18

* - usable with Spellstrike

Focus Spells
Shooting Star

Cantrips
Caustic Blast (+2)
Detect Magic (3,4)
Frostbite (+1)
Gouging Claw (+1) *
Ignition (+1) *
Light (4)
Prestidigitation
Shield (+2)

Level 1
Briny Bolt (+1) *
Endure (+1)
Fleet Step
Force Barrage (+2)
Gentle Landing
Grease

Level 2
Blazing Bolt (+1) *
Blur
Dispel Magic
Resist Energy (4,7)

~~~~~

Feats:

Level 1

Woodcraft (Elf)
You have a innate familiarity with forested areas. When in a forest or jungle environment, if you roll a critical failure on a Survival skill check to Sense Direction, Subsist, or Cover Tracks, you get a failure instead, and if you roll a success, you get a critical success instead.

Forager (General, Skill)
While using Survival to Subsist, if you roll any result worse than a success, you get a success. On a success, you can provide subsistence living for yourself and four additional creatures, and on a critical success, you can take care of twice as many creatures as on a success.

Each time your proficiency rank in Survival increases, double the number of additional creatures you can take care of on a success (to eight if you’re an expert, 16 if you’re a master, or 32 if you’re legendary). You can choose to care for half the number of additional creatures and provide a comfortable living instead of subsistence living.

Multiple smaller creatures or creatures with significantly smaller appetites than a human are counted as a single creature for this feat, and larger creatures or those with significantly greater appetites each count as multiple creatures. The GM determines how much a non-human creature needs to eat.

Level 2

Skill Training: Stealth (General, Skill)
You become trained in the skill of your choice.

Flexible Caster Dedication
You now have four cantrips per day instead of three. At 4th level, you have five cantrips per day instead of four.

Magus's Analysis (Magus)
You make an assessment informed by your knowledge of how a creature fights. Attempt a check to Recall Knowledge about a creature. You gain a +1 circumstance bonus to your check if you previously hit the creature with a Strike this turn. If your check is successful, recharge your Spellstrike. The subject of your check is temporarily immune to Magus’s Analysis for 1 day

Level 3

Incredible Initiative
You react more quickly than others can. You gain a +2 circumstance bonus to initiative.

Level 4

Starlit Eyes (Magus)
Starlight shines in your sight, enhancing your perception and range. When you make a ranged Strike while in Arcane Cascade stance, you lower the DC of your flat check to target a creature that’s concealed or hidden from you. The DC is reduced to 3 instead of 5 against a concealed creature and to 9 instead of 11 against a hidden one. When you cast shooting star and target a hidden creature, you don’t have to attempt the flat check for targeting a hidden creature with a ranged Strike.

Skill Training: Occultism (General, Skill)[/i]
You can select this feat multiple times, choosing a new skill to become trained in each time.

~~~~~

Skills:

T L+2, E L+4, M L+6, L L+8

Acrobatics +10 (Dex +4 - T)
Arcana +10 (Int +2 - E)
Athletics +0 (Str +0 - U)
Crafting +8 (Int +2 - T)
Deception +1 (Cha +1 - U)
Diplomacy +7 (Cha +1 - T)
Forest Lore +8 (Int +2 - T)
Intimidation +1 (Cha +1 - U)
Medicine +0 (Wis +0 - U)
Nature +6 (Wis +0 - T)
Occultism +2 (Int +2 - U)
Performance +1 (Cha +1 - U)
Religion +0 (Wis +0 - U)
Society +2 (Int +2 - U)
Stealth +10 (Dex +4 - T)
Survival +8 (Wis +0 - T) (+2 coyote cloak)
Thievery +4 (Dex +4 - U)
Wilderness Lore +8 (Int +2 - T)

~~~~~

Gear:

leather armor
rapier
dagger
longbow
rune of potency +1
coyote cloak
brooch of shielding (30 uses)

quiver w/ arrows

belt pouch
{
flint and steel (5 cp)
chalk (x10)

}
backpack
{
bedroll
waterskin
rations (1 week) (x1)
spellbook
lesser healing potion (2d8+5) (x3)
scroll of air bubble
scroll of charm
}
~~~~~

