Rakshasa

Zinari Diamonds's page

No posts. Organized Play character for Mitch.


Full Name

Zinari Diamonds

Race

HP 15/15 | AC 16 | F +4 R +6 W +4 | Perc +2 | Stealth +6 |

Classes/Levels

speed 25| Hero 1/3 | focus 2/2 | spells 1: 2/2 | Active Conditions: ---

Gender

Female

Size

Medium

Alignment

CN

Languages

Amurrun, Common, Elven, Gnomish, Goblin, Halfling

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 8
Charisma 14

About Zinari Diamonds

Female Catfolk
Witch 1
Background: Gambler
CN
Faction: Envoy’s Alliance
Training: Scrolls 3

Str 10
Dex 10+2+2+2=16
Con 10+2=12
Int 10+2+2+2+2=18
Wis 10-2=8
Cha 10+2+2=14

HP: 8+6+1=15 (9 Lives)
AC: 16
Daze: 60’, 4M, Will save or Stunned 1
Telekinetic Projectile: +7, 1d6+4B/P/S, 30’
Light mace/Dagger: +6, 1d4B/P/S, agile, finesse, shove/thrown 10’
Hand crossbow: +6, 1d6P, 60’, Reload 1

Speed: 25’
Languages: Amurrun, Common, Elven, Gnomish, Goblin, Halfling

Acrobatics T +6
Athletics T +3
Deception T +5 (Lie to Me)
Diplomacy T +5
Intimidation T +5
Lore (Accounting) T +7
Lore (Games) T +7
Occultism T +7
Perception T +2
Society T +7
Stealth T +6
Thievery T +6

Fort T +4
Ref T +6 (Cat’s Luck)
Will E +4

Unarmed T
Simple T

Unarmored T

Spell attack rolls T +7
Spell DC T 17

LOW-LIGHT VISION
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

LAND ON YOUR FEET
When you fall, you take only half the normal damage and don’t land prone.

Heritage: NINE LIVES CATFOLK
Your family has always seemed to bounce back from disaster, not through physical hardiness or specialized skill, but from sheer luck. Other catfolk whisper that you have nine lives. If you are reduced to 0 Hit Points by a critical hit on an attack roll, you become dying 1 instead of dying 2.

Ancestry Feat: Cat’s Luck
Frequency: once per day
Trigger: You fail a Reflex saving throw.
You instinctively twist away from danger. You can reroll the triggering saving throw and use the better result.

Background Skill Feat: Lie to Me
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

Class Feat: Cackle (Hiss)
You learn the cackle hex (page 237). Increase the number of Focus Points in your focus pool by 1.

Patron Theme: Curse
Spell List: occult
Patron Skill: Occultism
Hex Cantrip: evil eye
Granted Spell: ray of enfeeblement

Familiar: black cat (Hijinks)
10 cantrips, five 1st- level spells, and one additional spell determined by your patron’s theme. Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition’s spell list by physically consuming a scroll of that spell in a process that takes 1 hour.
Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast.
If your familiar dies, your patron replaces it during your next daily preparations.

Minion: one action -> two actions
Saves and AC = my base
AC: 16
Fort T +4
Ref T +6
Will E +4

Perception, Acrobatics, Stealth (level +4) = 5
Attack, skill (level) = 1
HP (5/level) = 5
Tiny
Low-light
Empathic communication: 1 mile
Speed: 25’
Two abilities: Speech, Climber

Spells Known:
Cantrip

*Evil Eye: [one-action] somatic
Range: 30 feet; Targets 1 creature
Saving Throw: Will; Duration: sustained up to 1 minute
Your fix your eye on the target, imposing a malevolent hex. The target becomes frightened based on the results of its Will save. This condition value can’t be reduced below 1 while the spell is active and you can see the target. Regardless of the outcome, the target is then temporarily immune for 1 minute.
Success: The target is unaffected.
Failure: The target is frightened 1.
Critical Failure: The target is frightened 2.

