Anya Jeggare

Amen-set Neitaker's page

444 posts. Alias of dain120475.


Full Name

Amen-set Neitaker: HP: 52, AC: 19, (Fort: 6, Ref: 3, Will: 9). Initiative: +1, Perception: 13/15

Classes/Levels

7 - HP: 61, AC: 19, (Fort: 6, Ref: 3, Will: 9). Initiative: +1, Perception: 13/15

Gender

Female

Size

Medium

Age

16

Deity

Not specified..

Languages

Common, Ignan, Osirioni, Draconic

Strength 11
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 18
Charisma 18

About Amen-set Neitaker

Pic of Amen-set

Better Pic with more of her face showing

Amen-set's NEW Theme Song

Follow-up on Amen-set:

Skills –

Acrobatics: 1
Appraise: 5
Bluff: 4
Craft (alchemy): 5
Diplomacy: 16
Disguise: 4
Escape Artist: 1
Fly: 5
Heal: 4
Intimidate: 4
Knowledge Geography 5
Knowledge Planes 5
Knowledge Religion 5
Linguistics: 5
Perception: 13/15
Perform: 4
Profession Sailor: 16
Ride: 1
Sense Motive: 8/10
Spellcraft: 5
Stealth: 1
Survival: 4
Swim: 5

Defense Bonuses
Armor Type AC Bonus
Dexterity Mod : 1
Armor : 6
Shield : 0
Misc. Modifier: +1+1
Flat Footed : 18
AC : 19
HP : 81/__

Gear

On Person
Name Weight Cost
Dagger 2 lbs 2 GP
Masterwork Buckler 5 lbs 155 GP
+1 Chain Shirt 25 lbs 1,250 GP
Crossbow, Light 4 lbs 35 GP
20 Bolts 2 lbs 2 GP
50 GP Gem – 5 X 250 GP
Bronze Holy Symbol X 1 GP
54 GP

In Backpack

In Satchel
Traveler’s Any Tool (UE) 2 lbs. 250 GP
Travelers Any Tool

Borrowed From Horatio
Copy of Captain Pegsworthy's Charts and Maps
Note: Gained a +2 in Geography for studying Captain Pegsworthy’s maps and charts for 1 hour.

Charts from Priest –
Note: If you wish to copy the charts, you will get a Knowledge: Geography and Profession: Sailor bonus of +4 in the area close to Port Peril and +1 for the rest of the Shackles.

Traits and Feats:

Traits
Pirate
Benefit: You gain a +1 trait bonus on Profession (sailor) and Swim checks, and Swim is always a class skill for you.

Dealmaker
Benefit: Once per week, when looking for an item with a price greater than the local community’s base value (see page 461 of the Pathfinder RPG Core Rulebook), make a DC 10 Diplomacy check; add 10 to the DC for each community size category between the current community and the community size with a base value sufficient for that item. Success means (with GM approval) you’re able to sell or purchase that item as if the local community were of sufficient size. Each additional attempt (successful or otherwise) in that community increases the DC by an additional +10.

Example: If you’re trying to find a +1 cloak of resistance (1,000 gp), you’d normally need to be in a Small Town (base value 1,000 gp) or larger to be able to find that item with little trouble. If you’re currently in a hamlet, that’s two community sizes away from a small town, so the Diplomacy DC is 30. If you went to a Village and asked there, the DC would only be 20 because it’s only one community size away from a small town.

Feats

Feat Description
Alertness (if familiar is in arms reach)
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Channel Ray: You can focus your channeled energy on a single target.

Prerequisite(s): Channel energy class feature.

Benefit(s): When you channel energy, you can project a ray from your holy symbol instead of creating a burst. You must succeed at a ranged touch attack to hit an unwilling target; your target is then affected by the channeled energy as normal and receives a saving throw. You need not make an attack roll to affect a willing creature with the ray. The ray has a range of 30 feet per channel energy die, and its save DC is increased by 2.

Point Blank Shot You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You are adept at firing ranged attacks into melee.