Appearance:

~~~~~

History:

Vyana's human mother brought her to Sandpoint when she was still an infant, so the village has always been home to her. Her mother never spoke of where she came from before fleeing here and since the older woman passed six months back, Vyana has no way of gaining any other answers. She knows that her father was an elf, but beyond that, it's an empty page.

While life in the seaside town was welcoming, Vyana has always found the woods beautiful in their isolation. As a young girl she dutifully followed her mother's instructions in the ways of magic, but the shadows of the trees was her refuge when older and larger children would focus on her as a target for their abuse.

The one shining light, has always been her friends Vivian, the ever entertaining Sir Helmut, and Siobhan. In spite of her short stature, Siobhan always had a very strong sense of right vs wrong and wouldn't back down when she felt it was violated. The diminutive girl came to Vyana's rescue more than once in their youth.

~~~~~

Macros:

[dice={A} Unarmed Attack]1d20+10[/dice]
[dice={A} Unarmed Attack]1d20+6[/dice]
[dice={A} Unarmed Attack]1d20+2[/dice]
[dice=Unarmed Damage - B - non-lethal]1d4[/dice]

[dice={A} Dagger Attack]1d20+10[/dice]
[dice={A} Dagger Attack]1d20+6[/dice]
[dice={A} Dagger Attack]1d20+2[/dice]
[dice=Dagger Damage - P/S]1d4[/dice]

[dice={A} Longbow Attack]1d20+11[/dice]
[dice={A} Longbow Attack]1d20+6[/dice]
[dice={A} Longbow Attack]1d20+1[/dice]
[dice=Longbow Damage - P]1d8[/dice]
[dice=Longbow Deadly Damage (if crit) - P]1d10[/dice]

[dice={A}{A} Spellstrike - Longbow - Gouging Claw]1d20+11[/dice]
[dice=Longbow + Spell Damage - S]1d8+3d6[/dice]
[dice=Longbow Deadly Damage (if crit) - P]1d10[/dice]
[ooc]2 persistent bleed on a critical.[/ooc]

[dice={A}{A} Spellstrike - Longbow - Ignition]1d20+11[/dice]
[dice=Longbow + Spell Damage - P/E]1d8+3d6[/dice]
[dice=Longbow Deadly Damage (if crit) - P]1d10[/dice]
[ooc]1d4 persistent fire damage on critical.[/ooc]

[dice={A} Rapier Attack]1d20+11[/dice]
[dice={A} Rapier Attack]1d20+6[/dice]
[dice={A} Rapier Attack]1d20+1[/dice]
[dice=Rapier Damage - P]1d6[/dice]
[dice=Rapier Deadly Damage (if crit) - P]1d8[/dice]

[dice={A}{A} Spellstrike - Rapier - Gouging Claw]1d20+11[/dice]
[dice=Rapier + Spell Damage - P]1d6+3d6[/dice]
[dice=Rapier Deadly Damage (if crit) - P]1d8[/dice]

[dice={A}{A} Spellstrike - Rapier - Igniation]1d20+11[/dice]
[dice=Rapier + Spell Damage - P/N]1d6+3d6[/dice]
[dice=Rapier Deadly Damage (if crit) - P]1d8[/dice]
[ooc]1d4 persistent fire damage on critical.[/ooc]

~~~~~

Prepared Spells Macro:

[spoiler=Current Status/Spells]
[ooc]Current HP: [i]48/48[/i][/ooc]
[ooc]Current Focus: [i]1/1[/i][/ooc]
[ooc]Spell DC: [i]18[/i][/ooc]
[ooc]Hero Points: 1/3[/ooc]
[ooc]Current Effects: n/a[/ooc]

[ooc]Focus Spells[/ooc]
[ooc](1/1) Cantrips (2) - [i]shooting star[/i][/ooc]

[ooc]Prepared Spells[/ooc]
[ooc](7) Cantrips (2) - [i]acid splash, chill touch, dancing lights, gouging claw, detect magic, shield[/i][/ooc]
[ooc](2/2) 1 - [i]fleet step, grease[/i][/ooc]
[ooc](1/1) 2 - [i]blur[/i][/ooc]
[/spoiler]

~~~~~