Difference between revisions of "Maayan"

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|Level=1
 
|Level=1
 
|Race=Elf
 
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|Full Name=Maayan Ayelet Meir
 
|Full Name=Maayan Ayelet Meir
 
|Age=53
 
|Age=53

Revision as of 04:28, 3 January 2015

Maayan's Spell List

Maayan
Maaypic.jpg
Class Hunter
Archetype None
Level 1
Race Elf
Experience Points 700
Details
Full Name Maayan Ayelet Meir
Age 53
Alignment Chaotic 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.

Character Sheet

Attributes

STR 9 (-1) • DEX 18 (+4) • CON 11 (+0) • INT 16 (+3) • WIS 16 (+3) • CHA 11 (+0)


Hit Points 9 • Initiative +4 • Speed 30 ft (land)

Defenses & Attacks

Armor Class 16 • Touch 14 • Flat-Footed 12 • CMD 13 • Flat-Footed CMD 9

  • Armor: Leather • AC Bonus +2 • Max DEX 6 • Armor Check Penalty 0 • Spell Failure 10%

Fortitude Save +2 • Reflex Save +6 • Will Save +3
Immune to Sleep effects; +2 racial bonus vs enchantment spells & effects


Base Attack Bonus +0 • Melee Attack -1 • Ranged Attack +4 • CMB -1

  • LongswordAttack Bonus -1 • Damage 1d8 - 1 • Crit 19-20/x2 • Type Slashing
  • ShortbowAttack Bonus +4 • Damage 1d6 • Crit 20/x3 • Range 60 ft • Type Piercing

Skills

  • Acrobatics +9
  • Climb +4
  • Handle Animal +4
  • Knowledge (Geography) +7
  • Knowledge (Nature) +8
  • Perception +9
  • Ride +8
  • Stealth +8
  • Survival +7 (+9 to find food and water)

Languages: Sapphirish, Amethystish, Emeraldish, Scapolitan, Iolite

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.

  • 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.

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.
  • 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

  • Spell Points: 4 (Caster Level + WIS modifier + 1 per 1.5 levels for drawbacks)
  • Caster Level: +0
  • Casting Ability Modifier: WIS (+3)
  • Saving Throw DC: 13 (10 + 1/2 Caster Level + WIS modifier)
  • Magical Skill Bonus: +0
  • Magical Skill Defense: 11

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.

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.

Growth (Plantlife Geomancing)
  • Spell Point Cost: 1
  • Action: Full-round due to Magic Tradition
  • Range: Close (25 ft)
  • Duration: Permanent

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.

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 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.

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