Difference between revisions of "Maayan"

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[[Maayan's Spell List]]
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{{KrysInfo
{{CharInfo
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|Title=Maayan
 
|Title=Maayan
|Image=[[image:Maaypic.jpg|thumb|250px]]
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|Image=[[image:Elfwoman.PNG|thumb|250px]]
|Class=Hunter
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|Archetype=None
+
|Level=3
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|Race=Elf
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|XP=3300
+
 
|Full Name=Maayan Ayelet Meir
 
|Full Name=Maayan Ayelet Meir
 +
|Sentence=''Rugged Elven Hunter who Speaks to Animals''
 +
|Tier=2
 
|Age=53
 
|Age=53
|Alignment=Chaotic Good
 
 
|Homeland=Sapphire Forest
 
|Homeland=Sapphire Forest
|Favored Class=Hunter
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|Favored Totem=???
 +
|XP=16 Spent/16 Total
 
|}}
 
|}}
 
===Background===
 
===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.
 
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.
  
===Character Sheet===
+
Maayan was born in the spring.
====Attributes====
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'''STR''' 10 (+0) • '''DEX''' 18 (+4) • '''CON''' 11 (+0) • '''INT''' 16 (+3) • '''WIS''' 16 (+3) • '''CHA''' 11 (+0)
+
<hr>
+
'''Hit Points''' 24 • '''Initiative''' +4 • '''Speed''' 30 ft (land)
+
  
====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''' +4 • '''Reflex Save''' +7 • '''Will Save''' +5<br>
 
'''''Immune to Sleep effects; +2 racial bonus vs enchantment spells & effects'''''<br>
 
'''''+1 to Reflex saves to avoid falling'''''
 
<hr>
 
'''Base Attack Bonus''' +3 • '''Melee Attack''' +3 • '''Ranged Attack''' +7 • '''CMB +2
 
* '''''Longsword''''' • '''Attack Bonus''' +3 • '''Damage''' 1d8 - 1 • '''Crit''' 19-20/x2 • '''Type''' Slashing
 
* '''''Shortbow''''' • '''Attack 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 +3 ''(Dex)'' '''+8'''
 
* Climb &copy; +4 ''(Str)'' '''+7'''
 
* Craft/Fletcher &copy; +1 ''(Int)'' '''+7'''
 
* Handle Animal &copy; +3 ''(Cha)'' '''+9'''
 
* Heal &copy; +2 ''(Wis)'' '''+5'''
 
* Intimidate &copy; +3 ''(Cha)'' '''+6'''
 
* Knowledge/Dungeoneering &copy; +2 ''(Int)'' '''+8'''
 
* Knowledge/Geography &copy; +2 ''(Int)'' '''+8'''
 
* Knowledge/Nature &copy; +2 ''(Int)'' '''+9'''
 
* Knowledge/Local (Vesicule) &copy; +1 ''(Int)'' ''+7''
 
* Linguistics +1 ''(Int)'' +4
 
* Perception &copy; +1 ''(Wis)'' '''+9'''
 
* Ride &copy; +1 ''(Dex)'' '''+8'''
 
* Sense Motive&copy; +2 ''(Wis)'' '''+5'''
 
* Stealth &copy; +3 ''(Dex)'' '''+10'''
 
* Survival &copy; +3 ''(Wis)'' '''+9''' (+10 to follow tracks; +11 to find food and water)
 
* Swim &copy; +3 ''(Str)'' '''+5'''
 
  
====Untrained Skills====
+
===Character Sheet===
* Appraise ''(Int)'' +3
+
====Pools====
* Bluff ''(Cha)'' +0
+
'''MIGHT''' 13 • '''SPEED''' 17 • '''INTELLECT''' 14<br>
* Diplomacy ''(Cha)'' +0
+
'''Armor''' 2
* Disable Device ''(Dex)'' +4 '''TRAINED ONLY'''
+
 
* Disguise ''(Cha)'' +0
+
====Edge & Effort====
* Escape Artist ''(Dex)'' +4
+
'''MIGHT''' 0 • '''SPEED''' 2 • '''INTELLECT''' 1<br>
* Fly ''(Dex)'' +4
+
'''EFFORT''' 4
* Perform ''(Cha)'' +0
+
* Profession ''(Wis)'' +3 '''TRAINED ONLY'''
+
* Sleight of Hand ''(Dex)'' +4 '''TRAINED ONLY'''
+
* Spellcraft ''(Int)'' +3 '''TRAINED ONLY'''
+
* Use Magic Device ''(Int)'' +3 '''TRAINED ONLY'''
+
<hr>
+
'''Languages''': Sapphirish, Amethystish, Emeraldish, Scapolitan, Iolite, Citrinic
+
  
