Veela

Ebirah Blackmoor's page

324 posts. Alias of Rysky.


Full Name

Ebirah "Ebby" Blackmoor

Race

Malenti HP 18/34 | AC 20/13/17 | F +6 R +6 W +4 |

Strength 15
Dexterity 16
Constitution 17
Intelligence 10
Wisdom 13
Charisma 6

About Ebirah Blackmoor

VITALS:

MAB +3
+1 BAB
+2 Strength

RAB +4
+1 BAB
+3 Dexterity

CMB +3
+1 BAB
+2 Strength

CMD 16
10 Base
+1 BAB
+2 Strength
+3 Dexterity

AC/FF/T

Fortitude +5
+2 Class
+3 Constitution

Reflex +5
+2 Class
+3 Dexterity

Will +3
+0 Class
+1 Wisdom
+2 Iron Will

Climb +6
+1 Rank
+3 Class
+2 Strength

Knowledge (Dungeoneering) +4
+1 Rank
+3 Class
+0 Intelligence

Knowledge (Arcana) +4
+1 Rank
+3 Class
+0 Intelligence

*Profession (Sailor) +5
+1 Rank
+3 Class
+1 Wisdom

Perception +5
+1 Rank
+3 Class
+1 Wisdom

Stealth +7
+1 Rank
+3 Class
+3 Dexterity

Swim +14
+1 Rank
+3 Class
+2 Dexterity
+8 Racial

Feats & Traits:

Iron Will: You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.

Eagle Knight Recruit: Since Talmandor’s Bounty is an Andoren colony and is unlikely to see the threat of slavery, the presence of the Eagle Knights isn’t strongly needed, and the Bountiful Venture Company would prefer to not have that organization immediately associated with the colony (despite the colony’s name having been derived from the Eagle Knights’ patron, Talmandor). However, the need for safety can’t be overlooked. You were a soldier in the Andoren army or you were a civilian who showed great promise in military matters. The Eagle Knights recruited you and offered unoffcial Eagle Knight status if you managed to make it into the ranks of the colonists. There, you would see to the safety of the colony and send back reports with each supply ship regarding the general state of the colony and any threats you notice. The Bountiful Venture Company admired your military prowess and selected you for the second wave of colonists to arrive at Talmandor’s Bounty.
You begin play with a breastplate, a longsword (or some other martial or simple weapon), and an additional 100 gp of gear. In addition, you gain a +1 trait bonus on saving throws against mind-affecting effects.

Andoren Freedom Fighter: You’ve dedicated your life to fighting against oppression, tyranny, and slavery. You gain a +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will.

Broken, Not Beaten: You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.

Righteous Indignation: You have difficulty controlling your temper after living in inhuman conditions in Cheliax, Geb, Irrisen, Katapesh, or Qadira. Whenever a foe provokes an attack of opportunity from you, you must take it unless you succeed at a Will save against a DC equal to 10 + your level. You take a -1 penalty on Will saving throws against spells with the emotionUM descriptor that do not also have the fear descriptor.

Class:
Slayer (Witch Killer/Pureblade)

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Studied Witch (Ex): A witch killer’s studied combat bonus applies on Spellcraft checks and saving throws against arcane spells and spell-like abilities and hexes. This bonus is reduced by 1 (minimum 0) if the target is not an arcane spellcaster, or a being called or summoned by arcane magic. He does not gain the increases to the maximum number of studied targets he can have at a time normally attained at 5th, 10th, 15th, and 20th levels, but his bonuses still increase at those levels.

This ability alters studied target.

Aberration Hunter (Ex): If a Pureblade deals damage to an aberration, as an immediate action he can apply his studied target bonus against that target even if he didn’t sneak attack it. In addition, a Pureblade can attempt Knowledge (dungeoneering) skill checks untrained when trying to identify aberrations. This ability replaces track.

Racial:
+2 Strength, +2 Wisdom, –2 Charisma: While sahuagin are powerful and cunning, they are repulsive creatures.
Monstrous Humanoid: Sahuagin are monstrous humanoids with the aquatic subtype.
Medium: Sahuagin are Medium creatures and have no bonuses or penalties due to their size.
Darkvision: Sahuagin have darkvision with a range of 60 feet.
Normal Speed: Sahuagin have a base speed of 30 feet.
Fast Swimmer (5 RP): Sahuagin have a swim speed of 50 feet.
Blood Frenzy: Once per day, whenever a sahuagin takes damage, it can flyy into a frenzy for 1 minute; gaining a +2 racial bonus to Constitution and Strength but a –2 penalty to AC.
Speak with Sharks (1 RP): Sahuagin can communicate telepathically with sharks to a distance of 100 feet. This communication is limited to simple concepts, such as “attack,” “come,” and “defend.”
Languages: Sahuagin begin play speaking Aquan and Common. Sahuagin with high Intelligence scores can choose from the following: Aboleth, Abyssal, Aklo, Draconic, Giant, Goblin, and Infernal.