Pathfinder Society -hahmot

"Kaheli Kuolleistanoussut" Kajal Lasikoppa (6089-9)

"Onpas mielenkiintoista! Hei, olenkos minä nähnyt tämän joskus aiemmin? Muuten, joko kerroin siitä, kun näin Tähtikiven tippuvan?"

Elf RoguePFU 3 / Wizard (AdmixtureAPG Evoker) 3 / Arcane Trickster 5
Neutral Medium Humanoid (elf)
Player Veltzeh (6089-9)
XP 32
Faction Scarab Sages
Prestige/Fame 24/58
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Init +8
Senses Low-light vision; Perception +17 (+1 vs. traps; +1 vs. surprise by foe)
Speed 30 ft.
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AC 20, flat-footed 15, touch 18, flat-footed touch 13 (+5 Dex, +1 armor, +2 deflection, +1 insight)

  • +1 dodge vs. traps
  • +1 insight vs. natural weapon attacks by ghouls and ghasts s13

HP 53 (3d8+3d6+5d6+3)
Fort +9 (+1 vs. ghouls' and ghasts' disease, paralysis, stench s13), Ref +14 (+1 vs. traps), Will +10; +1 vs. enchantment
CMD 30
SD immune to light-based blindness and dazzle effects
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Melee

  • Sap +10 (1d6+0, B, ×2)
  • Dagger +10 (1d4+0, P or S, 19–20/×2)
  • Sword, short +10 (1d6+5, P, 19–20/×2)
  • melee touch +10 (xdy, ×20)

Ranged

  • Dart +11 (1d4+1, P, ×2, 20 ft.) (PBS)
  • Dagger +11 (1d4+1, P or S, 19–20/×2, 10 ft.) (PBS)
  • Longbow +10 (1d8+0, P, ×3, 100 ft.)
  • Longbow +11 (1d8+1, P, ×3, 30 ft.) (PBS)
  • Longbow +11 (1d8+6, P, ×3, 30 ft.) (PBS, FS) (not against those that are immune to sneak attack or crits)
  • ranged touch +11 (xdy+1, ×20) (PBS)
  • ranged touch +10 (xdy, ×20)

Torstaisin

  • +2 to atk and dmg (morale) vs. Aspis agents inside Hao Jin Tapestry s18
  • Intense Spells (Su) evocation spells: +1 damage (once per spell, not once per ray or missile)

CMB +7
Special Attacks

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Spells per day level 0: 4, level 1: 6, level 2: 4, level 3: 4 level 4: 3
Cantrips Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Haunted Fey Aspect, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
Level 1 Endure Elements, Protection from Chaos / Evil / Good / Law , Shield, Air Bubble, Grease, Mage Armor, Obscuring Mist, Summon Monster I, Unseen Servant, Comprehend Languages, True Strike, Burning Hands, Magic Missile, Ray of Enfeeblement (opp), Expeditious Retreat, Feather Fall, Magic Weapon, Reduce Person, Touch of the Sea
Level 2 Protection from Arrows, Protection from Evil, Communal, See Invisibility, Scorching Ray, Disguise Other, Invisibility, Acid Arrow, Glitterdust, Summon Monster II, Frigid Touch, Frost Fall, Mirror Image, False Life (opp), Bull's Strength, Rope Trick
Level 3 Dispel Magic, Fireball, Lightning Bolt, Fly, Haste
Level 4 Protection from Energy, Communal, Remove Curse, Black Tentacles, Dimension Door, Wall of Fire
Spell-like Abilities

Torstaisin

  • Treated as 1 level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities).

