Female Human

Aoife Limerick's page

520 posts. Alias of Acre.


Full Name

Aoife Limerick

Race

| HP: 104/86| AC [28] 30 ([21] 23 Tch, [22] 24 Fl, 29 vs. SM) | CMB: [+18] +11 (+ 6 grapple), CMD: [34] 33 (36 vs. grapple) | [occ]F: +13 [+18 for cold cond.], R:+13 W: [+5] +2[/ooc] | Init: +4 | Perc: +11, SM: -1, Stealth: +19

Classes/Levels

| Speed 40ft | Rage: 16/16 | Stamina: 10/10 | Martial Flexibility: 6/6 | Stunning Fist: 7/7 | Hero Point: 3/3 | Active conditions:

Gender

Pronounced "Ee-fa" Human-child Female unchained-barbarian (brutal pugilist) 1/ brawler (strangler) 6/ unchained monk(martial artist) 1/ ninja 1

Size

S

Age

9

Special Abilities

Martial Flexibility, Rage, Stamina

Alignment

CG

Languages

Common

Strength 20
Dexterity 18
Constitution 16
Intelligence 7
Wisdom 8
Charisma 10

About Aoife Limerick

Aoife
pronounced “Ee-fa”

Aoife
Female halfling barbarian (unchained, brutal pugilist) 1/brawler (strangler) 6/monk (unchained, martial artist) 1/ninja (Pathfinder RPG Advanced Class Guide 23, 88, Pathfinder RPG Advanced Player's Guide 78, Pathfinder RPG Ultimate Combat 13, 59, Pathfinder Unchained 8, 14)
CG Small humanoid (halfling)
Init +4; Senses Perception +11

Defense
AC 30, touch 23, flat-footed 24 (+6 armor, +3 deflection, +4 Dex, +2 dodge, +1 insight, +1 natural, +1 shield, +1 size, +1 untyped bonus)

hp 86 (9 HD; 1d8+7d10+1d12+27)

Fort +14 (+5 circumstance bonus vs. cold weather), Ref +14 (+1 bonus vs. trample attacks), Will +2; +2 vs. fear

Defensive Abilities underfoot; Resist cold 2, underfoot

Offense
Speed 40 ft.

Melee

eternity's end:+1 cold iron fey bane greatsword +15/+10 (1d10+8/19-20)
eternity's end: +1 cold iron fey bane greatsword w/ power attack +13/+8 (1d10+14/19-20)

one-handed, morningstar +14/+9 (1d6+5)
one-handed w/ power attack, morningstar +12/+7 (1d6+9)
two-handed, morningstar +14/+9 (1d6+7)
two-handed w/ power attack, morningstar +12/+7 (1d6+13)

unarmed strike +14/+14/+9 (1d4+5)
unarmed strike w/ power attack +12/+12/+7 (1d4+9)

Ranged mwk composite longbow +14/+9 (1d6+2/×3)

Special Attacks rage (10 rounds/day), brawler's strike (magic), close weapon mastery, flurry of blows (unchained), maneuver training (grapple +1), martial flexibility 6/day, sneak attack +1d6, stunning fist (7/day, DC 13)

Statistics
Str 20
Dex 18
Con 16
Int 8
Wis 8
Cha 10

Base Atk +8; CMB +12 (+17 grapple); CMD 34 (37 vs. grapple)

Feats Combat Stamina, Coordinated Maneuvers[APG], Dodge, Extra Rage, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Sap Adept[UC], Sap Master[UC], Snapping Turtle Clutch[UC], Snapping Turtle Style[UC], Stunning Fist

Traits berserker of the society, northern ancestry

Skills
Acrobatics +15 (+19 to jump)
Climb +11
Disguise +4
Linguistics +6
Perception +11
Profession (astronomer) +8
Sleight of Hand +14
Stealth +19
Swim +8
Racial Modifiers +2 Perception

