Vorrea Talminari

Evie Damyanov's page

25 posts. Alias of SpaceCat72.


Full Name

Evie Damyanov

Race

Human Hunter 8th / AC 22/16T/18F / HP 59 / F +8 R +11 W +6 / Init. +4 / Perc. +17 / Sense Motive +7

Gender

Female

About Evie Damyanov

NG Medium humanoid (Human, Kellid)
Age: 28 Birthday: Rova 12th, 4684 A.R.
Init +4; Senses Perception +17
Hero Points 3

Bonus Progressions:
Progressions (8): Weapon 2, Armor 2, Deflection 2, Resistance 1, Strength 1

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Defense
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AC 22, touch 16, flat-footed 18 (+6 armor, +2 deflection, +4 Dex)
hp 59 (8d8+16)
Fort +8*, Ref +11, Will +6
*(+2 vs. poison and disease)

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Offense
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Speed 30 ft.
Melee ghost touch handaxe +12/+7 (1d6+4/20×3) or
. . mwk cold iron dagger +12/+7 (1d4+4/19x2) or
. . mwk dagger +12/+7 (1d4+4/19x2) or
. . mwk silver dagger +12/+7 (1d4+3/19x2)
Ranged** shock paueliel composite longbow +13/+8 (1d8+4/19×3 plus 1d6 electricity) or
Ranged w/ Rapid Shot** shock paueliel composite longbow +11/+11/+6 (1d8+4/19×3 plus 1d6 electricity)
**(Deadly Aim, Point-blank Shot, Animal Focuses & Spells provide modifiers)

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Statistics
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Str 14, Dex 18, Con 12, Int 12, Wis 16, Cha 11
Base Atk +6; CMB +8; CMD 24
Feats Point-blank Shot, Savior's Arrow, Precise Shot, Weapon Finesse, Rapid Shot, Deadly Aim
Traits beast bond, devotee of the green
Skills Acrobatics +6, Climb +9, Craft (bows) +5, Escape Artist +5, Handle Animal +10, Heal +9(+7), Intimidate +4, Knowledge (geography) +8, Knowledge (local) +4, Knowledge (nature) +8, Knowledge (religion) +6, Perception +17(+14)*, Ride +11, Sense Motive +7, Spellcraft +5, Stealth +20(+15)*, Survival +14 (+18 track), Swim +10
*(w/ cloak of elvenkind, bracers of falcon's aim)
Languages Common, Hallit, Sylvan
SQ animal companion (celestial leopard named Barrister), animal focuses(2), hero points, improved empathic link, nature training, swift tracker, track +4, wild empathy +8, woodland stride, feather fall

Equipment:

Combat Gear
shock paueliel composite longbow (+2 Str),
arrows (30) (in quiver),
arrows (20) (spare in haversack),
cold iron arrows (10),
silver arrows (10),
smoke arrows (3),
flaming arrows (4),
ghost touch arrows (3),

ghost touch handaxe,
mwk cold iron dagger,
mwk dagger,
mwk dagger,
mwk silver dagger,

mithral chain shirt,
boots of the mire,
bracers of falcon's aim,
cloak of elvenkind,
efficient quiver,
gloves of reconnaissance,
handy haversack,
heavyload belt,
ring of feather falling,

acid flasks (2),
healer's kit,
veterinarian's kit,
holy water,
weapon blanch (adamantine),
weapon blanch (cold iron),
weapon blanch (silver)

Other Gear
artisan's tools,
bedroll,
belt pouches (2)
camouflage netting,
cold weather outfit,
compass,
fishhook,
flint and steel,
furs,
grappling arrows (3),
hammer,
holly and mistletoe,
mapmaker's kit,
mess kit,
tankard,
pitons (4),
pot,
sacks (2),
silk rope (50 ft.),
soap,
spell component pouch,
ball of twine,
tent, small,
trail rations (10),
traveler's outfit,
waterskins (2),
whetstone,
winter blanket,
wooden holy symbol of Erastil,
wrist sheath,

coin: 2 gp

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Tracked Resources
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+1 flaming arrows - 0/4
+1 ghost touch arrows - 0/3
Acid - 0/2
Arrows - 0/30 (efficient quiver)
Arrows - 0/20 (handy haversack)
Cold iron arrows - 0/10
Gloves of reconnaissance (10 rounds/day) - 0/10
Grapple arrows - 0/10
Healer's kit - 0/10
Holy water - 0/1
Masterwork cold iron dagger - 0/1
Masterwork dagger - 0/1
Masterwork dagger - 0/1
Masterwork silver dagger - 0/1
Silver arrows - 0/10
Smoke arrows - 0/3
Trail rations - 0/10
Veterinarian's kit (10 uses) - 0/10