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Str 11, Dex 20, Con 10, Int 21, Wis 8, Cha 12
BAB +5
Traits Mordant HeritageISP, Warrior of OldAPG, ResilientAPG, Magical KnackAPG
Feats Weapon Finesse, Point-Blank Shot, Spell Focus (evocation), Precise Shot, Focused ShotAPG, Additional TraitsAPG, Defensive Combat Training, Arcane strike, Accomplished Sneak AttackerDTT
Skills Acrobatics +24 [11]b, Appraise +9 [1], Bluff +12 [8], Climb +4 [1], Craft (alchemy) +9 [1], Craft () +5, Diplomacy +5 [1], Disable device +22 [11], Disguise +1, Escape artist +19 [11], Fly +9 [1], Heal -1, Intimidate +1, Knowledge (arcana) +15 [5], Knowledge (dungeoneering) +9 [1], Knowledge (engineering) +10 [2], Knowledge (geography) +9 [1], Knowledge (history) +10 [1], Knowledge (local) +9 [1], Knowledge (nature) +9 [1], Knowledge (planes) +19 [1]a, Knowledge (religion) +9 [1], Linguistics +11 [3], Perception +17 [11], Perform () +1, Profession (sailor) +3 [1], Ride +5, Sense motive +5 [1], Sleight of hand +9 [1], Spellcraft +12 [4], Stealth +9 [1], Survival -1, Swim +5 [1], Use magic device +16 [11]
Skills on Thursdays

  • +5 competence bonus on a Knowledge (arcana) or Spellcraft check, declared before the roll. 1 use. s2
  • +2 circumstance bonus to charisma-based checks vs. Five Kings Mountains dwarfs. s3
  • +1 circumstance bonus to Cha checks with any Andoran. s8
  • Automatically succeed on one Cha check when dealing with fey. 1 use. s8
  • In Riddleport, after consulting Gurukaza, +2 to Knowledge (arcana) and Linguistics. s11a
  • In Riddleport, +2 to Diplomacy (gather information). s11a
  • In Riddleport, +2 to Intimidate. s11b

Languages Common/Taldane, Elven, Polyglot, Draconic, Osiriani, Celestial, Azlanti, Thassilonian, Abyssal, Jitska
Special Qualities Elf: Low-light vision, LightbringerARG, Keen Senses, Weapon Familiarity (Elven); Rogue: trapfinding, finesse training (feat: Weapon Finesse) (weapon: short sword), evasion, rogue talent (combat trick: Focused Shot), danger sense; Wizard (admixture evoker): arcane bond (sea krait: Nakki), arcane school (evocation: admixtureAPG; opposing: enchantment, necromancy), intense spells (Su), versatile evocation (Su); Arcane Trickster: ranged legerdemain (Su), Impromptu Sneak Attack (Ex) Tricky Spells (Su)
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Special Abilities

  • Trapfinding Add ½ level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
  • Finesse Training (Ex) Bonus feat: Weapon Finesse. At 3rd level, choose a weapon that can be used with Weapon Finesse: on a successful melee attack with the selected weapon, add Dex instead of Str to damage.
  • Evasion (Ex) Succeed at Reflex save against an attack that normally deals half damage on a successful save -> take no damage.
  • Danger Sense (Ex) Add 1/3 level to: Reflex saves to avoid traps; AC (dodge) against attacks made by traps; Perception to avoid being surprised by a foe. This ability counts as trap sense.
  • Intense Spells (Su) +1 to damage of evocation spell that deals hp damage. Applies once to a spell, not once per missile or ray. Bonus damage is not increased by Empower Spell or similar effects. Damage is of the same type as the spell.
  • Versatile Evocation (Su) May change acid, cold, electricity, or fire damage to one of the other four energy types. Changes spell's descriptor. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. 8/day.
  • Ranged Legerdemain (Su) Use Disable Device and Sleight of Hand at a range of 30 feet but increase DC by 5, cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. Only use this ability if she has at least 1 rank in the skill being used.
  • Impromptu Sneak Attack (Ex) Declare a single melee or ranged attack to be a sneak attack (range 30 ft). Target loses Dex AC against that attack. 1/day.
  • Tricky Spells (Su) Cast spell as Still and Silent, decide at the time of casting. 3/day.

