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Lady Lyonessey Lavena Rowane - Stats
Here is a paragraph describing Nessey's appearance and personality.

Lady Lyonessey "Nessey" Lavena Rowane CR 6
Female aasimar aristocrat 1/swashbuckler 2/barbarian 2/ranger 2
CG Medium-size outsider (native)
Init +3; Senses darkvision 60'; Listen +6, Spot +6
Languages: Common, Regional, Auran, Celestial, Draconic, Sylvan
Height 4 ft. 8 in., weight 84 lb., age 17, XP 21,000 (0)

AC 16, touch 13, flat-footed 16 (14/11/14 when raging); uncanny dodge
hp 48 (7 HD)
Resist acid 5, cold 5, electricity 5
Fort +5 (+7 when raging), Ref +8, Will +4 (+6 when raging)

Speed 40 ft. (8 squares)
Melee mwk lance +8 (1d8+1/20x3) or
+1 shortsword +10/+5 (1d6+2/19-20) or
+1 shortsword +8/+3 (1d6+2/19-20) and +1 shortsword +7 (1d6+2/19-20) or
Raging Melee mwk lance +10 (1d8+3/20x3) or
+1 shortsword +12/+7 (1d6+4/19-20) or
+1 shortsword +10/+5 (1d6+4/19-20) and +1 shortsword +9 (1d6+4/19-20) or
Ranged mwk composite shortbow +9/+4 (1d6/20x3)
Base Atk +6; Grp +7
Attack Options favored enemy fey +2, rage 1/day (6 rounds)
Combat Gear potion of cure light wounds (2)
Spell-Like Abilities (CL 6):
3/day protection from evil
1/day bless
1/day daylight (DC 16)
Abilities Str 12, Dex 16, Con 12, Int 16, Wis 10, Cha 16
SQ grace, stipend, wild empathy +5 (+1 magical beasts)
Feats Armor Proficiency (Light, Medium, Heavy), Celestial Bloodline, Mounted Archery, Mounted Combat, Shield Proficiency, Track, Trustworthy, Two-Weapon Fighting (while in light or no armor), Weapon Finesse, Weapon Group (Basic, Bows, Heavy Blades, Light Blades, Polearms, Spears & Lances). 5 1/3 General Feat Points available.
Skills Bluff +7, Climb +3, Craft (Embroidery) +4, Diplomacy +11, Gather Information +9, Handle Animal +9, Hide +7, Knowledge (Geography) +6, Knowledge (History) +7, Knowledge (Local) +4, Knowledge (Nobility) +7, Listen +6, Move Silently +11, Ride +10, Search +3, Sense Motive +6, Spot +8, Survival +2, Swim +2, Tumble +8
Possessions combat gear plus +1 short sword (2), mwk lance, mwk composite shortbow, quiver, 60 arrows, nut armor, +1 studded leather armor (green), boots of stomping, burnoose of thorns, vanisher cloak, amulet of teamwork, everfull mug, magic bedroll
Extra Possessions: sage green courtier's dress and 50 gp worth of jewelry in pink, lavender, and green.

Aasimar traits: Outsider type: vulnerable to spells and effects that work on creatures of outsider type but immune to effects that target other types; +2 Charisma and +2 Wisdom (included in listed statistics); Acid, cold, and electricity resistance 5; Spell like abilities 1/day—daylight as a sorcerer of her character level; darkvision up to 60 feet; +2 racial bonus on Spot and Listen checks (already figured into the statistics given above); Favored class: Paladin; Level adjustment +1.

Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character's class features but does not restrict his selection of feats or special abilities in any way.
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Daylight (Sp): An aasimar can use daylight once per day as a sorcerer of her character level.

Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.

Grace (Ex): At 2nd level, a swashbuckler gains +1 to Reflex saves.

Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the barbarian's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can't charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level).

Stipend: Nessey's parents give her a monthly stipend of 100 gp per aristocrat class level.

Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Copyright © 2009 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.
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