Telandia Edasseril

Lucina Rampant's page

258 posts. Alias of Pathfinder Zoey.


Full Name

Lucina Rampant

Race

Changeling

Classes/Levels

Unchained Rogue/Sorcerer/Brawler 4 (Perception: +9) (AC/Touch/FF: 24/16/18) (HP: 42/42) (Initiative: +6 ) (Fort/Refl/Will: +6/+8/+5)

Gender

Female

Size

Medium

Age

18

Special Abilities

Bloodline

Alignment

Chaotic Good

Deity

Azata

Languages

Common, Elven, Orc, Dwarven, Giant, Goblin

Occupation

Dream Weaver

Strength 12
Dexterity 21
Constitution 16
Intelligence 20
Wisdom 15
Charisma 21

About Lucina Rampant

Alignment: Chaotic Good, Lucina believes in the freedom of mind and body with no regard to the law of the land.

Hero Points: 4

Race: Humanoid (Changeling) (8RP)
Race Powers:
• Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage.
• Darkvision: Changelings see perfectly in the dark up to 60 feet.
• Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
• Natural Armor: Changelings have a +1 natural armor bonus.

Purchased Race Powers:
• Improved Natural Armor: +3 (6RP)
• Darkvision: 120 ft (1RP)
• Mist Child: When the changeling has concealment or total concealment, the miss chance of attacks against her increases by 5%. (1RP)
• Advanced Dexterity: +2 Dex (4 RP)
• Advanced Intelligence: +2 Int (4 RP)
• Advanced Constitution: +2 Con (4 RP)
• Gift Of Tongues: +1 to Bluff and Diplomacy checks, learn one additional language every time they put a rank in the Linguistics skill. (2 RP)

Theme: Dreams, Ethereal Plane, Dimension of Dreams
Size: Medium, 5ft Reach
Initiative: +6 (+5 Dex, +1 Bloodline )
Senses: Dark-vision 120ft, Perception +9

Classes: Gestalt
• Sorcerer
• Unchained Rogue
• Brawler

Favored Class: Sorcerer, +1 Skill Point

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Class 1: Sorcerer (Dreamspun Bloodline)
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• Bloodline Power: Lullaby 8/Day.
• Cantrips: 0-level spells.
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component.
• Combat Precognition: Your insight into the future grants you an advantage in combat. At 3rd level and every 4 levels thereafter, you gain a +1 insight bonus on initiative checks.

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Class 2: Unchained Rogue
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• Sneak Attack: The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC. +2d6
• Trapfinding: +1/2 level on Perception checks to locate traps and on Disable Device checks, can use Disable Device to disarm magic traps.
• Finesse Training: Free Weapon Finesse, Dex in place of Str to hit and damage.
• Evasion: If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
• RT Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.
• Danger Sense: +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe.

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Class 3: Brawler
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• Brawler's Cunning: Treated as having 13 Int if not higher.
• Martial Flexibility: A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. ( 7/Day )
• Martial Training: A brawler counts her total brawler levels as both fighter levels and monk levels
Unarmed Strike: You are considered to be armed even when unarmed.
• Brawler's Flurry: brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature.
• Maneuver Training: She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver. ( Trip )

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Defense:
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Armor Class: 24 (10 Base, 5 Dex, 1 Armor, 2 shield, 5 Natural, 1 Dodge)
• Touch: 16
• Flat Footed: 18

CMD: 20 (10 Base, 5 Dex, 1 Str, 4 Bab)

Hit Points: 64 ( HD 10 +3 Con +3 Toughness )

Saves:
• Fort: +7 ( 4 Base, 3 Ab Mod )
• Refl: +9 ( 4 Base, 5 Ab Mod )
• Will: +6 ( 4 Base, 2 Ab Mod )

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Offense:
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BAB: +4 (Full)

CMB: +5 (4 Bab, 1 Ab Mod )

Move Speed: 30 ft

Attack Routines:
• Unarmed Strike: +9; 1d6+1d4+5+1+1; x2
• Ray Attack: +7; 1d4+1; x2
• Brawler's Flurry: +7/+7; 1d6+1d4+5+1+1/1d6+5+1+1 (+1d6 if both hit) ; x2
• Sneak Attack: +2d6

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Feats: ( 7 Level, 4 Class, 1 Item )
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Toughness: +HP
Combat Expertise: Trade to hit for Dodge bonus.
Dodge: +1 Dodge bonus.
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Weapon Focus ( Unarmed ): +1 to hit, Unarmed.
Mother's Gift: Natural armor increases by 1.
Improved Unarmed Strike: You are considered to be armed even when unarmed.
Weapon Finesse: You may use your Dexterity modifier instead of your Strength modifier on attack rolls.
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component.
Bleeding Attack: +1d4 bleed damage unarmed.
Extra Martial Flexibility: +3 uses of martial flexibility.
Jabbing Style: +1d6 if you hit twice.
Blind Fight: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

