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
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|Level=1
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|Race=Elf
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|XP=950
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|Full Name=Maayan Ayelet Meir
 
|Full Name=Maayan Ayelet Meir
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|Sentence=''Rugged Elven Hunter who Speaks to Animals''
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|Tier=2
 
|Age=53
 
|Age=53
|Alignment=Chaotic Good
 
 
|Homeland=Sapphire Forest
 
|Homeland=Sapphire Forest
|Favored Class=Hunter
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|Favored Totem=???
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|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.
 +
 +
Maayan was born in the spring.
 +
 +
  
 
===Character Sheet===
 
===Character Sheet===
====Attributes====
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====Pools====
'''STR''' 9 (-1) • '''DEX''' 18 (+4) • '''CON''' 11 (+0) • '''INT''' 16 (+3) • '''WIS''' 16 (+3) • '''CHA''' 11 (+0)
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'''MIGHT''' 13 • '''SPEED''' 17 • '''INTELLECT''' 14<br>
<hr>
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'''Armor''' 2
'''Hit Points''' 9 • '''Initiative''' +4 • '''Speed''' 30 ft (land)
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====Defenses & Attacks====
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====Edge & Effort====
'''Armor Class''' 16 • '''Touch''' 14 • '''Flat-Footed''' 12 • '''CMD''' 13 • '''Flat-Footed CMD''' 9
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'''MIGHT''' 0 • '''SPEED''' 2 • '''INTELLECT''' 1<br>
* '''''Armor''''': Leather • '''AC Bonus''' +2 • '''Max DEX''' 6 • '''Armor Check Penalty''' 0 • '''Spell Failure''' 10%
+
'''EFFORT''' 4
'''Fortitude Save''' +2 • '''Reflex Save''' +6 • '''Will Save''' +3<br>
+
 
'''''Immune to Sleep effects; +2 racial bonus vs enchantment spells & effects'''''
+
<hr>
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'''Base Attack Bonus''' +0 • '''Melee Attack''' -1 • '''Ranged Attack''' +4 • '''CMB -1
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* '''''Longsword''''' • '''Attack Bonus''' -1 • '''Damage''' 1d8 - 1 • '''Crit''' 19-20/x2 • '''Type''' Slashing
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* '''''Shortbow''''' • '''Attack Bonus''' +4 • '''Damage''' 1d6 • '''Crit''' 20/x3 • '''Range''' 60 ft • '''Type''' Piercing
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====Skills====
 
====Skills====
* Acrobatics +9
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* '''Animal Handling''' ''(Specialized/-2 Difficulty)''
* Climb +4
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* '''Cartography''' ''(Trained/-1 Difficulty)''
* Handle Animal +4
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* '''Climbing''' ''(Trained/-1 Difficulty)''
* Knowledge (Geography) +7
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* '''Jumping''' ''(Trained/-1 Difficulty)''
* Knowledge (Nature) +8
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* '''Low-light Perception''' ''(Trained/-1 Difficulty)''
* Perception +9
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* '''Medium Ranged Attack''' ''(Trained/-1 Difficulty)''
* Ride +8
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* '''Running''' ''(Trained/-1 Difficulty)''
* Stealth +8
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* '''Social Interactions w/ Non-Animals''' ''(Inability/+1 Difficulty)''
* Survival +7 (+9 to find food and water)
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* '''Speed Defense''' ''(Trained/-1 Difficulty)''
<hr>
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* '''Survival''' ''(Trained/-1 Difficulty)''
'''Languages''': Sapphirish, Amethystish, Emeraldish, Scapolitan, Iolite
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* '''Swimming''' ''(Trained/-1 Difficulty)''
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 +
====Special Abilities====
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* '''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.
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* '''Beast Companion''': Maayan has a level 2 animal companion.
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* '''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.
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* '''Pierce''' ''(1 Speed)'': Maayan can make a penetrating range attack which deals +1 damage.
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* '''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.
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* '''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.
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* '''Companion Growth''' Your companion is now level 3 and large enough to ride as a mount.
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* '''Deadly Aim''' ''(3 Speed)'': Takes an action to activate. For the next minute, all your ranged attacks deal 2 additional points of damage.
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* '''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.
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 +
===Weapons & Armor===
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* '''Bow''' (Medium Ranged Weapon / 100 foot range / 4 damage)
 +
* '''Longsword''' (Medium Melee Weapon / 4 damage)
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* '''Leaf Armor''' (Artifact / +2 Armor)
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===Cyphers & Artifacts===
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'''Number of Cyphers Which Can Be Carried Without Potential Negative Consequences''': 2
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* '''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.
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* '''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).
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* '''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.
  
