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Madame Ivanja

Lucrezia Villanova's page

2,668 posts. Alias of Joy.


Full Name

Lucrezia Villanova

Race

Half Elf

Classes/Levels

Urban Ranger / 7 and Wizard / 1 and Arcane Archer / 1 -- Perception: +18 in urban, +21 traps (otherwise +16) -- Init: +4 -- HP:49/59 -- AC: 23(Touch:15 / FF:19) -- F:7, R:11, W:5 +2vs enchants

Gender

Female

Age

24

Special Abilities

Favored Enemy: Human and Evil Outsider / Favored Terrain: Urban

Alignment

Neutral Good

Languages

Common, Chelish, Elven, Halfling, Polyglot, Draconic, Orc

Strength 14
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 14
Charisma 12

About Lucrezia Villanova

Combat:

Initiative: +4
HP: 59

Wearing Agile Breastplate with Kilt
AC: 23
Touch: 15
FF: 19

Wearing Mithril Chain Shirt
AC: 19
Touch: 15
FF: 15

BAB: +8/+3
Melee: +10/+5
Ranged: +12/+7
With +2 bow: +14/+9 and vs humans +16/+11

CMB: +10 CMB = BaB + Str + size
CMD: +24 CMD = 10 + BaB + Str + Dex + size

Saving Throws
Fortitude: +7
Reflex: +11
Will: +5
+2 racial saving throw bonus against enchantment spells and effects

Skills:

Escape Artist +5 [1rank+4dex]
Profession / Sailor +5 [1rank+3inclass+1wis]
Profession / Bouncer +5 [1rank+3inclass+1wis]
Craft / Carving (wood/bone) +6 [2rank+3inclass+1wis]
Climb +6 [1rank+3inclass+2str]
Swim +6 [1rank+3inclass+2str]
Disable Device +16 [9rank+3inclass+4dex] (+3 for traps)
Knowledge / Local +11 [6rank+3inclass+2int]
Stealth +17 [7ranks+3inclass+4dex+3skill focus] (+2inWestcrown)
Knowledge / Dungeoneering +7 [2rank+3inclass+2int]
Survival +14 [9ranks+3inclass+2wis] (+2inWestcrown)
Perception +16 [9ranks+3inclass+2wis+2racial] (+2inWestcrown) and (+3 for traps)
Sense Motive +10 [4rank+3inclass+2wis+1trait]
Intimidate +6 [1rank+3inclass+1chr]
Bluff +12 [7ranks+3inclass+1chr+1trait]
Knowledge / Geography +6 [1rank+3inclass+2int] (+2inWestcrown)
Spellcraft +7 [2rank+3inclass+2int]
Diplomacy +5 [4ranks+1chr]
Knowledge Arcane +7 [2ranks+3inclass+2int]
Knowledge Planes +6 [1rank+3inclass+2int]
Linguistics +7 [2rank+3inclass+2int]

Wizard Stuff and Spells:

Universalist School

Wizards who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters.

Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Spells Prepared for the Day

Cantrips
Detect Magic: Detects all spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Message: Whisper conversation at distance.

1st Level
Dancing Lantern: Animates a lantern that follows you.
Disguise Self: Changes your appearance.

Spell Book

Cantrips
Spark: Ignites flammable objects.
Resistance: Subject gains +1 on saving throws.
Acid Splash: Orb deals 1d3 acid damage.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Ghost Sound: Figment sounds.
Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

1st Level
True Strike: +20 on your next attack roll.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels.
Dancing Lantern: Animates a lantern that follows you.
Disguise Self: Changes your appearance.

Favored Enemies:

Human
Evil Outsiders

Traits:

Conspiracy Hunter: You’ve long heard rumors of dark
deeds afoot in Westcrown. Shipments of valuable cargo
that go missing with nary a trace or question asked.
People who disappear as though they never existed. Lords
of business and nobles who speak in veiled references
and accidental slips of masters even they must obey.
What lords rule the Westcrown underworld? Do the
tales of far-reaching criminal organizations hold a hint
of truth? Could the fabled Council of Thieves, said to
have been purged from the city ages ago, have somehow
survived or reformed? And what hold do they hold over
the city today? You don’t know, but you’re determined
to find out! Choose one of the following skills: Bluff,
Diplomacy, Knowledge (local), Perception, Sense Motive,
or Stealth. You gain a +1 trait bonus on this skill and it is
always considered a class skill for you.

Fast-Talker: You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Feats:

Point-Blank Shot - +1 attack and damage on targets within 30 feet
Precise Shot - No penalty for shooting into melee
Focused Shot - Add Int modifier on damage rolls with bows or crossbows
Rapid Shot - Make one extra ranged attack
Far Shot - You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Deadly Aim - Trade ranged attack bonus for damage (-2 attack for +4 damage)

Scribe Scroll - Bonus feat for Wizard level.

