Anya Jeggare

Aluria Nightfall "Wolfbane"'s page

9 posts. Alias of DM Heterocephalus.


Full Name

Aluria The Were-Lioness

Race

Therianthrope, Lionwere Form

Strength 22
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 12
Charisma 9

About Aluria Nightfall "Wolfbane"

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Appearance
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This powerful creature appears as a lioness-headed. Its body is covered in white golden fur and its eyes are greenish-gray.
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Statistics
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ALURIA NIGHTFALL THE WOLFBANE (Korvosa)
Female half-elf Fighter 3/ Alchemist 2
LG Medium humanoid (half-elf)
Init +5 ; Senses Perception +11, Keen Senses, Low-light Vision (+2 sight-based, +2 sound-based), Darkvision 90 feet
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Defense
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AC 26, touch 13, flat-footed 23 (+7 armor, +2 shield, +3 dex, +4 natural)
hp 35 (2d8+3d10+5)
Fort +8, Ref +8, Will +3
Defensive Abilities Elven Immunities, Bravery
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Offense
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Spd 20 ft/x4
Melee Mwk Silver Sawtooth Sabre +9 1d8+5 19-20/x2 Two Hand Primary
Melee Mwk Sawtooth Sabre +9 1d8+5 19-20/x2 Two Hand Secondary
Melee Mwk Sawtooth Sabre +9 1d8+5 19-20/x2 Two Hand Secondary
Melee Mwk Spiked Shield, Light +9 1d4+5 20/x2 Two Hand Secondary
Ranged Mwk Longbow, Composite +5 1d8+6 20/x3
Special Attacks Mutagen, Pounce, Rake
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Statistics
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Str 22, Dex 16, Con 12, Int 16, Wis 12, Cha 9
Base Atk +4, Cmb +8Cmd +21
Melee Attack Bonus: +10
Range Attack Bonus: +7
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Feats
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Armor Proficiency (LIGHT/MEDIUM/HEAVY)
Shield Proficiency
Towershield Proficiency
Power Attack- 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.
Double Slice- Add your Strength bonus to damage rolls made with your off-hand weapon.
Two Weapon Fighting- Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Extra Discoveries (Vestigal Arm)- You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Brew Potion- You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Improved Shield Bash- Do not lose the shield AC after making a shield bash attack.
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Traits
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Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Elven Reflexes- One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes.
Benefit You gain a +2 trait bonus on Initiative checks.
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Racial Traits
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Ability Score Racial Traits- They gain +2 Strength.
Elven Immuities- Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses- Half-elves receive a +2 racial bonus on Perception checks.
Serpent Sense- Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency(Sawtooth Sabre)
Language- Abyssal, Common, Elven, Ignan, Infernal
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Formulae List
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Cure Light Wounds- Cures 1d8 damage + 1/level (max +5).
Enlarge Person- This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage.
True strike- +20 on your next attack roll.
Beast Shape IV- Medium magical beast: If the form you take is that of a Medium magical beast, you gain a +4 size bonus to your Strength, and a +4 natural armor bonus.
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Discoveries
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Vestigal Arms x2- The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Special: An alchemist may take this discovery up to two times.
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Special Abilities
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Breath Mastery- At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin makingConstitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state
Mutagen(20 Mins/Day)- When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Poison Resistance- At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison Use- Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Bomb- Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
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Fighter Special Abilities
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Favored Class(Fighter)- +3 Skillpoints
Defensive Flurry- At 3rd level, when a two-weapon warrior makes a full-attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.
Bravery- Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
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Skills
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Appraise +7, Climb +7, Disable Device +4, Fly +3, Handle Animal +3, Heal +5, Intimidate +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (nature) +7, Perception +11, Ride +3, Sense Motive +3, Spellcraft +8, Survival +8, Swim +4, Use Magic Device +3
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Combat Gear
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Mwk Silver Sawtooth Sabrex3, Mwk Silver Quickdraw Shield+1, Light, Breastplate (Agile) +1,
Backpack, masterwork, Rope, silk (50 ft.), Alchemist's Kit, Tools, Thieves' (masterwork)(+2 DD), Flint and steel, Grappling hook, Wrist Sheath, spring loaded, Wrist Sheath, spring loaded
Magic Items Equipped by Slot Headband: Headband of Vast Intelligence +2, Shoulder: Cloak of Resistance +1.

Cost of Equipment:

Masterwork Silver Sawtooth Sabre x 3- 1065gp
+1 Silver Light Shield(Quickdraw)- 1539gp
Masterwork Composite Longbow(Str +5)- 900gp
Breastplate(Agile)+1- 1550gp
Helmet, Dwarven Boulder- 20gp
Cloak of Resistance- 1000gp
Headband of Vast Intelligence +2- 4000gp
Backpack, masterwork- 50 GP
Rope, silk (50 ft.)- 10 GP
Alchemist's Kit- 25 GP
Tools, Thieves' (masterwork)(+2 DD)- 100 GP
Flint and steel- 1 GP
Grappling hook- 1 GP
Wrist Sheath, spring loaded- 5 GP
Wrist Sheath, spring loaded- 5 GP
288gp Left