Proficiency:

Weapons:
All Simple
Hand Crossbow
Rapier
Sap
Short Sword
Shortbow
Handaxe
All Close Fighter Weapons

Armor:
All Light

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Skills: ( 8 Class, 5 Int, 1 DM, 1 Favored Class )
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Trained:
• Acrobatics: +11 ( 5 Ab + 3 Rank + 3 Class Skill )
• Bluff: +12 ( 5 Ab + 3 Rank + 1 RP)
• Diplomacy: +12 ( 5 Ab + 3 Rank + 3 Class Skill + 1 RP )
• Disable Device: +11 ( 5 Ab + 3 Rank + 3 Class Skill )
• Disguise: +11 ( 5 Ab + 3 Rank + 3 Class Skill )
• Know (Arcana): +11 ( 5 Ab + 3 Rank + 3 Class Skill )
• Know ( Engineering ): +8 ( 5 Ab + 3 Rank )
• Know (Planes): +12 ( 5 Ab + 3 Rank + 3 Class Skill + 1 Trait )
• Linguistics: +11 ( 5 Ab + 3 Rank + 3 Class Skill )
• Perception: +8 ( 2 Ab + 3 Rank + 3 Class Skill )
• Sense Motive: +8 ( 2 Ab + 3 Rank + 3 Class Skill )
• Slight Of Hand: +11 ( 5 Ab + 3 Rank + 3 Class Skill )
• Spell Craft: +11 ( 5 Ab + 3 Rank + 3 Class Skill )
• Stealth: +11 ( 5 Ab + 3 Rank + 3 Class Skill )
• Use Magic Device: +11 ( 5 Ab + 3 Rank + 3 Class Skill )

Untrained:
• Appraise: +5 ( 5 Ab )
• Climb: +1 ( 1 Ab )
• Craft: +5 ( 5 Ab )
• Escape Artist: +5 ( 5 Ab )
• Fly: +5 ( 5 Ab )
• Handle Animal: +5 ( 5 Ab )
• Heal: +2 ( 2 Ab )
• Intimidate: +5 ( 5 Ab )
• Know ( Dungeoneering ): +5 ( 5 Ab )
• Know ( Geography ): +5 ( 5 Ab )
• Know ( History): +6 ( 5 Ab + 1 Trait )
• Know (Local): +5 ( 5 Ab )
• Know ( Nature): +5 ( 5 Ab )
• Know ( Nobility): +5 ( 5 Ab )
• Know ( Religion ):+5 ( 5 Ab )
• Perform: +5 ( 5 Ab )
• Profession: +2 ( 2 Ab )
• Ride: +5 ( 5 Ab )
• Survival: +2 ( 2 Ab )
• Swim: +1 ( 1 Ab )

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Special Abilities:
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Class:
• Bloodline Power: Lullaby 8/Day.
• Cantrips: 0-level spells.
Eschew Materials: You can cast any spell with a material component costing 1 gp or less without needing that component.
• Sneak Attack: The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC. +1d6
• Trapfinding: +1/2 level on Perception checks to locate traps and on Disable Device checks, can use Disable Device to disarm magic traps.
• Finesse Training: Free Weapon Finesse, Dex in place of Str to hit.
• Brawler's Cunning: Treated as having 13 Int if not higher.
• Martial Flexibility: A brawler can take a move action to gain the benefit of a combat feat she doesn't possess. 4/Day.
• Martial Training: A brawler counts her total brawler levels as both fighter levels and monk levels
Unarmed Strike: You are considered to be armed even when unarmed.
• Brawler's Flurry: brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature.
• Evasion: If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
• RT Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Race:
• Improved Natural Armor: +3
• Darkvision: 120 ft
• Mist Child: When the changeling has concealment or total concealment, the miss chance of attacks against her increases by 5%.
• Advanced Dexterity: +2 Dex
• Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage.
• Darkvision: Changelings see perfectly in the dark up to 60 feet.
• Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
• Natural Armor: Changelings have a +1 natural armor bonus.