====Proficiencies====
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====Skills====
* '''Weapons''': Simple Weapons, Martial Weapons, Longbows, Longswords, Rapiers, Shortbows, All Weapons w/ the word Elven in the name.
+
* '''Animal Handling''' ''(Specialized/-2 Difficulty)''
* '''Armor/Shields''': Light Armor, Medium Armor and Shields (except Tower Shields)
+
* '''Cartography''' ''(Trained/-1 Difficulty)''
====Traits, Drawbacks and Feats====
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* '''Climbing''' ''(Trained/-1 Difficulty)''
* '''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.
+
* '''Jumping''' ''(Trained/-1 Difficulty)''
* '''Queen of the Jungle''' ''(Trait)'': You gain a +1 trait bonus to Acrobatics and Climb checks and on Reflex saves to avoid falling.
+
* '''Low-light Perception''' ''(Trained/-1 Difficulty)''
<hr>
+
* '''Medium Ranged Attack''' ''(Trained/-1 Difficulty)''
* '''Precise Shot''' ''(Class Bonus Feat)'': You can shoot into melee without penalty.
+
* '''Running''' ''(Trained/-1 Difficulty)''
<hr>
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* '''Social Interactions w/ Non-Animals''' ''(Inability/+1 Difficulty)''
* '''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.
+
* '''Speed Defense''' ''(Trained/-1 Difficulty)''
<hr>
+
* '''Survival''' ''(Trained/-1 Difficulty)''
* '''Hunter Tactics''' ''(Feat)'': You automatically grant your teamwork feats to your animal companion. The companion does not need to meet the prerequisites.
+
* '''Swimming''' ''(Trained/-1 Difficulty)''
* '''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.
+
* '''Rapid Shot''' ''(Feat)'': You can make an additional ranged shot on a full attack. All shots are at -2.
+
* '''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.
+
  
====Racial Abilities====
+
====Special Abilities====
* '''Low-Light Vision''': You can see twice as far as a human in dim light.
+
* '''Animal Communcation''' ''(2 Intellect)'': Maayan can communicate with non-intelligent wild animals. This does not include magical creatures. Only simple ideas can be exchanged and the ability lasts 10 minutes once activated.
* '''Elven Immunities''': You are immune to magic sleep effects & gain a +2 racial saving throw bonus against enchantment spells and effects.
+
* '''Armor Proficiency''': Maayan is trained in wearing armor and reduces the penalty due to Speed for wearing armor by 1.
* '''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.
+
* '''Beast Companion''': Maayan has a level 2 animal companion.  
* '''Keen Senses''': You receive a +2 racial bonus to your Perception checks.
+
* '''Entangling Vines''' ''(1+ Intellect)'': As an action, Maayan can summon vines to burst up from the ground (even the ground would not normally grow vines). The vines are a level 2 construct and wrap around 1 target within 30 feet of her. The target can attack and defend normally but cannot move unless it frees itself from the vines. The vines last for 1 minute and Maayan can increase the level of the vines by level for each level of Effort applied.
====Class Abilities====
+
* '''Long Lived''': As an elf, Maayan has an asset which reduces the difficulty of resisting any effect involving aging by 1.
* '''Spells''': You can cast sphere magic as detailed in the magical abilities section.
+
* '''Pierce''' ''(1 Speed)'': Maayan can make a penetrating range attack which deals +1 damage.
* '''Animal Companion''': You have an animal companion and have the following special traits regarding it:
+
* '''Quick Shot''': When Maayan rolls a 17+ on a ranged attack roll she can forgo extra damage and instead choose to make a second attack on a different target.
** You gain a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding your companion.
+
* '''Sniper's Patience''' ''(3 Intellect)'': Maayan can take an action to draw a bead on an opponent. She must attack that opponent with her next action using a ranged attack. When she does so she can choose to gain an asset to the attack (lowering the difficulty to hit by 1) or an asset to the damage (increasing the amount of damage she inflicts by 3).
** 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.
+
* '''Soothe the Savage''' ''(2 Intellect)'': Mayan can calm a non-human beast. It must within 30 feet of her and must be able to see and hear her. The beast remains calm for one minute or until she stops speaking to it, whichever comes first. A roll is required for this ability to work.
* '''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.
+
* '''Companion Growth''' Your companion is now level 3 and large enough to ride as a mount.
** Bat focus: Gain darkvision 60 ft.
+
* '''Deadly Aim''' ''(3 Speed)'': Takes an action to activate. For the next minute, all your ranged attacks deal 2 additional points of damage.
** Bear focus: +2 enhancement bonus to Constitution (raises modifier to +1 and increases hit points +1 per character level and Fortitude save by +1).
+
* '''Pincushion''': If you have already hit an enemy once this combat with a ranged attack, all rolls of 16 are treated as if a 17, all rolls of 17 are treated as if an 18, all rolls of 18 are treated as if a 19, and all rolls of 19 are treated as if a 20.
** Bull focus: +2 enhancement bonus to Strength (raises modifier to +1 and increases BAB, CMB and CMD by +1.
+
* '''Trick Shot''' ''(2 Speed)'': You can hit two targets in a single round with a ranged weapon. The difficulty is increased by 1 and you make a separate attack roll against each.
** 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.
+
  
