Original Pathfinder Stats for Maayan

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Maayan's Spell List

Maayan
Maaypic.jpg
Class Hunter
Archetype None
Level 5
Race Elf
Experience Points 3300
Details
Full Name Maayan Ayelet Meir
Age 53
Alignment Neutral Good
Homeland Sapphire Forest
Favored Class Hunter

Background

In some ways, Maayan is a typical elf. Perhaps too typical. Her blood father was a tree shaper, and she inherited some of his talent, but little of his inclination to spend her life designing homes. Instead, she chose the life of a hunter, and chose it early. Her gift for magic was enough to pull her to that path rather than being a simple ranger. She was close to Shiphrah growing up, but noticed her sister's inclinations equally early - and tried her best to quell them. She knew that if Shiphrah continued the way she was going, bad things would happen. But still, she had her own life to live. When almost of age, she bonded to an animal companion, a cougar she called Kaza. She left her family to explore the woods and to learn, but when they needed somebody to send after Shiphrah...again...they chose her. And this time, she's not going to bring the rogue back. This time, she's going with her.

Maayan was born in the spring.

Character Sheet

Attributes

STR 10 (+0) • DEX 18 (+4) • CON 11 (+0) • INT 16 (+3) • WIS 16 (+3) • CHA 11 (+0)


Hit Points 38 • Initiative +4 • Speed 30 ft (land) • Stamina Points: 3

Defenses & Attacks

Armor Class 16 • Touch 14 • Flat-Footed 12 • CMD 14 • Flat-Footed CMD 10

  • Armor: Leaf Armor • AC Bonus +3 • Max DEX 6 • Armor Check Penalty 0 • Spell Failure 10%

Fortitude Save +5 • Reflex Save +8 • Will Save +6
Immune to Sleep effects; +2 racial bonus vs enchantment spells & effects
+1 to Reflex saves to avoid falling


Base Attack Bonus +4 • Melee Attack +4 • Ranged Attack +8 • CMB +2

  • LongswordAttack Bonus +3 • Damage 1d8+1 • Crit 19-20/x2 • Type Slashing
  • ShortbowAttack Bonus +8 • Damage 1d6+1 • Crit 20/x3 • Range 60 ft • Type Piercing (+1 bow of never run out of arrows)

Trained Skills

6 ranks per level + INT (3) +1 per level (favored class): +10

  • Acrobatics +4 (Dex) +10
  • Climb © +5 (Str) +11
  • Craft/Fletcher © +3 (Int) +9
  • Handle Animal © +4 (Cha) +11
  • Heal © +2 (Wis) +9
  • Intimidate © +4 (Cha) +7
  • Knowledge/Dungeoneering © +2 (Int) +8
  • Knowledge/Geography © +2 (Int) +9
  • Knowledge/Nature © +3 (Int) +11
  • Knowledge/Local © +2 (Int) +8
  • Linguistics +2 (Int) +5
  • Lore/Elven Culture +2 (Int) 9
  • Perception © +3 (Wis) +12
  • Ride © +1 (Dex) +8
  • Sense Motive© +3 (Wis) +9
  • Stealth © +4 (Dex) +12
  • Survival © +5 (Wis) +12 (+13 to follow tracks; +14 to find food and water)
  • Swim © +3 (Str) +5
  • Use Magic Device (Int) +4

Untrained Skills

  • Appraise (Int) +3
  • Bluff (Cha) +0
  • Diplomacy (Cha) +0
  • Disable Device (Dex) +4 TRAINED ONLY
  • Disguise (Cha) +0
  • Escape Artist (Dex) +4
  • Fly (Dex) +4
  • Perform (Cha) +0
  • Profession (Wis) +3 TRAINED ONLY
  • Sleight of Hand (Dex) +4 TRAINED ONLY
  • Spellcraft (Int) +3 TRAINED ONLY

Languages: Sapphirish, Amethystish, Emeraldish, Scapolitan, Iolite, Citrinic

Proficiencies

  • Weapons: Simple Weapons, Martial Weapons, Longbows, Longswords, Rapiers, Shortbows, All Weapons w/ the word Elven in the name.
  • Armor/Shields: Light Armor, Medium Armor and Shields (except Tower Shields)

Traits, Drawbacks and Feats

  • Child of Nature (Trait): You gain a +2 trait bonus on Survival checks to find food and water and a +1 trait bonus on Knowledge (nature) checks.
  • Queen of the Jungle (Trait): You gain a +1 trait bonus to Acrobatics and Climb checks and on Reflex saves to avoid falling.