Racial Traits:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Ranger Spells:

1st Level
Feather Step: Subject ignores adverse movement effects in difficult terrain.
Feather Step: Subject ignores adverse movement effects in difficult terrain.

2nd Level
Spike Growth: Creatures in area take 1d4 damage, may be slowed.

Urban Ranger Class Abilities:

Urban Ranger

For the urban ranger, the streets and sewers of the city are just as dangerous as the barren wastelands or the deep forests. An urban ranger has the following class features.

Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.

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.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.

If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Hunter's Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger's Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.

The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger's animal companion shares his favored enemy and favored terrain bonuses.

Favored Community (Ex): At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).

At 8th level, and every five levels thereafter, an urban ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2.

For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. This ability replaces favored terrain.

Trapfinding (Ex): At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance.

Push Through (Ex): At 7th level, an urban ranger is never slowed by difficult terrain in his favored communities. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect him. This replaces woodland stride.

Blend In (Ex): An urban ranger of 12th level or higher can use his Stealth bonus in place of a Disguise skill check in any of his favored communities. This disguise does not take an action to don. He must make a check whenever someone attempts to pick him out from the local citizens. If his check is successful, he blends into the crowd. While not invisible, enemies do not notice his presence and take no actions against him unless they are taking actions against the local citizens in general. This replaces camouflage.

Invisibility Trick (Sp): At 17th level, the urban ranger can cast greater invisibility on himself as a wizard of his ranger level as a swift action. He can use this spell-like ability a number of times per day equal to his Wisdom modifier (minimum 1). This ability replaces hide in plain sight.

Arcane Archer:

Enhance Arrows (Su)

At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend gold pieces to accomplish this task. However, an archer's magic arrows only function for him.

In addition, the arcane archer's arrows gain a number of additional qualities as he gains additional levels. The elemental, elemental burst, and aligned qualities can be changed once per day, when the arcane archer prepares spells or, in the case of spontaneous spellcasters, after 8 hours of rest.

At 3rd level, every non-magical arrow fired by an arcane archer gains one of the following elemental themed weapon qualities: flaming, frost, or shock.

At 5th level, every non-magical arrow fired by an arcane archer gains the distance weapon quality.

At 7th level, every non-magical arrow fired by an arcane archer gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 3rd level.

At 9th level, every non-magical arrow fired by an arcane archer gains one of the following aligned weapon qualities: anarchic, axiomatic, holy, or unholy. The arcane archer cannot choose an ability that is the opposite of his alignment (for example, a lawful good arcane archer could not choose anarchic or unholy as his weapon quality).

The bonuses granted by a magic bow apply as normal to arrows that have been enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack.
Imbue Arrow (Sp)

At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell's area is centered where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow's range rather than the spell's range. A spell cast in this way uses its standard casting time and the arcane archer can fire the arrow as part of the casting. The arrow must be fired during the round that the casting is completed or the spell is wasted. If the arrow misses, the spell is wasted.
Seeker Arrow (Sp)

At 4th level, an arcane archer can launch an arrow at a target known to him within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow's range prevents the arrow's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action). An arcane archer can use this ability once per day at 4th level, and one additional time per day for every two levels beyond 4th, to a maximum of four times per day at 10th level.

Physical Description:

Height: 5'6"
Weight: 124 lbs
Eyes: Emerald green
Hair: Black and wavy, reaching down to the middle of her back

Background:

Lucrezia had long known that she would follow in the footsteps of her father and older brother and join the Chelaxian Navy. Soon proving herself apt with a bow, she commonly spent most of her time up in the crow's nest or rigging. Using her keen eyes to spot ships off in the distance and raining her arrows down upon any enemy ship they came into close combat with.

However, her time aboard ship ended one night when she was on watch duty while the ship was harbor. The captain and quartermaster of the ship were illegally selling a portion of the goods they had confiscated from captured smugglers and pirate ships and lining their own pockets with the profit.

Going straight to the first mate with her discovery proved to be a bad ideal since he was also in on the illegal activity. Lucrezia soon found herself in the brig of the ship on some trumped up charges and was shortly kicked out of the Navy.

Not willing to go back home in dishonor, Lucrezia managed to find herself a job at a dockside tavern that she used to frequent when still a sailor. She did several jobs there, such as: bouncer, bartender, and bodyguard for the women of negotiable virtue who had rooms upstairs. Not exactly respectable work, but with her naval discharge and being a half-elf, there weren't many jobs available to her.

NPC's and location
The Mermaid's Grotto - A tavern and brothel. The first floor is dedicated to drinking and gambling and is poorly decorated to resemble someone's idea of an underwater scene including bare-breasted mermaids on a large mural behind the bar.
The second floor is several small rooms for rent by the hour, furnished with a bed and female companion.
The third floor are rooms rented by several of the people working at the tavern, Lucrezia included.
The owner is Alphonse Lourdou, a wealth shipping merchant who wanted to ensure his sailors had a good place to take their shore leave. And if the money he paid them ended up back in his pocket, all the better.