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Traits:
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Heavy Hitter: +1 Damage on unarmed. ( Regional )
Creative Manipulator: Once per day, you may reroll a Charisma check you just made. You must take the result of the second roll, even if it is worse. ( Race )
Scholar of the Great Beyond: Gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you. ( Faith )

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Languages:
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• Common
• Elven
• Dwarven
• Giant
• Draconic
• Orc
• Celestial
• Auran
• Vegepygmy
• Undercommon

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Equipment: (Light Load:43) (Medium Load: 86) (Max Load: 130)
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Special Necklace: Crafted for Lucina by Goodwin himself this thin silver chain grasps a tiny blue gem.

Basic Clothing

Large wooden shied

Haramaki

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Appearance:
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Height: 4'7
Weight: 115 Lbs.
Age: 18
Blood Type: AB

To most Lucina appears as a rather short elf with pale skin, blue eyes, and white hair. Only the extremely perceptive are able to bypass her disguise to see her true jet black hair and mismatched colored eyes that mark her as a changeling, her nails are kept filed down preventing her from using them as weapons but helping her to appear elven. Her face seems to always be an expression of fear and absent mindedness, she often holds her arms or performs other minor movements in a unconscious attempt to look small or go unnoticed, a trait gained from her past that has yet to fade. Her attire never seems to fit her propeely; often being to large or worn down, in fact the only thing of value shes ever worn is the slim silver chain adorn with a blue gem that Goodwin himself crafted for her.

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History:
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Lucina was abandoned on a doorstep as an child with no memory of her mother or father however it wasn't long before her true heritage was revealed, upon the revelation that she was a changeling the people that found her were appalled. Under the cover of nightfall they handed off the child to a traveling salesman that promised to 'make the problem go away'.

Lucina couldn't tell for sure how long or far she was taken all she recalls is the occasional ray of sunlight that found it's way inside her wooden cage, the iron shackles rubbing her wrists raw, and the dreams she took mental sanctum in. When her prison was finally opened Lucina winced as the light burned her sun starved eyes and felt a set of slender hands pull her out onto the cold ground. Once her eyes adjusted she was able to see the group of elves that surrounded her all with some kind of weapon drawn, in the distance she was able to make out one of them speaking to her original captor and counting out coins, shortly after she felt something hard hit the back of her head and blacked out.

She awoke in what seemed to be a jail cell surrounded by other people of various age and race at least her shackles were gone but she could feel the weight of a heavy tag that had been pierced through her ear, titled with words now burned into her mind, "31415 Changeling; Worker". Lucina's enslavement is mostly a blur likely do to her repressing the dark time she was forced to work for days in a row or fight other captives for food, the only thing she is able to clearly recall are her few moments of sleep when she was allowed to escape the prison, even temporarily, into her dreams.

Lucina's dreams were interrupted one night by the sounds of battle as a riot broke out as slaves and captors clashed in a frenzy of fists and weapons in the night, in the midst of the chaos Lucina was able to escape from her cage and run off into the night. She made her way to the nearest town where she was able to survive by stealing food until she was caught in the act by a wizard who called himself Goodwin. The wizard wasn't angry like she expected but instead offered her a second chance.

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Goals:
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Lucina spends most of her waking hours studying the Dimension of Dreams and most of her sleeping hours trying to enter and explore it, to her dreams are one of the only places she is able to feel safe and happy. Her studies lead to her discovery of Night Hags; horrible creatures that use the Dimension of Dreams as a feeding ground by trapping the souls of dreamers. It also revealed the tales of a great Azata hero that combats these creatures and defends the Dimension of Dreams, Lucina admires the Azata and holds them to a near godly standard hoping to one day ascend to the Dimension of Dreams and become like the Azata, forever defending dreams.

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Personality:
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Lucina is reserved and often seems lost or dazed as if she's constantly daydreaming. Soft spoken herself but encourages others to speak openly around her, she is an advocate of freedom in both body and mind; meaning she will openly attack any form of slavery or oppression if able. She seems to obsess over dreams and the planes tied to them, she kept a dream journal with her nearly everywhere she goes and was constantly reading and writing about the subject.

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Spells Known:
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Level 0: 5 Known, -/Day
• Detect Magic: Detects all spells and magic items within 60 ft.
• Ghost Sound: Figment sounds.
• Ray Of Frost: Ray deals 1d3 cold damage.
• Prestidigitation: Performs minor tricks.
• Mending: Makes minor Repairs.

Level 1: 2 Known, 6/Day.
Sleep: Puts 4 HD of creatures into magical slumber.
Mage Armor: +4 Armor Bonus.

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Book Keeping:
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Platinum: 000
Gold: 000
Silver: 000
Copper: 000

Family Tree:

Mlinzi Nwosu: Over protective, Mlinzi seems to panic when he can't fix a problem no matter how small.

Tavros: He seems to mean well even if his actions make something worse his intentions are good which is important.