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Equipment & Magic Item Notes
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Boots of the mire +2 to resist poison or disease, ignore movement penalties in swamps.
Cold weather outfit +5 Fort save vs. cold weather.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill's bonuses)
Gloves of reconnaissance (10 rounds/day) Can see and hear though up to 15 ft of solid materials.
Heavyload belt This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Veterinarian's kit +3 to Heal check for animals only instead of +2 for Healer's Kit.

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Special Abilities
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Domain Spell-Like Abilities (CL 8th; concentration +11)
. . At will—speak with animals (9 rounds/day)
Hunter (Divine Hunter) Spells Known (CL 8th; concentration +11)
. . 3rd (3/day)(DC16)—cure moderate wounds, neutralize poison, strong jaw, summon nature's ally III
. . 2nd (5/day)(DC15)—barkskin, hold animal[D], hunter's eye, sickening entanglement, spike growth, summon nature's ally II
. . 1st (5/day)(DC14)—bowstaff, calm animals[D], cure light wounds, faerie fire, goodberry, gravity bow, summon nature's ally I
. . 0 (at will)(DC13)—create water, detect magic, flare, light, spark, stabilize
. . Domain Animal

Animal Focuses (8 minutes/day, 2 chosen) (Su) As a swift action, gain bonuses from two emulated animal(s). Taken in 1-minute increments. Also can assign to animal companion in same swift action with unlimited duration. Animal Focuses need not be the same on hunter to animal companion.

Animal Focus Types:
Bat (90 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bear +4 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Falcon +6 (Su) When assuming this aspect, gain listed competence bonus to Perception.
Frog +6 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Monkey +6 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Mouse (Su) When assuming this aspect, gain evasion, or improved evasion at higher levels.
Owl +6 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Stag +10 (Su) When assuming this aspect, gain listed enhancement bonus to speed.
Tiger +4 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.

Hunter (Divine Hunter) Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Speak with Animals (9 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +4 Add the listed bonus to survival checks made to track. (+1/2 Hunter Lvl)
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy. (d20+Hunter Lvl+Cha bonus)
Woodland Stride (Ex) Move through undergrowth at normal speed and without taking damage or suffering any other impairment.

Feat Notes:

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Savior's Arrow Once per day when you cast a cure spell, you can cast with the longbow to cure from range with a successful ranged touch attack.
Weapon Finesse Dexterity substituted in place of Strength for attack rolls using light weapons and natural attacks.

Hero Points Hero Points can be spent at any time to grant a variety of bonuses.

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Animal Companion
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Animal Companion (animal companion (celestial leopard named Barrister)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.

Barrister, Animal Companion:
Barrister
Male celestial leopard (Pathfinder RPG Bestiary)
NG Medium animal
Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +6

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Defense
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AC 21, touch 15, flat-footed 16 (+5 Dex, +6 natural)
hp 52 (+21)
Fort +8, Ref +10, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion; DR 5/evil; Resist acid 10, cold 10, electricity 10; SR 12

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Offense
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Speed 50 ft., sprint
Melee*: bite +10 (1d8+5 plus trip), 2 claws +10 (1d3+5) or
Melee w/ Power Attack*: bite +8 (1d8+9 plus trip), 2 claws +8 (1d3+9)
*(Animal Focuses & Spells provide modifiers)
Special Attacks smite evil (+7dmg) once/day

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Statistics
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Str 20, Dex 21, Con 16, Int 2, Wis 12, Cha 6
Base Atk +5; CMB +8; CMD 25 (29 vs. trip)
Feats Improved Natural Armor, Improved Natural Attack (bite), Power Attack, Weapon Finesse
Tricks Attack, Attack Any Target, Defend, Down, Fetch, Guard, Heel, Hunting, Seek, Stay, Track
Skills Acrobatics +5 (+13 to jump), Climb +9, Perception +6, Stealth +10 (+14 in Undergrowth), Survival +2, Swim +9; Racial Modifiers +4 Stealth in Undergrowth
SQ animal focus (2), animal tricks, devotion, smite evil, sprint, trip, woodland stride