  • Precise Shot (Class Bonus Feat): You can shoot into melee without penalty.
    • Stamina Trick: Spend 2 stamina points on a ranged attack against a target in melee with an ally. If the ranged attack hits you do no damage but confer either a +2 bonus to your ally's next attack against that target or a +2 bonus to your ally's AC against that target's next attack.

  • Point Blank Shot (Feat): You gain a +1 on attack AND damage rolls with a ranged weapon when you are within 30 feet of your target.
    • Stamina Trick: Spend up to 6 stamina points to increase the feat's effective range by +5 feet per point spent.

  • Hunter Tactics (Feat): You automatically grant your teamwork feats to your animal companion. The companion does not need to meet the prerequisites.
  • Lookout (Feat): Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
  • Stamina Trick: As long as you are within 10 feet or your ally and have at least 1 Stamina Point you gain the benefits of this feat.
  • Rapid Shot (Feat): You can make an additional ranged shot on a full attack. All shots are at -2.
    • Stamina Trick: Spend up to 2 Stamina Points. Eliminate the -2 penalty for one shot per Stamina Point spent.
  • Improved Empathy (Feat): At 4th level, the hunter gains an empathic link with her animal companion. This functions like an empathic link with a familiar, except the hunter can also see through a companion's eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.
  • Coordinated Shot (Feat): If your ally with this feat is threatening an opponent and is not providing cover to that opponent against your ranged attacks, you gain a +1 bonus on ranged attacks against that opponent. If your ally with this feat is flanking that opponent with another ally (even if that other ally doesn't have this feat), this bonus increases to +2.
  • Coordinated Defense (Feat): Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.

Racial Abilities

  • Low-Light Vision: You can see twice as far as a human in dim light.
  • Elven Immunities: You are immune to magic sleep effects & gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: You receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, you gain a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  • Keen Senses: You receive a +2 racial bonus to your Perception checks.

Class Abilities

  • Spells: You can cast sphere magic as detailed in the magical abilities section.
  • Animal Companion: You have an animal companion and have the following special traits regarding it:
    • You gain a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding your companion.
    • You may cast spells with a target of "You" on your familiar as a touch spell. Spells cast this way must come from a class that grants an animal companion.
  • Animal Focus (Su): You can take on an aspect of an animal as a swift action, gaining a bonus or special ability based on the animal. You may use this ability for a number of minutes per day equal to your level (in 1 minute increments). You may also apply these aspects to your animal companion. When applied to your animal companion there is no duration - it remains in effect until you change it. Using Animal Focus on your companion does not count towards duration per day limit. You can select an animal focus on both yourself and your companion as a swift action.
    • Bat focus: Gain darkvision 60 ft.
    • Bear focus: +2 enhancement bonus to Constitution (raises modifier to +1 and increases hit points +1 per character level and Fortitude save by +1).
    • Bull focus: +2 enhancement bonus to Strength (raises modifier to +1 and increases BAB, CMB and CMD by +1.
    • Falcon focus: +4 competence bonus on Perception checks.
    • Frog focus: +4 competence bonus on Swim checks and on Acrobatics checks to jump.
    • Monkey focus: +4 competence bonus on Climb checks.
    • Mouse focus: Evasion (a successful Reflex throw results in no damage instead of 1/2 damage).
    • Owl focus: +4 competence bonus on Stealth checks.
    • Snake focus: +2 bonus on attack rolls when making an Attack of Opportunity and a +2 bonus to AC vs Attacks of Opportunity.
    • Stag focus: 5-foot enhancement bonus to base land speed.
    • Tiger focus: +2 enhancement bonus to Deterity (raises modifier to +1 and increases AC, Reflex Save and CMD by +1).
    • Wolf focus: Gain the scent ability with a range of 10 feet.
  • Nature Training (Ex): Count your hunter level as both druid and ranger levels for the purposes of qualifying for feats, traits and options that modify or improve your animal companion.
  • Precise Companion (Ex): You gain Precise Shot as a bonus feat.
  • Track (Ex): You add 1/2 your Hunter level to Survival rolls made to follow tracks.
  • Wild Empathy (Ex): Roll 1d20 + hunter level + CHA modifier to raise a wild animal's initial attitude towards you. You must be within 30 feet. This generally takes one minute. You can use this ability to influence a magical beast with an INT of 1 or 2 but at a -4 penalty on the check.
  • Woodland stride (Ex): You can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Magical Abilities