===Magical Abilities===
+
===Weapons & Armor===
* '''Spell Points''': 5 ''(Caster Level + WIS modifier + 1 per 1.5 levels for drawbacks)''
+
* '''Bow''' (Medium Ranged Weapon / 100 foot range / 4 damage)
* '''Caster Level''': +1
+
* '''Longsword''' (Medium Melee Weapon / 4 damage)
* '''Casting Ability Modifier''': WIS (+3)
+
* '''Leaf Armor''' (Artifact / +2 Armor)
* '''Saving Throw DC''': 13 ''(10 + 1/2 Caster Level + WIS modifier)''
+
===Cyphers & Artifacts===
* '''Magical Skill Bonus''': +1
+
'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 2
* '''Magical Skill Defense''': 12
+
* '''The Green Lady's Halo''' ''(Cypher)'': Level 5 / A halo carved from opal. When activated it hovers 3 inches over a designated creature's head and generates a psychic shield, reducing the difficulty of all Intellect Defense checks by 1. It remains active for one hour.
====Magical Tradition====
+
* '''Restorative Vapors''' ''(Cypher)'': Level 4 / A glass vial full of gasses of gnomish design. When inhaled, the gasses restores 4 points to a random Pool (1-50: Might, 51-75: Speed, 76-100: Intellect).  
* '''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.
+
* '''Leaf Armor''' ''(Artifact)'': Level 3 / Depletion NA / A suit of armor made from leaves. Counts as light armor for the purposes of Speed Effort Additional Cost but boosts Armor by +2.
* '''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.<br>
+
''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.<br>
+
''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====
+
[[Image:naturesphere.png|right|150px]]You can command the very terrain to do your bidding.
+
=====Base Powers=====
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======Geomancing (Base Power)======
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* '''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.<br>
+
''Maayan has the Plantlife 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)======
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* '''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=====
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======Animal Friend (spirit)======
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* '''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.<br>
+
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.
+
  
===Gear===
+
===Additional Gear===
* Kaza's collar
+
 
* Lamp, standard
 
* Lamp, standard
 
* Belt pouch
 
* Belt pouch
* Arrow x 20
+
* The Taviston Guide to Flora and Fauna.  
* The Taviston Guide to Flora and Fauna. That gets you a +1 circumstance bonus on Knowledge/Nature checks
+
 
* 50 feet of hemp rope
 
* 50 feet of hemp rope
* 1 cure light potions (made by Zyindra)
 
 
* Map
 
* Map
 
* Flint and steel
 
* Flint and steel
 
* Climber's kit
 
* Climber's kit
* Fire arrows x 18
+
* Fire arrows x 17
 
* Hot weather outfit
 
* Hot weather outfit
 
* Waterskin x 3
 
* Waterskin x 3
* Cure light wounds potion 1d8
+
* 10 arrows with cold iron heads
 +
* 1 ancient gold coin
 +
* 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
 +
* Crowbar
 +
* Animal grooming kit
 +
* 8 days of trail rations
 +
* Horse, combat trained
 
'''PP''': 0<br>
 
'''PP''': 0<br>
'''GP''': 23<br>
+
'''GP''': 804<br>
'''SP''': 98
+
'''SP''': 47
 +
<p>
 +
[[Original Pathfinder Stats for Maayan]]
 
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Latest revision as of 03:08, 28 February 2018

Maayan
Elfwoman.PNG
Full Name Maayan Ayelet Meir
Rugged Elven Hunter who Speaks to Animals
Tier 2
Age 53
Homeland Sapphire Forest
Favored Totem {{{Totem}}}
XP' 16 Spent/16 Total

