Poor Eledia

Inlé's page

623 posts. Alias of Rysky.


Race

Skills:
Disable Device +9, Perception +7, Stealth +13, Engineering +6

Classes/Levels

Darkvision 60ft | Construct +2

Gender

HP: 30/30 | AC: 19/16/14 CMD: 20 | F: +6 R: +7 W: +2 | Initiative: +3

Age

13

Languages

Trius Vrai, Drumming, Common

Strength 19
Dexterity 17
Constitution 14
Intelligence 11
Wisdom 13
Charisma 13

About Inlé

VITALS:

HP: 30
1: 10+2
2: 8+2
3: 6+2

MAB: +8
+3 BAB
+4 Strength
+1 Size

RAB: +7
+3 BAB
+3 Dexterity
+1 Size

CMB: +7
+3 BAB
+4 Strength
+1 Size
-1 Size

CMD: 20
10 Base
+3 BAB
+4 Strength
+3 Dexterity
+1 Size
-1 Size

AC/FF/T 19/16/14
10 Base
+3 Dexterity
+4 Chain Shirt
+1 natural Armor
+1 Size

Fortitude: +5
+3 Ranger
+2 Constitution

Reflex: +6
+3 Ranger
+3 Dexterity

Will: +2
+1 Ranger
+1 Wisdom

Disable Device +9
+3 Rank
+3 Class
+3 Dexterity

Perception +7
+3 Rank
+3 Class
+1 Wisdom

Stealth +13
+3 Rank
+3 Class
+3 Dexterity
+4 Size

Knowledge (Engineering) +6
+3 Rank
+3 Class
+0 Intelligence

Linguistics +1
+1 Rank
+0 Class
+0 Intelligence

Climb (Str)
Heal (Wis)
Intimidate (Cha)
Knowledge (nature) (Int)
Spellcraft (Int)
Survival (Wis)


SPECIAL ABILITIES:

CLASS

Ranger (Galvanic Saboteur)

Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy (Ex)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

  • Favored Enemy (Ex) At 1st level, a galvanic saboteur must select construct creatures as his first favored enemy. This ability alters favored enemy.
  • Track (Ex)
    A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

    Reprogram (Ex)
    At 1st level, a galvanic saboteur can improve the initial attitude of a mindless construct. This ability functions as wild empathy, except only against mindless constructs. The ranger can use this ability against constructs with an Intelligence score, but he takes a –4 penalty on the check. This ability replaces wild empathy.

  • Wild Empathy (Ex)A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). 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 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.
  • Lucky Dodge (Ex)
    At 3rd level, a galvanic saboteur can dodge the precise attacks of even the most technologically advanced foes. The ranger gains a luck bonus to AC against attacks that target his touch AC as long as his opponent’s type matches that of his first favored enemy. This luck bonus is equal to 1/2 the ranger’s favored enemy bonus against that creature type. At 8th, 13th, and 18th levels, the ranger gains this luck bonus to AC against attacks that target touch his AC as long as his opponent’s type matches his second, third, and fourth favored enemy, respectively. A galvanic saboteur’s animal companion (if he chose one for his hunter’s bond) also gains this luck bonus. This ability replaces favored terrain.

    Combat Style Feat (Ex)
    At 2nd level, a ranger must select one of the two core combat styles or one of the following new combat styles: crossbow, mounted combat, natural weapon, two-handed weapon, or weapon and shield style. The ranger can choose feats from his selected combat style even if he does not have the normal prerequisites.
    The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

  • Two-Handed Weapon
    If the ranger selects two-handed weapon, he can choose from the following list whenever he gains a combat style feat: Cleave, Power Attack, Pushing Assault, and Shield of Swings. At 6th level, he adds Furious Focus and Great Cleave to the list. At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.
  • FEATS & TRAITS

    Technologist
    You are familiar with the basic mechanics of technology.
    Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
    Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.

