Yurika Scaevina's page

50 posts. Organized Play character for G4lkun.


Full Name

Yurika Scaevina

Race

Human Taldane/Tianese Oracle/Sorcerer/Thaumaturge HP 126/ 126 AC26 F 18 R14 F18

About Yurika Scaevina

Yurika Scavina (Rm)Oracle 10
MediumHumanVersatile HumanHumanoid
Perception +13;

Languages Common, Draconic, Fey, Tien, Sussuran

Skills Acrobatics +13, Arcana +16, Athletics +16, Crafting +14, Diplomacy +22, Intimidation +18, Lore: PFS Lore +14, Lore: Politics +14, Medicine +13, Nature +15, Performance +17, Religion +19, Society +14
Str +4, Dex +1, Con +3, Int +2, Wis +1, Cha +5
Items +1 Armor Resilient Breastplate, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Wayfinder, Aeon Stone (Pearly White Spindle), Healing Potion (Minor), Diplomat's Badge, Scroll of Heal Lvl 2 (4), Boots of Bounding, Scroll of Enlarge, Scroll of See the Unseen , Wand of Tailwind, Repair Kit, Scroll of Fireball (5), Jolt Coil, Healer's Toolkit (Expanded), Silver Chunk, Cold Iron Chunk, Ash Gown, Scroll of Lightning Bolt (2), Spacious Pouch I, Shadow Signet, Shining Symbol (Greater), Healing Potion (Moderate), Healing Potion (Lesser) (3)
AC 28; Fort +18, Ref +14, Will +18
HP 128; Resistances: Fire 5
Speed 35 feet
Melee +1 Striking Astral Naginata +17 (Uncommon, Deadly d8, Reach, Versatile P, Magical, Spirit), Damage 2d8+4 S +1d6 Spirit
Melee Fighting Fan +4 (Uncommon, Agile, Backstabber, Deadly d6, Finesse, Monk), Damage 1d4+4 S
Melee Dagger (x3) +16 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P
Oracular Warning (Auditory, Cursebound, Divine, Emotion, Mental, Oracle) Trigger You are about to roll initiative. You have a premonition about impending danger that you use to warn your allies. Each ally within 20 feet gains a +2 status bonus to their initiative roll and gains temporary Hit Points equal to half your level, which last for 1 minute. If you are cursebound 2 when you use Oracular Warning, the bonus increases to +3, and if you are cursebound 3, the bonus increases to +4.
Bon Mot (Auditory, Concentrate, Emotion, General, Linguistic, Mental, Skill) Prerequisites trained in Diplomacy You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC. Critical Success The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. Success As critical success, but the penalty is –2. Critical Failure Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed.
Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You're holding or wearing a healer's toolkit. You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then immune to your Battle Medicine for 1 day. This does not make them immune to, or otherwise count as, Treat Wounds.
Whispers of Weakness (Cursebound, Divine, Oracle) Voices whisper to you how to best lay a creature low. You target one creature within 60 feet; if it has any weaknesses, you learn them, as well as which of its saving throw modifiers is lowest. You also come to understand its movements, gaining a +2 status bonus to your next attack roll (or skill check made as part of an attack action) against that foe before the end of your turn. The target is then temporarily immune for 1 day.
Glimpse Vulnerability (Esoterica, Manipulate) Frequency once per round; Requirement You are holding your implement You glimpse a hidden vulnerability and then strengthen it to aid you. Select a creature you can see. Until you Glimpse Vulnerability again, that target gains weakness 2 against your unarmed and weapon Strikes.
Wayfinder (Uncommon, Invested, Magical) Activate Light (concentrate) Effect The wayfinder is targeted by a 1st-rank light spell.
Diplomat's Badge (Invested, Magical) Activate Diplomat's Bearing (concentrate) Frequency once per day; Effect Attempt a DC 20 check to Recall Knowledge about people of a human ethnicity, a non-human ancestry, or some other type of creature. (The GM determines what your options are.) If you succeed, the badge's bonus increases to +2 for Diplomacy checks with creatures of that group for the rest of the day.
Ash Gown (Fire, Invested, Magical) Activate Blazing Promenade (manipulate); Frequency once per day; Effect The ash gown ignites in a ferocious blaze, flames licking the floor and trailing behind you like a dancing cape. You Stride and make a Strike at the end of your movement. During the Stride, your flames incinerate minor obstacles in your path; you ignore non-magical difficult terrain, and any you move through is destroyed. Creatures that are adjacent to you at any point during your movement take 2d6 fire damage with a DC 23 basic Reflex save. A creature doesn't need to attempt this save more than once, even if you move past it multiple times.
Shadow Signet (Invested, Magical) Activate (concentrate, spellshape) Effect If your next action is to Cast a Spell that requires a spell attack roll against Armor Class, choose Fortitude DC or Reflex DC. You make your spell attack roll against that defense instead of AC. If the spell has multiple targets, the choice of DC applies to all of them.
Shining Symbol (Greater) (Divine, Invested, Light) Activate Spiritual Light (concentrate, light, revelation) Frequency once per day; Effect The light cast by the symbol becomes bright light for 10 minutes and shines through bodies to reveal hints of the spirits within. Creatures in the light receive a –2 status penalty to Deception and Stealth checks and while it's active your enemies in the light gain weakness 5 to spirit damage. You can Dismiss this activation.
Divine Known Spells DC 29, attack +19; 5th Breath of Life, Divine Immolation, Death Ward, Divine Wrath (H+1) ☆, Dreaming Potential (4 slots); 4th Air Walk, Divine Wrath, Cleanse Affliction (H+2) ☆, Vital Beacon (4 slots); 3rd Vampiric Touch ☆, Heroism, Holy Light (4 slots); 2nd Dispel Magic ☆, Sudden Blight, See the Unseen, Ghostly Carrier (4 slots); 1st Heal ☆, Fear, Bless, Ill Omen (4 slots); Cantrips Needle Darts, Light, Daze, Divine Lance, Guidance, Electric Arc
Primal Known Spells DC 29, attack +19; 3rd Lightning Bolt (1 slots); 2nd Enlarge (1 slots); 1st Snowball (1 slots); Cantrips Ray of Frost, Scatter Scree, Rousing Splash, Deep Breath
Focus Spells (1 points) Ancestral Touch
Additional Feats Bargain Hunter, Basic Sorcerer Spellcasting, Cantrip Expansion, Clever Improviser, Dubious Knowledge, Fleet, Glad-Hand, Multilingual, Shameless Request, Sorcerer Dedication, Thaumaturge Dedication, Toughness, Unconventional Weaponry, Untrained Improvisation
Additional Specials Archetype Implement (Tome), Bloodline (Elemental (Air)), Curse of Ancestral Meddling, Mysterious Resolve, Mystery (Ancestors), Oracular Curse, Revelation Spells, Signature Spells, Unconventional Weapon (Naginata)