HP: 21/21 AC 16/13/13: F+6, R+6, W+2(+2 vs. fear); Per: darkvision 60 ft; Perception +6, Init: +3
AC 16, touch 13, flat-footed 13 (+2 armor, +1 natural, +3 Dex)
hp 11 (2d10+3)
Saves: Fort +6, Ref +6, Will +2
Melee longsword +5 (1d8+3/19-20)
Ranged longbow +5 (1d8/x3)
Base Atk +2; CMB +5; CMD 18
Feats: Point Blank Shot, Precise Shot*
Traits: Drug Addict (Personal Addiction), courageous, and suspicious.
Fav Class: Ranger (+1 skill rank, +1 hp)
Abilities:
Sea Lungs (Sea Hag): The changeling may hold her breath for a number of rounds equal to three times her Constitution before she risks drowning; 39 rounds.
Combat Style* can gain feats at certain levels.
Favored Enemy (Ex) She gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humanoid [human). Likewise, she 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.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
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. 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.
The oldest of two daughters of the Blova family, a group of lower-middle class peddlers operating out of the North Point district, Annabella has had a trying life. What is not known to both her and her family is that she is actually the spawn of a sea hag from the Mushfens, swapped at birth for nefarious purposes. While blissfully unaware, she has become distant as she ages, as well as having odd dreams; of a foggy marsh, bones washing up from the shore, and upside-down crow and bat fetishes.
As the dreams intensified, she started to become desperate – she was afraid of going insane, and had fervently hoped to join the Sable Company. In this low-point, she had discovered the drug shiver through an innocuous waif, which seemed to erase her dreams completely. Unfortunately, she became quickly addicted, and when she couldn’t pay any longer, some roughs came and punished her.
Today, she has shaken off her affliction, and continues to dream of riding a hippogriff amongst the defenders of the city. She has bounced back, and is very mindful of staying on a path of righteousness, having become a devout Abdarian. However, the odd dream of two still haunts her – in addition to two teenage roughs towering slightly over her, with the shadowy figure of Gaedren Lamm leering just over them.
Description::
Annabelle stands tall, and looks a bit underdeveloped, though she has a deceiving strength. Her movements are fairly graceful, but are hardly ostentatious.
She sports straight, reddish hair, preferably short-cut, and rarely below her ears. A very distinguishing feature is her heterochromia – the right eye is a dark brown, while the left is almost a teal-green color.
Lamm::
Roughly four years have passed since her encounter – while she never strictly dealt with the man directly, she had known his reputation. Indeed, when she was violently ‘persuaded’ to keep her face away from his territories, he was lurking just out of sight. She has not seen him since, but feels like any shadow could conceal his grinning face.