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Gear
On body Handy Haversack (5 lb), Belt of Dex +2 (1 lb), Headband of Int +2 (1 lb), Gloves of Reconnaissance, Cloak of Resistance +2 (1 lb), boots of elvenkind (1 lb), Amulet of natural armor +, Ring of Protection +, efficient quiver (2 lb), ioun stone (dusty rose prism), Sniper goggles (1 lb), ioun stone, cracked (dusty rose prism)SOS, ioun stone, cracked (pink and green sphere)SOS, Wayfinder (1 lb), wand of CLW, wand of infernal healing, wand of Gravity Bow, wand of mage armor, wand of magic missile, wand of disrupt undead, wand of snowball, wand of burning hands, Ring of Invisibility, Pouch, belt (empty) (0,5 lb), Scroll case (0,5 lb), spring-loaded wrist sheath (2) (2 lb), Weapon cord, Acid (flask) (2) (2 lb), Holy water (flask) (9) (9 lb), Smokestick (2) (1 lb), Spell component pouch (2 lb), Hot weather outfit (4 lb), tumbleweed, weight 35 lb;
inside wayfinder: dusty rose prism ioun stone;
inside spring-loaded wrist sheath (left): wand of CLW (41 ch.);
inside spring-loaded wrist sheath (right): wand of infernal healing (25 ch.);
In belt pouch potion of CLW, potion of touch of the sea, potion of lesser restoration, potion of darkvision, potion of remove paralysis (2), potion of Remove Blindness/Deafness, scroll of disguise self (2), scroll of comprehend languages, scroll of mage armor, scroll of feather step (2), scroll of touch of the sea, scroll of summon monster I (2), scroll of identify, scroll of invisibility (2), scroll of spider climb, scroll of see invisibility (2), scroll of fly (2), scroll of daylight (2), scroll of remove curse, scroll of water breathing, Candle (5), Chalk, 1 piece (8), Earplugs (2), Fishhook, Inkpen, Rice paper (sheet) (13), Sewing needle, Signal whistle, Smoked goggles, Antiplague (vial) (2), Repellent, vermin (4), Thieves' tools, masterwork (2 lb), air crystalsFG (2), weight 2 lb;
In handy haversack Dart (3) (1,5 lb), Sling, Sap (2 lb), Arrow (weapon bl. Silver) (8) (1,2 lb), Arrow (weapon bl. Cold iron) (3) (0,45 lb), Arrow (weapon bl. Adamantine) (8) (1,2 lb), Arrow (weapon bl. Ghost salt) (10) (1,5 lb), arrow (22) (3,3 lb), sling bullet (7) (3,5 lb), blunt arrow (14) (2,1 lb), Bedroll (5 lb), Caltrops (3) (6 lb), canteen (1 lb), Chain (10 ft.) (2 lb), Chalkboard (2 lb), Crowbar (5 lb), drill (1 lb), filter hood (4 lb), fishing kit (0,5 lb), Flask (empty) (2) (3 lb), Flint and steel, glass cutter, Grappling hook (4 lb), Hammer (2 lb), Magnet (0,5 lb), Oil (1-pint flask) (2) (2 lb), Rations, trail (per day) (2) (2 lb), Rope, silk (50 ft.) (2) (10 lb), Sack (empty) (0,5 lb), saw (2 lb), snorkel, String or twine (50 ft.) (2) (1 lb), waterproof bag (3) (1,5 lb), Waterskin (4 lb), wire (3) (1,5 lb), wire for wire saw, wire saw, alchemical grease (3) (3 lb), Alchemist's fire (flask) (4) (4 lb), Alkali flask (2) (2 lb), Antitoxin (vial) (3), Abacus (2 lb), Alchemy crafting kit (5 lb), Artisan's tools (5 lb), Climber's kit (5 lb), Map maker's kit (2 lb), Spellbook, wizard's (blank) (3 lb), Spellbook, Compact (1 lb), umbrella (3 lb), diamond, diamond dust (20), peli ("Twilight Imperium") (3 lb), weight 115,25 lb;