  • Spell Points: 5 (Caster Level + WIS modifier + 1 per 1.5 levels for drawbacks)
  • Caster Level: +1
  • Casting Ability Modifier: WIS (+3)
  • Saving Throw DC: 13 (10 + 1/2 Caster Level + WIS modifier)
  • Magical Skill Bonus: +1
  • Magical Skill Defense: 12

Magical Tradition

  • Extended Casting: Your magic takes longer to use than normal. When using an ability gained from a sphere or talent, increase the casting time by one step: swift actions become move actions, move actions become standard actions, standard actions become full-round actions, full round-action take 1 full round to complete and so forth.
  • Focus Casting: Your magic requires you to touch an item to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it.

Maayan's focus is her clan jewelry item.

  • Verbal Casting: You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.

Maayan casts magic using elven words of power. These are single words that seem to crack the air with power when spoken by a skilled practitioner.

Nature Sphere

Naturesphere.png
You can command the very terrain to do your bidding.
Base Powers
Geomancing (Base Power)
  • Spell Point Cost: 0
  • Action: Full-round due to Magic Tradition
  • Range: Close (25 ft)
  • Duration: Variable

As a standard action, you may command terrain and natural effects to act on your behalf. The effect produced depends on the environmental aspect targeted. Each effect must be centered or targeted within Close range. Geomancing effects come in two forms: instantaneous and concentration. Instantaneous effects have no duration, while concentration effects persist as long as the caster concentrate. The caster may always spend a spell point as a free action to allow the effect to continue for 1 round per caster level without the need for concentration.
Maayan has the Plantlife package for Geomancy. Maayan has the Earth package for Geomancy.

Entangle (Plantlife Geomancing)
  • Spell Point Cost: 0
  • Action: Full-round due to Magic Tradition
  • Range: 5 ft radius centered on any point within Close (25 ft) range
  • Duration: Concentration. May spend a spell point for 1 round/caster level without concentration.

Requires grass, weeds, vines or underbrush. You cause plants to grow rapidly, wrapping themselves around everything in a 5 ft + 5 ft per 5 caster levels radius area centered within range. Creatures within this area must pass a Reflex save or gain the entangled condition and become unable to move. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of each turn you maintain the effect. Creature that move into the area must save immediately. Those that fail end their movement and gain the entangled condition. Entangled creatures may attempt to break free as a move action, making a Strength of Escape Artist check equal to the effect's Reflex save DC. The area is also considered difficult terrain during the duration of the effect. If the area contained plant with thorn, all creature suffer 1 point of piercing damage each round they are within the area.

Pummel (Plantlife Geomancing)
  • Spell Point Cost: 0
  • Action: Full-round due to Magic Tradition
  • Range: Close (25 ft)
  • Duration: Concentration. May spend a spell point for 1 round/caster level without concentration.

Requires a tree. You cause a tree branch to come alive and attack a foe you designate. The tree is not ambulatory but makes one slam attack each round against the designated target until you spend a move action to designate another target or until the target dies or moves out of range. A tree branch cannot flank nor aid in flanking. You cannot designate a target you cannot perceive. The tree has a STR score equal to 10 + your caster level and a melee attack modifier equal to your caster level + it STR modifier + its size modifier. You may animate a Medium branch at 1st caster level, a Large branch beginning at 5th, a Huge beginning at 10th, a Gargantuan beginning at 15th and a Colossal branch beginning at 20th.

