Andura Jakos

Ångel of Ðeath's page

2 posts. Alias of YoricksRequiem.


Classes/Levels

F Human Vigilante 7 [ HP: 77/77 | AC: 24 | T: 18 | FF: 17 | Fort +4 / Ref +8 / Will +6 | Init +3 / Percept +11 | Juliet Morris ]

About Ångel of Ðeath

.

.

.

Juliet Morris / “The Angel of Death”
Female Human Vigilante (Noble Soul) 7

Juliet Morris

___________________

    Stats
___________________


Size / Type: Medium Humanoid (Human)
Alignment: NG
Deity: Pharasma
Age: ~24
Speed: 30
Initiative: +3
Senses: Perception +11
Languages: Common, Auran, Celestial, Elven, Necril, Sylvan

Attributes
STR 14 (+2)
DEX 16 (+3)
CON 14 (+2)
INT 14 (+2)
WIS 12 (+1)
CHA 18 (+4)

___________________

    Offense
___________________

BAB: +5

+1 Frost Scythe
Attack: 1d20 + 9 (5 BAB + 2 Str +1 Weapon +1 Focus)
Damage: 2d4+1d6+4 (1.5x Str + 1 Weapon + 1d6 Frost)
Crit: 20 x4
Notes: Can use Power Attack for -2 Attack and +6 Damage

___________________

    Defense
___________________

HP: 77 (7d8 + 2 Con / Level + 1 Favoured / Level)

AC: 24 (10 Base + 3 Dex + 5 Armour + 4 Cha + 1 Natural + 1 Deflection)

CMB: 7 (5 BAB + 2 Str)
CMD: 20 (10 Base + 5 BAB + 2 Str + 3 Dex)

Fort +4 (+2 Base + 2 Con)
Refl +8 (+5 Base + 3 Dex)
Will +6 (+5 Base + 1 Wis)

Notes:
- Gain +2 saves against Death Effects
- Take +1 damage when hit with Cold Iron weapons.

___________________

    Skills
___________________

Per Level: 12 (6 Base + 2 Int + 1 Human + 1 Favoured + 2 Background)

  • Acrobatics +11 (+5 Ranks +3 Class +3 Dex)
  • Appraise +7 (+2 Background+3 Class +2 Int)
  • Bluff +10 (+3 Ranks +3 Class +4 Cha)
  • Climb +8/ooc] (+3 Rank +3 Class +2 Str)
  • Diplomacy [ooc]+14 (+7 Ranks +3 Class +4 Cha)
  • Disguise +14 (+7 Ranks +3 Class +4 Cha)
  • Heal +9 (+5 Ranks +3 Class +1 Wis)
  • Intimidate +9 (+2 Ranks +3 Class +4 Cha)
  • Kn Local +7 (+2 Ranks +3 Class +2 Int)
  • Kn Religion +7 (+5 Ranks +2 Int)
  • Linguistics +5 (+3 Background +2 Int)
  • Perception +11 (+7 Ranks +3 Class +1 Wis)
  • Perform (Violin) +11 (+2 Background +3 Class +4 Cha +2 Equipment)
  • Profession (Priestess) +10 (+4 Background +3 Class +1 Wis +2 Trait)
  • Sense Motive +11 (+7 Ranks +3 Class +1 Wis)
  • Sleight of Hand +9 (+3 Background +3 Class +3 Dex)
  • Stealth +11 (+5 Ranks +3 Class +3 Dex)
  • Survival +9 (+5 Ranks +3 Class +1 Wis)
  • Use Magic Device +14 (+7 Ranks +3 Class +4 Cha)

___________________

    Traits
___________________

Love Lost (Campaign): Your only parent was murdered, leaving you orphaned. You had to grow up fast to handle your family’s matters and were forced from an early age to support yourself. You gain a +2 bonus on one of the following skills: Craft, Perform, or Profession.

Battlefield Surgeon (Religion): Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day.