In efficient quiver Dagger (1 lb), Sword, short (2 lb), Longbow (3 lb), Arrow (weapon bl. Silver) (6) (0,9 lb), Arrow (weapon bl. Cold iron) (5) (0,75 lb), Arrow (weapon bl. Adamantine) (4) (0,6 lb), Arrow (weapon bl. Ghost salt) (7) (1,05 lb), arrow (32) (4,8 lb), blunt arrow (6) (0,9 lb), Cage, Tiny (5 lb), Horse, light, weight irrelevant;
On horse Saddle, Riding (25 lb), Saddlebags (8 lb), weight 33 lb;
In saddlebags sling bullet (10) (5 lb), Blanket, winter (3 lb), collapsible plank (10 lb), Flask (empty) (8) (12 lb), folding pole (10 lb), Pole, 10-foot (8 lb), Shovel or spade (8 lb), Swarmsuit (10 lb), Cleats (2 lb), Cold-weather outfit (7 lb), Snowshoes (4 lb), Feed (per day) (20) (200 lb), Oil (1-pint flask) (7) (7 lb), weight 286 lb; Money 3412 gp, 0 sp, 0 cp
Compact spellbook (70 pages) #1 (40/70 pages used)
Spellbook (100 pages) #1 (62/100 pages used)
Encumbrance 37 lb (Light 38 lb, Medium 76 lb, Heavy 115 lb)
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  • Elf: immune to light-based blindness and dazzle effects, treated as one level higher when determining the effects of any light-based spell or effect they cast (including Sp and Su), light (Sp) at will; +2 to Perception; proficient with longbows, longswords, rapiers, shortbows.
  • a headband of vast intelligence: chosen skill: Knowledge (planes)
  • b boots of elvenkind: +5 competence to Acrobatics
  • Hero of the Five Kings s3
  • Nemesis of the Aspis As an immediate action, force an enemy Aspis agent to reroll a d20 and take the worse result. 1 use. s7
  • Exemplar of Falcon's Hollow s8
  • Hero of the Fey s8
  • Debt of Cyphers s11a
  • Riddleport Respect s11b
  • Feast of Abadar s12
  • Ghoul Hunter s13
  • Foiled Plans s15
  • Curse-Breaker Treat CL 2 levels higher when casting xor being the target of remove curse. s16
  • Relentless Aspis Hunter s18
  • Magic Boon: Standard action: recall a prepared and casted spell. 1/2 uses. s19
  • Impressive Influence Lady Dyrianna of House Avenstar, Lord Rothos of House Vastille, Scion Lord Kerkis of House Damaq, Lady Darchana of House Madinani, Grand Ambassador Dremdhet Salhar. s21
  • Shortcut to the Center of the World When in Varisia, you can take advantage of any boon or vanity that relies on you being in Absalom.
  • Kajal Glassbasket the Risen s23
  • Time in Dreng's Vaults +2 circumstance bonus to Knowledge (arcana). s24
  • Owed a Favor +4 circumstance bonus to Diplomacy in one scenario set in Absalom. 1 use. s24
  • Averaka-Trained s30
  • Sky Key Component (Numeria): Recovered one of the five components of the Sky Key. (This one belonged to Toggrim, in Chesed.) s31
  • Starmetal Stockpile: May purchase a single weapon or armor made of horacalcum, noqual or siccatite. 1 use. s31
  • Champion of Time: give a new character an additional trait (Councilor of time). s32
  • Timelost Chronicler: Gain a permanent +1 to Knowledge (history). Once per scenario, gain +1 morale bonus on any one d20 roll, declared before rolling. s32
  • Ouroboros Rebirth: As an immediate action when you would be reduced to 0 or less HP, recover 3d8+5 HP before dying or falling unconscious. OR: your soul lingers in your body for 1d4+1 rounds (for the benefit of breath of life. 1 use. s33
  • APG: Advanced Player's Guide; FG: Pathfinder Society Field Guide; ARG: Advanced Race Guide; ISP: Inner Sea Primer; PFU: Pathfinder Unchained; DTT: Dirty Tactics Toolbox.