  • Medium: 1d6 damage, 5 ft reach
  • Large: +1 size bonus, 1d8 damage, 10 ft reach
  • Huge: +2 size bonus, 2d6 damage, 15 ft reach
  • Gargantuan: +4 size bonus, 3d6 damage, 20 ft reach
  • Colossal: +8 size bonus, 4d6 damage, 30 ft reach
Talents
Animal Friend (spirit)
  • Spell Point Cost: 1
  • Action: Full-round due to Magic Tradition
  • Range: All animals within Close (25 ft) range
  • Duration: 1 minute/caster level

You may spend a spell point to cause animals to treat you as a friend for 1 minute per caster level. Indifferent animals (such as domesticated animals) become Friendly to you, while Unfriendly animals (such as wild animals) become Indifferent to you. This means that wild animals will not attack unless provoked, and you may make requests of animals provided you may communicate with them. This has no effect on animals who are hostile to you and an animal with a master will still attack if commanded to by it master.
Once during the duration of the ability, you may call the nearest animal of a particular type you designate (provided the animal's CR is equal to or les than your caster level) to seek you out. If there is no animal of that type capable of reaching you within this effect's duration, ou are aware of this fact.

Speak with Animals (spirit)
  • Spell Point Cost: 1
  • Action: Full-round due to Magic Tradition
  • Range: Self
  • Duration: 1 minute/caster level

You may spend a spell point to gain the ability to speak with animals for 1 minute per caster level. You can ask questions of and receive answers from them, but the spell doesn't make them more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

Speak with Plants (plantlife, spirit)
  • Spell Point Cost: 1
  • Action: Full-round due to Magic Tradition
  • Range: Self
  • Duration: 1 minute/caster level

You may spend a spell point to gain the ability to speak with plants for 1 minute per caster level. You can communicate with normal plants and plant creatures and can ask questions of and receive answers from them. Plants may have limited awareness of their environment. The power doesn't make plant creatures any more friendly or cooperative.

Thorns (plantlife, geomancing)
  • Spell Point Cost: 1
  • Action: Full-round due to Magic Tradition
  • Range: 5 ft radius centered on any point within Close (25 ft) range
  • Duration: Concentration. May spend a spell point for 1 round/caster level without concentration.

You cause plants to grow spines and attack targets. This is the same as the entangle geomancing ability, except instead of making creatures entangled and unable to move, this effect deals piercing and slashing damage to them. Targets inside the area or who enter the area suffer 1d6 damage +1 per 2 caster levels (Reflex half). Creatures who remain in the area suffer damage once per round at the end of your subsequent turns. This does not stack with any thorns already on the plants used in the effect. You may place an entangle and thorns effect on the same space.

Growth (plantlife, geomancing)
  • Spell Point Cost: 1
  • Action: Full-round due to Magic Tradition
  • Range: 1 plant per caster level within range.
  • Duration: Instantaneous

You may spend a spell point to cause plants to sprout food spontaneously. You may affect up to 1 plant per caster level within range. Each plant produces enough food to provide 3 medium-sized creatures or 1 horse with food for a day.

Towering Growth (plant)
  • Spell Point Cost: 1
  • Action: Full-round due to Magic Tradition
  • Range: 5 ft radius centered on any point within Close (25 ft) range
  • Duration: Concentration. May spend a spell point for 1 round/caster level without concentration.

When creating an entangle or thorns effect, the effect grows tall enough to affect flying creatures as well. Creatures up to 10 ft per caster level over your entangle or thorns effects must pass a Reflex save or affected as normal. If they pass this Reflex save, they must still pass a Fly check (DC 15 + caster level) or be forced to fly at half speed while over the area. When affected by an entangle effect, flying creatures are pulled to the ground by the plants and become unable to move. Flying creatures grabbed by an entangle effect become prone, but do not take falling damage.

Gear

  • Collar of the true companion
  • Lamp, standard
  • Belt pouch
  • Arrow x 20
  • The Taviston Guide to Flora and Fauna. That gets you a +1 circumstance bonus on Knowledge/Nature checks
  • 50 feet of hemp rope
  • 1 cure light potions (made by Zyindra)
  • Map
  • Flint and steel
  • Climber's kit
  • Fire arrows x 17 (+1d4 fire)
  • Hot weather outfit
  • Waterskin x 3
  • Cure light wounds potion 1d8
  • 10 arrows with cold iron heads
  • 1 ancient gold coin
  • 1 potion of darkvision
  • Cold weather clothing
  • Folding shovel
  • Coat/blanket for Kaza
  • Heavy sleeping bag
  • Street map of Temperance
  • Map of Temperance area
  • Taviston's Guide to Temperance
  • Cure moderate wounds potion 2d8+15 Z
  • Crowbar
  • Animal grooming kit
  • 2 antiplagues
  • 8 days of trail rations
  • Horse, combat trained

PP: 0
GP: 804
SP: 47

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