Telekinetic Projectile: [two-actions] somatic, verbal
Range: 30 feet; Targets: 1 creature
You hurl a loose, unattended object that is within range and that has 1 Bulk or less at the target. Make a ranged attack against the target. If you hit, you deal bludgeoning, piercing, or slashing damage—as appropriate for the object you hurled—equal to 1d6 plus your spellcasting ability modifier. No specific traits or magic properties of the hurled item affect the attack or the damage.
Critical Success: You deal double damage.
Success: You deal full damage.
Heightened (+1) The damage increases by 1d6.

Daze: [two-actions] somatic, verbal
Range: 60 feet; Targets: 1 creature
Saving Throw: Will; Duration: 1 round
You cloud the target’s mind and daze it with a mental jolt. The jolt deals mental damage equal to your spellcasting ability modifier; the target must attempt a basic Will save. If the target critically fails the save, it is also stunned 1.
Heightened (+2): The damage increases by 1d6.

Guidance: [one-action] verbal
Range: 30 feet; Targets: 1 creature
Duration: until the start of your next turn
You ask for divine guidance, granting the target a +1 status bonus to one attack roll, Perception check, saving throw, or skill check the target attempts before the duration ends. The target chooses which roll to use the bonus on before rolling. If the target uses the bonus, the spell ends. Either way, the target is then temporarily immune for 1 hour.

Mage Hand: [two-actions] somatic, verbal
Range: 30 feet; Targets: 1 unattended object of light Bulk or less
Duration: sustained
You create a single magical hand, either invisible or ghostlike, that grasps the target object and moves it slowly up to 20 feet. Because you’re levitating the object, you can move it in any direction. When you Sustain the Spell, you can move the object an additional 20 feet. If the object is in the air when the spell ends, the object falls.
Heightened (3rd) You can target an unattended object with a Bulk of 1 or less.

Prestidigitation: [two‑actions] somatic, verbal
Range: 10 feet; Targets: 1 object (cook, lift, or tidy only)
Duration: sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
• Cook: Cool, warm, or flavor 1 pound of nonliving material.
• Lift: Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make: Create a temporary object of negligible Bulk,made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or spell component.
• Tidy: Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.

Detect Magic: [two-actions] somatic, verbal
Area: 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest- level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).

Read Aura: 1 minute (somatic, verbal)
Range: 30 feet; Targets: 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297–298).
If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell.
Heightened (3rd) You can target up to 10 objects.

Shield: [one-action] verbal
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.
Heightened (3rd) The shield has Hardness 10.

SHIELD BLOCK [reaction]
Trigger: While you have your shield raised, you take damage from a physical attack.
You place your shield to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Sigil: [two-actions] somatic, verbal
Range: touch; Targets: 1 creature or object
Duration: unlimited (see below)
You harmlessly place your unique magical sigil, which is about 1 square inch in size, on the targeted creature or object. The mark can be visible or invisible, and you can change it from one state to another by using an Interact action to touch the target. The mark can be scrubbed or scraped off with 5 minutes of work. If it’s on a creature, it fades naturally over the course of a week. The time before the mark fades increases depending on your heightened level.
Heightened (3rd) The sigil instead fades after 1 month

Dancing Lights: [two-actions] somatic, verbal
Range: 120 feet
Duration: sustained
You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.