Dalang Teniel:

Makoto 'Maks' Kasumi:

Martial Flexibility Notebook:

Wombo Combos: Forum of feats to deal with different situations.
• Arcane Strike: Overcome Magic DR.
• Gang Up: Flank while out of position.
Redirect Attack: Win 2v1's.

Progression Plan:

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Feats:
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• Level 3 : Blind-Fight
• Level 4 : Weapon Specialization
• Level 5 : Jabbing Dancer / Moonlight Stalker
• Level 6 : Moonlight Stalker Feint
• Level 7 : Weapon Versatility
• Level 8 : Greater Weapon Focus / Jabbing Master
• Level 9 : Moonlight Stalker Maste
• Level 10 :
• Level 11 :
• Level 12 : Greater Weapon Specialization
• Level 13 : Counter Punch
• Level 14 :
• Level 15 :
• Level 16 :
• Level 17 :
• Level 18 :
• Level 19 :
• Level 20 :

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Special Item:
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• Level 2: Extra Martial Flexibility
• Level 4 :
• Level 3: Spell Focus ( Enchantment )
• Level 6 : / Greater Spell Focus ( Enchantment )
• Level 8 : Dimensional Agility
• Level 10 : Dimensional Assault
• Level 12 : Dimensional Dervish
• Level 14 : Dimensional Maneuvers
• Level 16 : Dimensional Savant
• Level 18 :
• Level 20 :

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Spells:
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• Level 0 : Mage Hand
• Level 1 : Obscuring Mist, Memory Lapse, Silent Image, Expeditious Retreat, Feather Fall,
• Level 2 : Share Memory. See Invisibility. Blur. Invisibility. Shadow Anchor. Cat's Grace. Knock.
• Level 3 : Dispel Magic. Tongues. Deep Slumber. Tiny Hut. Displacement. Minor Dream. Fly. Haste. Water Breathing.
• Level 4 : Black Tentacles. Dimension Door. Minor Creation. Forgetful Slumber. Emergency Force Sphere.
• Level 5 : Major Creation. Teleport. Wall of Stone. Dream. Astral Projection, Lesser. Overland Flight. Passwall. Telekinesis.
• Level 6 : True Seeing. Cloak of Dreams.
• Level 7 : Phase Door. Teleport, Greater. Ethereal Jaunt. Limited Wish.
• Level 8 : Discern Location.
• Level 9 : Freedom. Time Stop. Wish.

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Items:
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• Head:
• Headband: Headband of Alluring Charisma.
• Eyes:
• Shoulders: Cloak Of Resistance.
• Neck: Special Necklace.
• Chest:
• Body:
• Armor: Silken Ceremonial Armor Of Brawling.
• Belt: Belt Of Incredible Dexterity.
• Wrists:
• Hands:
• Ring:
• Ring: Ring Of Protection.
• Feet:

Signature Item:

• Item name: Somnolescent Shard

• Description: A thin silver chain grasping a tiny blue gem.

• Category: Combat

• Slot: Neck

• Feats Granted (and level):
Level 2: Weapon Focus ( Unarmed )
Level 4:
Level 6:
Level 8:
Level 10:
Level 12:
Level 14:
Level 16:
Level 18:
Level 20:

• Magic Creation Pool (spent/total): 0/0
Show break down of all powers purchased and the cost for those powers.

• Flexible Power Pool (spent/total): 0/0
Show break down of all powers purchased and the cost for those powers.

Dice Rolls:

Stats: 5d6 ? (1, 4, 6, 6, 1) = 18 16
Stats: 5d6 ? (1, 2, 2, 5, 3) = 13 10
Stats: 5d6 ? (6, 5, 4, 6, 3) = 24 17
Stats: 5d6 ? (1, 4, 6, 1, 6) = 18 16
Stats: 5d6 ? (3, 4, 3, 2, 1) = 13 10 X
Stats: 5d6 ? (6, 2, 1, 5, 2) = 16 13
Stats: 5d6 ? (4, 1, 5, 4, 1) = 15 13

Racial: +2 Cha, +2 Wis, -2 Con
RP Buy: +2 Dex, +2 Int, +2 Con
Point Buy: 85+10=95

Roll + Race + 10 Points = Total ( Mod )
10 + 0 + 2 = 12 STR ( +1 )
17 + 2 + 1 = 20 DEX ( +5 )
16 - 2(+2) + 0 = 16 CON ( +3 )
13 + 2(+2) + 5 = 20 INT ( +5 )
13 + 0 + 0 = 15 WIS ( +2 )
16 + 2 + 2 = 20 CHA ( +5 )