    Power Attack (Combat)
    You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
    Prerequisites: Str 13, base attack bonus +1.
    Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

    Endurance
    Harsh conditions or long exertions do not easily tire you.
    Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
    You may sleep in light or medium armor without becoming fatigued.
    Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

    Focused Construct Expertise (Combat)
    You are skilled at breaking the defenses of constructs and other creatures.
    Prerequisites: Favored enemy (construct) class feature.
    Benefit: Your weapon attacks ignore a number of points of damage reduction or hardness equal to half your favored enemy (construct) bonus. This feat allows you to only ignore damage reduction that is normally bypassed by adamantine, bludgeoning, piercing, and slashing weapons. Against constructs, the amount of damage reduction and hardness you ignore is equal to your full favored enemy bonus.

    Against the Technic League
    Although the Black Sovereign rules Numeria in name, it’s the spellcasters of the Technic League who hold the real power. While their influence is certainly strongest in the capital of Starfall, their touch can be felt even here in Torch—the League takes a significant cut of the town’s income as tithes every month. For some reason, you have a grudge against the Technic League. Perhaps your parents lost their jobs as the result of an act they took that displeased the League—you might even suspect the League was responsible for their deaths. Alternatively, you could just rankle at the League’s open acceptance of slavery, their reputation for sadism and cruelty, or their penchant for hoarding and controlling technological wonders. Talk to your GM to refine the reasons why you hate the Technic League, but you’re convinced that they are somehow responsible for putting out the town’s torch and that evidence of their tampering can be found in the caverns below—if you can find evidence of the Technic League working against Torch’s better interests, that could well be a step toward the town’s independence from the League. Choose either weapons or spells. If you choose weapons, you gain a +2 trait bonus on all damage rolls made against targets you know are associated with the Technic League. If you choose spells, increase the save DC of your spells by 1 when you target such a foe.

    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.

    RACIAL

    Monstrous Humanoid
    Trius vrai are monstrous humanoids.

    Small
    Trius vrai are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a - 1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus to Stealth checks.

    Fast
    Trius vrai are fast for their size, and have a base speed of 30 feet.

    Aptitude for Violence
    Trius vrai can use weapons a size category larger than themselves without penalty. Additionally, when using weapons with which they are not proficient, or using lethal weapons to deal nonlethal damage (or vice versa) trius vrai only suffer a -2 penalty for doing so.

    Thick-furred
    Among the trius vrai there are specimens which grow thick, protective coats, but lack the jaw strength of their cousins. A trius vrai with this trait gains a +1 natural armor bonus. This racial trait replaces bite.

    Hatred
    Trius vrai with this racial trait gain a +1 racial bonus on attack rolls against humanoids with the human and halfling subtypes. This racial trait replaces burrow.

    Darkvision
    Trius vrai can see in the dark up to 60 feet.

    Jumper
    Trius vrai are always considered to have a running start when making Acrobatics checks to jump.

    Sprinter
    Some trius vrai sacrifice stealth for speed. Trius vrai with this racial trait gain a +10 racial bonus to their speed when using the charge, run, or withdraw ac- tions. This racial trait replaces stalker.

    Weapon Familiarity
    Trius vrai are proficient with battle axes, and treat all trius vrai weapons as martial weapons.

    Languages
    Trius vrai begin play speaking Trius Vrai. They also have a coded language using beats produced by stomping their feet or by striking a drum or similar object. This drumming can quickly convey simple concepts such as “enemies coming from the woods” or “wildfire in the meadow.” More complex communication takes more time. While speaking is typically a free action, communicating complex concepts with trius vrai drumming requires a full-round action or longer, depending on the information being communicated. Trius vrai with high Intelligence scores can choose from the following: Common, Gnome, Halfling, and Sylvan.

    EQUIPMENT:

    Greatsword 50 gp 2d6 19-20/× 8 lbs. S
    Rope harpoon 3g 1d4 x2 20ft P Blocking, Distracting, Grapple, Monk
    This weapon appears much like the rope dart, but with a flat, barbed spike instead of a conical one. In the hands of a proficient wielder, it is a grappling weapon. If the wielder has grappled the opponent with the rope harpoon, a successful grapple check can be used to pull the weapon free, dealing normal weapon damage to the opponent and ending the grapple.
    Chain shirt 100 gp +4 +4 –2 12 1/2 lbs.