Prerequisite: Point-Blank Shot.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Channel Energy

Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Special Abilities:

Bonus to Stats: You are given a special bonus to various stats. At this time they include 4 Points to Wisdom and 2 to Charisma.

NOTE: On level 4 you picked up +1 to Wisdom.

Bonus to AC and Damage: You gained a bonus of +1 to AC and a bonus of +1 to all damage.

Bonus Spell: You are able to cast a single spell from your highest level of spells an additional time per day.

Darkvision: You have darkvision 60 ft. (you can see perfectly in the dark up to 60 feet.)

Fire Bolt (Sp): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6+3+1 points of fire damage. You can use this ability a number of times per day equal to 7 times a day.

Fly (Sp): You have a natural fly speed of 20 feet (poor).

Hawkeye (Su): As a swift action, you may add a bonus equal to half your level on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 7 times a day.

Resistance: Acid resistance 5, cold resistance 5, and electricity resistance 5.

Fire Immunity: Can endure up to 10 Points of damage per fire attack.

Skilled: You have a +2 bonus on Diplomacy and Perception checks.

Familiar:

Familiar – Horus
Tiny animal
Init +3; Senses low-light vision;

DEFENSE
AC 19,
Touch 16,
Natural AC Adjustment: +4
Flat-footed 14 (+3 Dex, +2 size)
HP: 31/___

Saves:
Fort +5,
Ref +6,
Will +7

OFFENSE
Movement: Speed 10 ft.,
Fly Speed 60 ft. (average)

Melee 2 talons +7
Damage: (1d4 – 2)
BAB: +4
CMB +2
CMD 16

STATISTICS
Str 6,
Dex 17,
Con 11,
Int 9,
Wis 14,
Cha 7

Feats
Weapon Finesse

Skills
Fly +7,
Perception +14;
Racial Modifier +8 Perception

SPECIAL ABILITIES
Alertness: Gain Alertness Feat is Familiar is within arm’s reach.
Improved Evasion: If Familiar makes Saving Throw takes no damage.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Letter In Infernal:

Neth 27th

To Father Meliar Aructus, of Pezzack:

Progress going well and your services shall not be forgotten.

At this time we have continued to inspire our mutual friends in my own homeland while the new recruits you have sent us have done well in our efforts in the north. Meanwhile we have heard of the excellent work our allies have begun in Rahadoum, including even as far south as Sargava. Further, reports of the success of our agent in the islands known as The Shackles are very encouraging. Naturally their identity is anonymous until they cement their position of power more strongly; even so, we look forward to learning what new plans our mutual ally in that quarter shall enact next.

Should your support continue, we hope to send allies of our own to aid your cause. It should please you to know that we have recently taken into custody David “The Dirk” Hawkins; captain of The Sundrider and one of the Gray Corsairs. He was summarily tortured and executed; yet we discovered he may have sent agents to The River Kingdoms to speak with their damnable “Dragon Queen” to offer her their aid in assailing us in the north.

Despite a potential alliance with the Gray Corsairs and this northern Dragon Queen, our current focus has been on discovering the emissary from Numeria. Discovering this emissary must be the primary focus if we wish to aid in the ascension of power of our Lord.

Indeed, the prophecy in this matter was clear - Warriors shall seek to halt our Lord’s ascension and they shall be armed with weapons which came not from our world, but from the stars.

True to most prophecies, this was obviously esoteric at best. Even so, I am putting the full might of my Wyverns to finding this emissary and destroy it. Whoever the emissary is, they must not be allowed to find the means to prevent our Lord’s ascension and reclaim his rightful place in this world as well as other realms.

My men shall deliver this scroll to you soon. My agent is even now in Castle Urion and one of his mendicants will soon be able to deliver this letter to you so we can join together in aiding our Lord in claiming his rightful place on this Plane and crush those who would let Chaos fester in the name of ‘freedom’.

With our combined effort we can end these troubles and restore the world to Order. As always, I am eager to continue our mutual work and I hope to hear a reply from you very soon.

Baron Vlad Romanov

Priest of Urgothoa
Lord High Marshal of The Scarlet Wyverns
Marquis of Echo Woods