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Lady Lyonessey "Nessey" Lavena Rowane CR 6 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/daydaylight 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. 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). 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.
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Copyright © 2009 by Brianna Sollandry <brianna at hambo dot com> |
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah-nagl fhtagn. |