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

Pools

MIGHT 13 • SPEED 17 • INTELLECT 14
Armor 2

Edge & Effort

MIGHT 0 • SPEED 2 • INTELLECT 1
EFFORT 4

Skills

  • Animal Handling (Specialized/-2 Difficulty)
  • Cartography (Trained/-1 Difficulty)
  • Climbing (Trained/-1 Difficulty)
  • Jumping (Trained/-1 Difficulty)
  • Low-light Perception (Trained/-1 Difficulty)
  • Medium Ranged Attack (Trained/-1 Difficulty)
  • Running (Trained/-1 Difficulty)
  • Social Interactions w/ Non-Animals (Inability/+1 Difficulty)
  • Speed Defense (Trained/-1 Difficulty)
  • Survival (Trained/-1 Difficulty)
  • Swimming (Trained/-1 Difficulty)

Special Abilities

  • Animal Communcation (2 Intellect): Maayan can communicate with non-intelligent wild animals. This does not include magical creatures. Only simple ideas can be exchanged and the ability lasts 10 minutes once activated.
  • Armor Proficiency: Maayan is trained in wearing armor and reduces the penalty due to Speed for wearing armor by 1.
  • Beast Companion: Maayan has a level 2 animal companion.
  • Entangling Vines (1+ Intellect): As an action, Maayan can summon vines to burst up from the ground (even the ground would not normally grow vines). The vines are a level 2 construct and wrap around 1 target within 30 feet of her. The target can attack and defend normally but cannot move unless it frees itself from the vines. The vines last for 1 minute and Maayan can increase the level of the vines by level for each level of Effort applied.
  • Long Lived: As an elf, Maayan has an asset which reduces the difficulty of resisting any effect involving aging by 1.
  • Pierce (1 Speed): Maayan can make a penetrating range attack which deals +1 damage.
  • Quick Shot: When Maayan rolls a 17+ on a ranged attack roll she can forgo extra damage and instead choose to make a second attack on a different target.
  • Sniper's Patience (3 Intellect): Maayan can take an action to draw a bead on an opponent. She must attack that opponent with her next action using a ranged attack. When she does so she can choose to gain an asset to the attack (lowering the difficulty to hit by 1) or an asset to the damage (increasing the amount of damage she inflicts by 3).
  • Soothe the Savage (2 Intellect): Mayan can calm a non-human beast. It must within 30 feet of her and must be able to see and hear her. The beast remains calm for one minute or until she stops speaking to it, whichever comes first. A roll is required for this ability to work.
  • Companion Growth Your companion is now level 3 and large enough to ride as a mount.
  • Deadly Aim (3 Speed): Takes an action to activate. For the next minute, all your ranged attacks deal 2 additional points of damage.
  • Pincushion: If you have already hit an enemy once this combat with a ranged attack, all rolls of 16 are treated as if a 17, all rolls of 17 are treated as if an 18, all rolls of 18 are treated as if a 19, and all rolls of 19 are treated as if a 20.
  • Trick Shot (2 Speed): You can hit two targets in a single round with a ranged weapon. The difficulty is increased by 1 and you make a separate attack roll against each.

Weapons & Armor

  • Bow (Medium Ranged Weapon / 100 foot range / 4 damage)
  • Longsword (Medium Melee Weapon / 4 damage)
  • Leaf Armor (Artifact / +2 Armor)

Cyphers & Artifacts

Number of Cyphers Which Can Be Carried Without Potential Negative Consequences: 2

  • The Green Lady's Halo (Cypher): Level 5 / A halo carved from opal. When activated it hovers 3 inches over a designated creature's head and generates a psychic shield, reducing the difficulty of all Intellect Defense checks by 1. It remains active for one hour.
  • Restorative Vapors (Cypher): Level 4 / A glass vial full of gasses of gnomish design. When inhaled, the gasses restores 4 points to a random Pool (1-50: Might, 51-75: Speed, 76-100: Intellect).
  • Leaf Armor (Artifact): Level 3 / Depletion NA / A suit of armor made from leaves. Counts as light armor for the purposes of Speed Effort Additional Cost but boosts Armor by +2.

Additional Gear

  • Lamp, standard
  • Belt pouch
  • The Taviston Guide to Flora and Fauna.
  • 50 feet of hemp rope
  • Map
  • Flint and steel
  • Climber's kit
  • Fire arrows x 17
  • Hot weather outfit
  • Waterskin x 3
  • 10 arrows with cold iron heads
  • 1 ancient gold coin
  • 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
  • Crowbar
  • Animal grooming kit
  • 8 days of trail rations
  • Horse, combat trained

PP: 0
GP: 804
SP: 47

Original Pathfinder Stats for Maayan

Pathfinder: Krystallos
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