1

Ray of Enfeeblement: [two‑actions] somatic, verbal
Range: 30 feet; Targets: 1 creature
Saving Throw: Fortitude; Duration: 1 minute
A ray with the power to sap a foe’s strength flashes from your hand. Attempt a ranged spell attack against the target. If you succeed, that creature attempts a Fortitude save in order to determine the spell’s effect. If you critically succeed on your attack roll, use the outcome for one degree of success worse than the result of its save.
Critical Success: The target is unaffected.
Success: The target becomes enfeebled 1.
Failure: The target becomes enfeebled 2.
Critical Failure: The target becomes enfeebled 3

Bane: [two-actions] somatic, verbal
Area: 5-foot emanation; Targets: enemies in the area
Saving Throw: Will; Duration: 1 minute
You fill the minds of your enemies with doubt. Targets that fail their Will saves take a
-1 status penalty to attack rolls as long as they are in the area. Once per turn, starting the turn after you cast bane, you can use a single action, which has the concentrate trait, to increase the emanation’s radius by 5 feet and force enemies in the area that weren’t yet affected to attempt another saving throw. Bane can counteract bless.

Ill Omen: [two-actions] somatic, verbal
Range: 30 feet; Targets 1 creature
Duration: 1 round
The target is struck with misfortune, which throws it off balance. The target must attempt a Will save.
Success: The target is unaffected.
Failure: The first time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.
Critical Failure: Every time during the duration that the target attempts an attack roll or skill check, it must roll twice and use the worse result.

Mage Armor: [two-actions] somatic, verbal
Duration: until the next time you make your daily preparations
You ward yourself with shimmering magical energy, gaining a +1 item bonus to AC and a maximum Dexterity modifier of +5. While wearing mage armor, you use your unarmored proficiency to calculate your AC.

Sanctuary: [two-actions] somatic, verbal
Range: touch; Targets: 1 creature
Duration: 1 minute
You ward a creature with protective energy that deters enemy attacks. Creatures attempting to attack the target must attempt a Will save each time. If the target uses a hostile action, the spell ends.
Critical Success: Sanctuary ends.
Success: The creature can attempt its attack and any other attacks against the target this turn.
Failure: The creature can’t attack the target and wastes the action. It can’t attempt further attacks against the target this turn.
Critical Failure: The creature wastes the action and can’t attempt to attack the target for the rest of sanctuary’s duration.

Soothe: [two-actions] somatic, verbal
Range: 30 feet; Targets: 1 willing living creature
Duration: 1 minute
You grace the target’s mind, boosting its mental defenses and healing its wounds. The target regains 1d10+4 Hit Points when you Cast the Spell and gains a +2 status bonus to saves against mental effects for the duration.
Heightened (+1) The amount of healing increases by 1d10+4.

Spell Prep: two 1st-level spells and five cantrips
Evil Eye
Prestidigitation
Telekinetic Projectile
Shield
Guidance

Ill Omen
Soothe

Focus Pool: 2

Hexes:

Phase Familiar: [reaction] somatic
Trigger: Your familiar would take damage.
Range: 60 feet; Targets your familiar
You draw upon your patron’s power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage.

Cackle (Hiss): [free-action] verbal
With a quick burst of laughter, you prolong a magical effect you created. You Sustain a Spell (normally one-action)

Equipment: 15gp, 5B
Thieves tools 3gp, L
Explorer’s clothing 1sp, L
Fine clothing 2gp, L
Light mace 4sp, L
Dagger 2sp, L
Hand crossbow 3gp, L
10 bolts 1sp, L
Adventurer’s pack 7sp, 2B
Caltrops 3sp, L
Grappling hook 1sp, L
Material component pouch 5sp, L
Mirror 1gp
Deck of cards (short tool) 4sp, L
Set of dice (short tool) 4sp, L/9gp 32sp = 12gp 2sp, 3B 2L

Minor healing potion x2

Appearance: black fur, green eyes

Backstory: Zinari was a gambler, and good at her job, until she entered the wrong card tournament. The local Thieves Guild had a player in it, and they bet heavily on him to win. They leaned on her to throw the game, but she didn’t. So they had a bad luck curse put on her, to make her an example, and make her life a living hell. She turned to a Patron, who offered her the chance to change her fortune, by pushing her bad luck onto others. Her future as a professional gambler was still shaky, but as a Pathfinder, she could make some coin by plying her new abilities.