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Tracked Resources
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Smite Evil (1/day) (Su) - 0/1
Sprint (1/hour) (Ex) - 0/1

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Special Abilities
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Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Energy Resistance, Acid/Cold/Electricity (10) You have the specified Energy Resistance against Acid/Cold/Electricity attacks.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Animal Focuses (Su) As a swift action, gain bonuses from (2) emulated animal(s), duration unlimited.
Smite Evil (1/day) (Su) +0 to hit, +7 to damage when used.
Spell Resistance (12) You have Spell Resistance.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Trip (Ex) You can make a trip attempt on a successful attack.
Woodland Stride (Ex) Move through undergrowth at normal speed.

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Tricks Known
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Hunting [Trick Group] The animal has been trained for hunting. Includes following Tricks: Attack, Down, Fetch, Heel, Seek, Track
Attack Any Target [Trick] The animal will attack any creature on command, including unnatural creatures.
Defend [Trick] The animal will defend you, even without a command given.
Guard [Trick] The animal stays in place and prevents others from approaching.
Stay [Trick] The animal will stay where it is.

Ten Minute Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character.

Evie is a hunter and a devout follower of Erastil. She believes in the community aspect but is much more in tune with the forest and wildlands aspect.
She was born and raised by her parents, Nevena and Rado Damyanov, in a small hamlet, named Vidin, in the Gronzi Forest.
She was born on 12th Oathday in the month of Rova, 4684
She is 5’ 6” with long dark brown, almost black, hair and fair-skinned with hazel eyes. She has an athletic build.
She is quiet and prefers to observe but is very kind and easy going once you get to know her.

Step 2: List at least two goals for the character.
To become a favored of Erastil
To help reach a peaceful solution for the Centaurs

Step 3: List at least 2 secrets about your character.
Known: Her parents were killed in a raid by a lesser lord allied with the Orlovskies
Unknown: She is a favored of Erastil and he has plans for her

Step 4: Describe at least three people that are tied to the character.
* Yasen Damyanov—Evie’s uncle who raised her from the time she was 9.
* Aylene Varn—Evie came to know her when Aylene’s father hired Yasen to help open trade and then entreat with the Centaurs
* Klebran and Cliris Savagos—a brother and sister Centaur team that Evie met with her uncle. She quickly formed a very tight bond of friendship with them both.
* Lexx Backbreaker (and group)—the lead quickling in a group that harried Evie and her uncle for weeks soon after they started exploring the woods through the Stolen Lands. Lexx’s harassment of them eventually led to his untimely death but not before he had killed Evie’s beloved hunting dog, Dobrig. She’s hated quicklings ever since.

Step 5: Describe memories, mannerisms or quirks that your character has.
Evie remembers being hidden by her mother under a cart just before the raiders came. She saw her parents slain. Her uncle was on a hunting trip and had returned two days later only to find his niece still quietly weeping over her parents. They buried them (as well as others) and left, never looking back, wanting to be rid of petty squabbles between lords that irreparably altered other’s lives.

Her uncle, Yasen, raised her and taught her everything she knows about the forest, hunting, trading and Erastil.

She doesn’t mind being around people, in fact, she rather enjoys people watching, but she has no problem being independent and alone in the forest.

Her uncle gave her Barrister, a rare “strawberry” leopard, on her 21st birthday. He felt that since she didn’t seem at all interested in taking a husband, she needed at least some type of male by her side. He got the cat from a Varisian trader when he had taken a trip south. Barrister hasn’t left Evie’s side since. He goes everywhere she goes.

Evie is easy going and not quick to anger or prone to drama. She is happiest out in the wildlands, quietly scouting.

She likes helping the downtrodden and “the little person”, in River Kingdoms fashion. She’s not a fan of tyrants or blowhards.

Character Aside:
Evie would have working knowledge of the following people:
* Oleg and Svetlana Leveton (from the old Oleg's Trading Post days)
* Nikolai Rogarvia (by reputation)
* Zander Whitestag (from dealing with the Newhaven Wardens)
* Jhod Kavken (from the Erastil Temple-Hall at White Hart)
* The Varn family Aylene, Meagar