====Proficiencies====
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===Additional Gear===
* '''Weapons''': Simple Weapons, Martial Weapons, Longbows, Longswords, Rapiers, Shortbows, All Weapons w/ the word Elven in the name.
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* Lamp, standard
* '''Armor/Shields''': Light Armor, Medium Armor and Shields (except Tower Shields)
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* Belt pouch
====Traits, Drawbacks and Feats====
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* The Taviston Guide to Flora and Fauna.  
* '''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.  
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* 50 feet of hemp rope
* '''Queen of the Jungle''' ''(Trait)'': You gain a +1 trait bonus to Acrobatics and Climb checks and on Reflex saves to avoid falling.
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* Map
<hr>
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* Flint and steel
* '''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.
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* Climber's kit
====Racial Abilities====
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* Fire arrows x 17
* '''Low-Light Vision''': You can see twice as far as a human in dim light.
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* Hot weather outfit
* '''Elven Immunities''': You are immune to magic sleep effects & gain a +2 racial saving throw bonus against enchantment spells and effects.
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* Waterskin x 3
* '''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.
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* 10 arrows with cold iron heads
* '''Keen Senses''': You receive a +2 racial bonus to your Perception checks.
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* 1 ancient gold coin
====Class Abilities====
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* Cold weather clothing
* '''Spells''': You can cast sphere magic as detailed in the magical abilities section.
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* Folding shovel
* '''Animal Companion''': You have an animal companion and have the following special traits regarding it:
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* Coat/blanket for Kaza
** You gain a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding your companion.
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* Heavy sleeping bag
** 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.
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* Street map of Temperance
* '''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.
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* Map of Temperance area
** Bat focus: Gain darkvision 60 ft.
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* Taviston's Guide to Temperance
** Bear focus: +2 enhancement bonus to Constitution (raises modifier to +1 and increases hit points +1 per character level and Fortitude save by +1).
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* Crowbar
** Bull focus: +2 enhancement bonus to Strength (raises modifier to +1 and increases BAB, CMB and CMD by +1.
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* Animal grooming kit
** Falcon focus: +4 competence bonus on Perception checks.
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* 8 days of trail rations
** Frog focus: +4 competence bonus on Swim checks and on Acrobatics checks to jump.
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* Horse, combat trained
** Monkey focus: +4 competence bonus on Climb checks.
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'''PP''': 0<br>
** Mouse focus: Evasion (a successful Reflex throw results in no damage instead of 1/2 damage).
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'''GP''': 804<br>
** Owl focus: +4 competence bonus on Stealth checks.
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'''SP''': 47
** Snake focus: +2 bonus on attack rolls when making an Attack of Opportunity and a +2 bonus to AC vs Attacks of Opportunity.
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<p>
** Stag focus: 5-foot enhancement bonus to base land speed.
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[[Original Pathfinder Stats for Maayan]]
** Tiger focus: +2 enhancement bonus to Deterity (raises modifier to +1 and increases AC, Reflex Save and CMD by +1).
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** Wolf focus: Gain the scent ability with a range of 10 feet.
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* '''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.
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* '''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.
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===Magical Abilities===
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* '''Spell Points''': 4 ''(Caster Level + WIS modifier + 1 per 1.5 levels for drawbacks)''
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* '''Caster Level''': +0
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* '''Casting Ability Modifier''': WIS (+3)
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* '''Saving Throw DC''': 13 ''(10 + 1/2 Caster Level + WIS modifier)''
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* '''Magical Skill Bonus''': +0
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* '''Magical Skill Defense''': 11
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====Magical Tradition====
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* '''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.
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* '''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>
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''Maayan's focus is her clan jewelry item.''
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* '''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>
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''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.''
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====Nature Sphere====
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[[Image:naturesphere.png|right|150px]]You can command the very terrain to do your bidding.
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=====Base Powers=====
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======Geomancing (Base Power)======
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* '''Spell Point Cost''': 0
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* '''Action''': Full-round due to Magic Tradition
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* '''Range''': Close (25 ft)
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* '''Duration''': Variable
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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>
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''Maayan has the Plantlife package for Geomancy.''
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======Entangle (Plantlife Geomancing)======
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* '''Spell Point Cost''': 0
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* '''Action''': Full-round due to Magic Tradition
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* '''Range''': 5 ft radius centered on any point within Close (25 ft) range
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* '''Duration''': Concentration. May spend a spell point for 1 round/caster level without concentration.
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''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.
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======Growth (Plantlife Geomancing)======
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* '''Spell Point Cost''': 1
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* '''Action''': Full-round due to Magic Tradition
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* '''Range''': Close (25 ft)
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* '''Duration''': Permanent
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''Requires fruit trees, berry bushes, or food crops''. 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 foot to provide 3 medium-sized creatures or 1 horse with food for a day.
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======Pummel (Plantlife Geomancing)======
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* '''Spell Point Cost''': 0
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* '''Action''': Full-round due to Magic Tradition
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* '''Range''': Close (25 ft)
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* '''Duration''': Concentration. May spend a spell point for 1 round/caster level without concentration.
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''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.
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* Medium: 1d6 damage, 5 ft reach
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* Large: +1 size bonus, 1d8 damage, 10 ft reach
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* Huge: +2 size bonus, 2d6 damage, 15 ft reach
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* Gargantuan: +4 size bonus, 3d6 damage, 20 ft reach
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* Colossal: +8 size bonus, 4d6 damage, 30 ft reach
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=====Talents=====
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======Animal Friend (spirit)======
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* '''Spell Point Cost''': 1
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* '''Action''': Full-round due to Magic Tradition
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* '''Range''': All animals within Close (25 ft) range
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* '''Duration''': 1 minute/caster level
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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>
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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.
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======Speak with Plants (plantlife, spirit)======
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* '''Spell Point Cost''': 1
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* '''Action''': Full-round due to Magic Tradition
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* '''Range''': Self
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* '''Duration''': 1 minute/caster level
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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.
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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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