Languages Common, Custom Language (Russian), Draconic, Halfling, Skald, Sylvan

SQ brawler's cunning, coordinated maneuvers, dodge, fast movement, greater grapple, improved grapple, improved unarmed strike, martial training, poison use, practiced strangler, sap adept, sap master, sleeper hold, snapping turtle clutch, snapping turtle style, strangle +2d6 damage, stunning fist
Combat Gear feather token (floating feather), oil of magic fang, oil of magic fang, potion of cure light wounds, potion of cure light wounds, potion of cure moderate wounds, potion of cure moderate wounds; Other Gear +2 chain shirt, +1 fey-bane greatsword, eternity's end, arrows (20), blunt arrows[APG] (20), morningstar, mwk composite longbow (+2 Str), dusty rose prism ioun stone, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, ring of protection +1, ring of protection +3, cleats[APG], cold weather outfit, silk rope (50 ft.), skis[UE], snow goggles[UE], snowshoes[APG], 83 gp

Special Abilities
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Strike (Ex) Unarmed strikes overcome DR as various things.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
Coordinated Maneuvers [Combat Trick] 1 stamina point to increase bonus from Coordinated Maneuvers by 2.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Greater Grapple [Combat Trick] 5 stamina points to maintain grapple as a swift action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Grapple [Combat Trick] Spend stamina points up to Str/Dex, bonus against grapple equal to stamina spent.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Unarmed Strike [Combat Trick] Up to 5 stamina points to increase nonlethal damage from Unarmed Strike by double stamina spent.
Maneuver Training
Martial Flexibility (swift action, 6/day) (Ex) As a Swift action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Practiced Strangler (Ex) Eliminate many penalties & limitations of the grappled or pinned condition.
Rage (Unchained, 10 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Adept [Combat Trick] Spend stamina points up to sneak attack dice, increase nonlethal damage by double stamina spent.
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Sap Master [Combat Trick] 10 stamina points to use Sap Master against flanked opponent, not just flat-footed.
Sleeper Hold (DC 18) (Ex) Declare before grapple vs. pinned, K.O. foe for 1d6 rds (Fort neg), resave each rd.
Snapping Turtle Clutch Your shield bonus applies to your CMD and touch AC
Snapping Turtle Clutch [Combat Trick] 2 stamina points to negate the -2 penalty on the combat maneuver check from Snapping Turtle Clutch.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Snapping Turtle Style [Combat Trick] Have at least 1 stamina, Snapping Turtle increases AC by an additional 1 pt.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Strangle +2d6 damage (Ex) Deal sneak attack damage to foe when succeed at grapple check to dam or pin foe.
Stunning Fist (7/day, DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist [Combat Trick] 5 stamina points to declare Stunning Fist after hitting.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Underfoot +1 AC vs. larger opponents and +1 save vs. trample

Aoife raging:

Aoife
Female halfling barbarian (unchained, brutal pugilist) 1/brawler (strangler) 6/monk (unchained, martial artist) 1/ni (Pathfinder RPG Advanced Class Guide 23, 88, Pathfinder RPG Advanced Player's Guide 78, Pathfinder RPG Ultimate Combat 13, 59, Pathfinder Unchained 8, 14)
CG Small humanoid (halfling)
Init +4; Senses Perception +11
--------------------
Defense
--------------------
AC 28, touch 21, flat-footed 22 (+6 armor, +3 deflection, +4 Dex, +2 dodge, +1 insight, +1 natural, +1 shield, +1 size, -1 untyped penalty)
hp 104 (9 HD; 1d8+7d10+1d12+45)
Fort +14 (+5 circumstance bonus vs. cold weather), Ref +14 (+1 bonus vs. trample attacks), Will +6; +2 vs. fear
Defensive Abilities underfoot; Resist cold 2, underfoot
--------------------
Offense
--------------------
Speed 40 ft.
Melee

eternity's end: +1 cold iron fey bane greatsword +17/+12 (1d10+10/19-20) or
eternity's end: +1 cold iron fey bane greatsword w/ power attack +15/+10 (1d10+16/19-20)

one-handed, morningstar +16/+11 (1d6+7)
one-handed w/ power attack, morningstar +14/+9 (1d6+11)
two-handed, morningstar +16/+11 (1d6+9)
two-handed w/ power attack, morningstar +14/+9 (1d6+15)

unarmed strike +16/+16/+11 (1d4+7) B/P
unarmed strike w/ power attack +14/+14/+9 (1d4+11) B/P