___________________

    Feats
___________________

Weapon Finesse: You can use Dexterity instead of Strength on attacks with light weapons. (Houserule Bonus Feat)

Agile Maneuvers: You can use Dexterity instead of Strength for CMB when using finesse weapons. (Houserule Bonus Feat)

Combat Expertise: You can choose to take a -2 penalty to melee attack rolls to gain a +2 dodge bonus to your AC. (Houserule Bonus Feat)

Power Attack: You can choose to take a -2 penalty to melee attack rolls to gain a +4 bonus to damage. (Houserule Bonus Feat)

Deadly Aim: You can choose to take a -2 penalto to ranged attack rolls to gain a +4 bonus to damage. (Houserule Bonus Feat)

Fast Learner: Gain both +HP and +Skill when you take levels in your favoured class. (Human Bonus Feat)

Fey Foundling: When you receive magical healing, you heal an additional +2 points per die rolled. You also gain a +2 bonus on all saving throws against death effects. You take +1 damage from cold iron weapons. (Level 1 Feat)

Weapon Focus: You gain +1 to attack rolls with heavy blades. (Level 3 Feat)

Extra Lay on Hands: You can use Lay on Hands an additional 2 times per day. (Level 5 Feat)

Reward of Life: When you use Lay on Hands to heal someone other than yourself, you also heal a number of hit points equal to your Charisma bonus. (Level 7 Feat)

___________________

    Specials
___________________

Proficiencies - Simple and martial weapons, light and medium armour, all shields except tower shields.

VIGILANTE

Dual Identity - You have two identities: One is a polite member of society while the other is a, well, vigilante. You have two names, and knowledge checks about one identity do not reveal anything about the other, unless your true identity has been revealed to the world at large. Changing between identities must be done out of sight and takes 1 minute. Using Vigilante Talents while in your Social Identity can risk exposing your secret. Your identites can have different alignments, but not more than one step away from each other.

Seamless Guise - Should anyone suspect you, while in either of your Social or Vigilante Identity, of being someone other than who you appear to be, you can attempt a Disguise Check with a +20 Circumstance bonus to appear as your current identity and not your other.

Unshakable - Add your Class Level to the DC of any attempts to intimidate you.

Startling Appearance - When you attempt to attack a foe who is completely unaware (due to Stealth or Invisibility) they are treated as flat-footed for the rest of your turn. They also take a -4 penalty on attacks made against you until the start of your next turn.

NOBLE SOUL

Aura of Good - While in your Vigilante Identity, you project an aura of good (see Detect Good) equal to your Vigilante Level.

Detect Evil - At will you can use detect evil as the spell. As a move action you can concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of the aura as if having studied it for 3 rounds. While focusing on a single individual or object, you do not detect evil in any other object or individual within range.

Lay on Hands (9 / Day) - ½ Vigilante Level + Charisma Modifier times per day as a standard action (swift if you target yourself) you can heal for 1d6 for every 2 levels of Vigilante you possess. You need to have one hand free and able to touch the target to use this ability.

VIGILANTE TALENTS

Protective Grace - When wearing light armour or no armour you gain a bonus equal to your Charisma modifier to your armour class.

Life-Link - As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per Vigilante level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

___________________

    Spells
___________________

DC: 10 + Spell Level + Charisma modifier

  • Level 1 (Prepared)
    Diagnose Disease
    Hero’s Defiance

  • Level 2 (Prepared)
    Light Lance

    ___________________[list]Gear

___________________

Gold: 1,777
Carrying Capacity: 25 / 58 lbs

+1 Frost Scythe
Two-Handed Martial Weapon
2d4 Damage +1d6 Frost Damage

+1 Mithral Shirt
Light Armour
+5 AC, +6 Max Dex, 0 Check Penalty, 10% Arcane Spell Failure

Belt of Dexterity (+2), Headband of Charisma (+2), Amulet of Natural Armour (+1), Ring of Protection (+1), Minor Bag of Holding, Spell Component Pouch, Masterwork Violin