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  • Homeland: Mordant Spire
  • Religion: Calistria
  • Height: 200 cm / 6' 7"
  • Weight: 64 kg / 141 lbs.
  • Hair: very long, very pale, slightly dirty gold -coloured
  • Eyes: purple-red
  • Age: 139+2
  • Wears: a Mordant mask; an airy, dark and sand-coloured dress; sandals or high boots with heels; a dull-coloured sombrero-like hat; sturdy black fingerless gloves; a literal snake scarf.

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Nakki (* *)

Sea krait familiar
Neutral Tiny Magical Beast (sea krait) (merikäärme), HD 11
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Init +3
Senses Low-light vision, scent; Perception +19
Speed 20 ft., climb 20 ft., swim 20 ft.
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AC 18, flat-footed 15, touch 15, flat-footed touch 12 (+2 size, +3 Dex, +3 natural)
HP 24/26 (53/2)
Fort +3, Ref +10, Will +10
CMD 13 (can't be tripped)
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Melee bite +10 (1d2-2 + poison, 20×2)
Space 2,5 ft.; Reach 0 ft.
CMB +6
Special Attacks

  • Poison (Ex): Bite — injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

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Str 4, Dex 17, Con 8, Int 7, Wis 13, Cha 2
BAB +5
Feats Weapon Finesse
Skills Acrobatics +17, Climb +15, Fly +7, Perception +19, Stealth +19, Swim +15,
Special Qualities natural armor adjustment (+2), intelligence (7), Alertness to master, improved evasion, share spells, empathic link, Deliver touch spells
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Special Abilities

  • Master gains a +2 bonus on Fortitude saves.

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  1. 2012-11-15 #51: The City of Strangers—Part I: The Shadow Gambit
  2. 2012-11-15 Evoking Day 4712 AR Boon s2
  3. 2012-11-17 #37: The Beggar's Pearl s3
  4. 2012-11-18 Intro 3: First Steps—Part III: A Vision of Betrayal (GM)
  5. 2012-12-05 #23: Tide of Morning
  6. 2013-01-02 #4–11: The Disappeared
  7. 2013-01-28 #4–07: Severing Ties s7
  8. 2013-02-23 #43: The Pallid Plague s8
  9. 2013-03-29 #24: Decline of Glory
  10. 2013-04-05 #3–25: Storming the Diamond Gate
  11. 2013-04-17 #4–15: The Cyphermage Dilemma s11
  12. 2013-04-17 Taxfest 4713 AR Boon
  13. 2013-04-20 Chapter Two: The Skinsaw Murders
  14. 2013-06-20 #41: The Devil We Know, Part III: Crypt of Fools
  15. 2013-07-04 #4–14: My Enemy's Enemy s15
  16. Year of the Risen Rune s16
  17. 2013-08-26 #3–12: Wonders in the Weave, Part I: The Dog Pharaoh's Tomb
  18. 2013-08-31 #3–14: Wonders in the Weave, Part II: Snakes in the Fold s18
  19. 2013-09-15 Year of the Shadow Lodge s19
  20. 2013-09-18 #22: Fingerprints of the Fiends
  21. 2013-10-20 #5–03: The Hellknight's Feast s21
  22. 2013-12-04 #3–26: Portal of the Sacred Rune s22
  23. 2014-01-23 #3–10: The Immortal Conundrum s23
  24. 2014-02-16 #2–04: Shadows Fall on Absalom s24
  25. 2014-02-27 #16: To Scale the Dragon (GM)
  26. 2014-05-03 #5–17: Fate of the Fiend
  27. 2014-05-27 #5–18: The Stranger Within
  28. 2014-07-03 #2–16: The Flesh Collector
  29. 2014-09-10 #4–20: Words of the Ancients
  30. 2015-09-18 #7–04: The Ironbound Schism s30
  31. 2015-11-03 #6–20: Returned to Sky s31
  32. 2015-11-29 #7–00: The Sky Key Solution s32
  33. 2015-12-12 #7–11: Ancients’ Anguish s33