Luciano Villanova - Father, serving on a naval vessel.
Lucius Villanova - Brother, serving on a naval vessel.

Marcus Drogada - Male human sailor still serving aboard Lucrezia's former ship. Friend and past love interest.
(description: short, dark brown hair, hazel eyes, 27 yrs old, 5'11")

Pearl - Human female, serving wench and prostitute at the Grotto.
(Description: Pearl white skin, long jet black hair, brown eyes, 19 yrs old, 5'5", slave owned by Alphonse Lourdou)

Misty - Halfling female, serving wench and prostitute at the Grotto.
(description: Short, golden blond hair, green eyes, 21 yrs old, 3'8", slave owned by Alphonse Lourdou)

Tracy - Human female, serving wench and prostitute at the Grotto.
(descrption: Shoulder length brown hair, brown eyes, 24 yrs old, 5'2", slave owned by Alphonse Lourdou)

Alden - Human male, prostitute at the Grotto.
(description: Shoulder length honey blond hair, blue eyes, 20 yrs old, 5'8", slave owned by Alphonse Lourdou)

Orn Broken-Tusk - Half-Orc bouncer at the Grotto. Has a crush on Lucrezia.
(description: his appearance favors his human heritage more than the orc side, short black hair almost to his shoulders, red eyes, greenish tinged skin, small tusks, one of which was broken in a bar fight, 23 yrs old, 6'8", quite muscular, and is a slave owned by Alphonse Lourdou)

Silas - Bartender/Innkeeper at the Grotto.
Cerra - Wife to Silas and cook at the Grotto.
Raenny - Their daughter, age 13, helps Cerra in the kitchen and runs errands.

Gear and Wealth:

Wealth

638 gp / 9 sp / - Left over from character creation
100 gp / / - From training the young noble
562 GP / 148 SP / 45 CP - Spoils from first battle
1 go / / - bouncer duties
-195 for flail
1000 gp / / - from the play
1000 gp worth of jewelry form the play
-150 gp for Fiosa's clw wand
27 gp / / Lourdou
-50 gp / / to Janivan/Arael
50 pp / / from Grulios family
-

Total - 50 pp / 4,956 gp / 150 sp / 45 cp

Masterwork Mithral Chain Shirt / 1,250 gp / 20 lbs

Weapons
Sap / 1 gp / 2 lbs
+2 Masterwork Composite Longbow +2 str / 4,600 gp / 6 lbs
Arrows (26) / 1 gp / 1 lbs
Alcemical Silver Arrows (22)
Cold Iron Arrows (20)
+1 Masterwork Bastard Sword / 335 gp / 6 lbs (made magically delicious)
Dagger / 2 gp / 1 lbs
Cold Iron Dagger / 4 gp / 1 lbs
Alchemical silver heavy flail / 195 gp
+2 Longsword
Ghost salt arrows (5)
[/ooc]

Equipment
Backpack / 2 gp / 2 lbs
Bedroll / 1 sp / 5 lbs
Rope, silk (50 ft.) / 10 gp / 5 lbs
Waterskin / 1 gp / 4 lbs
Acid (flask) / 10 gp / 1 lb.
Alchemist's fire (flask) x2 / 40 gp / 2 lb.
Tindertwig / 1 gp
Sunrod x2 / 2 gp / 2 lb
Thieves' tools, masterwork / 100 gp / 2 lbs
Traveler's outfit / 1 gp / 5 lbs
Potions of CLW x3 / given

Ring of Feather Fall
Cloak of Resistance +1

+2 Dex/Con Belt

Simple silver ring set with a single pink garnet, valued at 150GP

+1 ROP

1 vials of bless weapon oil

Potion of lesser restoration

+1 Masterwork Agile Mithril Breastplate +kilt / 1,570 gp

spellbook = 15 gp
travelling spellbook = 10 gp
3 quills = 3 sp
6 vials of ink = 6 gp
spell component pouch = 5 gp

36 gp and 3 sp

32 gp and 7 sp

Bracers of Falcon’s Aim

Aura faint transmutation; CL 3rd
Slot wrists; Price 4,000 gp; Weight 1 lb.

DESCRIPTION

Each of these crimson leather bracers is emblazoned with the image of a soaring golden falcon scanning the ground for easy prey.

They continually grant the wearer the benefits of the aspect of the falcon spell, though without the spell’s physical transformation

Aspect of the Falcon

You take on an aspect of a falcon. Your eyes become wide and raptor-like, and you grow feathers on the sides of your head. You gain a +3 competence bonus on Perception checks, a +1 competence bonus on ranged attacks, and the critical multiplier for your bows and crossbows becomes 19-20/x3.

This effect does not stack with any other effect that expands the threat range of a weapon, such as the Improved Critical feat or a keen weapon.


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