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Tausta: Kajal syntyi ja kasvoi Terätornissa. Vanhempiensa mielestä suurikokoinen lapsi olisi omiaan taistelijana, joten häntä koulutettiin nuorena pitkään, kunnes hän kiinnostui paljon enemmän taikomisesta ja hipsi itsekseen kirjastoon opiskelemaan loitsimista. Eräänä päivänä hän sai yllätettyä kaikki taistelutoverinsa pienillä loitsuilla ja lyötyä heidät lähes yksin.

Kajal oli kuitenkin epätavanomainen taikomisen opiskelija, ja velho-opettajat eivät jaksaneet hänen kanssaan. Siispä Kajal pestautui aikuistuttuaan haltialaivan miehistöön kauppamatkalle ja yritti opetella merenkulkijan ammatin. Hän oli lähinnä muiden seiloreiden varalla. Hän vaihtoi jossain vaiheessa ihmisten laivaan ja oli välillä merirosvojenkin matkassa, mutta hänet potkittiin pois huonon ammattitaitonsa takia.

Hän päätyi jotenkin Absalomiin ja Suurloosiin, ja polunnäyttäjien toiminta kiinnosti häntä, joten hän ilmoittautui polunnäyttäjäkoulutukseen. Viime laivareissulla hänen liiveihinsä ui merikäärme, joka roikkui hanakasti hänen mukanaan. Se asui Kajalin sängyn alla ja söi hänen ruokaansa ja loosissa viliseviä hiiriä, kunnes Kajal tajusi, että se oli hänen voimaeläimensä.

Persoonallisuus: Kajal "tietää kaiken" mutta ei tajua mitään. Hänellä on tapana toimia itsenäisesti, joskin haltiana hän harvemmin juoksee pää kolmantena jalkana ympäriinsä. Hänellä on joskus keskittymisongelmia. Hän alkaa usein taistelun keskellä selostaa vihollisen heikkoja kohtia, paitsi jos hän ei tiedä niistä mitään, jolloin hän yrittää paikantaa munuaisia. Kajal ei ole muuten kovin puhelias vieraiden seurassa, vaan pyrkii ottamaan tuntemattomista selvää tarkkailemalla heitä ja yleensä epäonnistuen viimeistään silloin, kun näkee linnun lentävän ikkunan takana.

Ulkonäkö: Kajalilla on purppuranpunaiset silmät ja hyvin pitkä, vaalea ja hieman likaisen kultainen tukka. Hän käyttää yleensä Terätornin haltian naamiota, mutta ottaa sen pois pyydettäessä ja paljastaa kapeat kasvot ja korkean otsan. Hänellä on yllättävän matala ääni. Hänellä on yleensä päällään tumman hiekan värinen mekko ja joko sandaalit tai pitkävartiset korkosaappaat. Aurinkoisina päivinä hän käyttää sombreron kaltaista aika väritöntä hattua. Hänen käsineensä erottuvat jostain syystä kokonaisuudesta: ne ovat jämäkät ja mustat kynsikkäät. Hänen merikäärmeensä Nakki roikkuu hänen kaulassaan kuin mikäkin tyylikäs kaulakoru. Nakilla on päässään ja hännässään sukat. Etupäässä olevaan sukkaan on jyrsitty silmän- ja suunreiät. Kajal ei vieläkään tiedä, minne hänen sukkansa katosivat.
Naamataulu.
Kuva.
Nakki.

Kategoriassa Pathfinder Society, pelaaja: Veltzeh.

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