Ranged mwk composite longbow +14/+9 (1d6+2/×3)
Special Attacks rage (10 rounds/day), brawler's strike (magic), close weapon mastery, flurry of blows (unchained), maneuver training (grapple +1), martial flexibility 6/day, sneak attack +1d6, stunning fist (7/day, DC 13)
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 16, Int 8, Wis 8, Cha 10
Base Atk +8; CMB +14 (+19 grapple); CMD 32 (35 vs. grapple)
Feats Combat Stamina, Coordinated Maneuvers[APG], Dodge, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Iron Will, Sap Adept[UC], Sap Master[UC], Snapping Turtle Clutch[UC], Snapping Turtle Style[UC], Stunning Fist
Traits berserker of the society, northern ancestry
Skills Acrobatics +15 (+19 to jump), Climb +11, Disguise +4, Linguistics +6, Perception +11, Profession (astronomer) +8, Sleight of Hand +14, Stealth +19, Swim +8; Racial Modifiers +2 Perception
Languages Common, Custom Language, Draconic, Halfling, Skald, Sylvan
SQ brawler's cunning, coordinated maneuvers, dodge, fast movement, greater grapple, improved grapple, improved unarmed strike, martial training, poison use, practiced strangler, sap adept, sap master, sleeper hold, snapping turtle clutch, snapping turtle style, strangle +2d6 damage, stunning fist
Combat Gear feather token (floating feather), oil of magic fang, oil of magic fang, potion of cure light wounds, potion of cure light wounds, potion of cure moderate wounds, potion of cure moderate wounds; Other Gear +2 chain shirt, +1 fey-bane greatsword, eternity's end, arrows (20), blunt arrows[APG] (20), morningstar, mwk composite longbow (+2 Str), dusty rose prism ioun stone, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, ring of protection +1, ring of protection +3, cleats[APG], cold weather outfit, silk rope (50 ft.), skis[UE], snow goggles[UE], snowshoes[APG], 83 gp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Strike (Ex) Unarmed strikes overcome DR as various things.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
Coordinated Maneuvers [Combat Trick] 1 stamina point to increase bonus from Coordinated Maneuvers by 2.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Greater Grapple [Combat Trick] 5 stamina points to maintain grapple as a swift action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Grapple [Combat Trick] Spend stamina points up to Str/Dex, bonus against grapple equal to stamina spent.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Unarmed Strike [Combat Trick] Up to 5 stamina points to increase nonlethal damage from Unarmed Strike by double stamina spent.
Maneuver Training
Martial Flexibility (swift action, 6/day) (Ex) As a Swift action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Practiced Strangler (Ex) Eliminate many penalties & limitations of the grappled or pinned condition.
Rage (Unchained, 10 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Adept [Combat Trick] Spend stamina points up to sneak attack dice, increase nonlethal damage by double stamina spent.
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Sap Master [Combat Trick] 10 stamina points to use Sap Master against flanked opponent, not just flat-footed.
Sleeper Hold (DC 18) (Ex) Declare before grapple vs. pinned, K.O. foe for 1d6 rds (Fort neg), resave each rd.
Snapping Turtle Clutch Your shield bonus applies to your CMD and touch AC
Snapping Turtle Clutch [Combat Trick] 2 stamina points to negate the -2 penalty on the combat maneuver check from Snapping Turtle Clutch.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Snapping Turtle Style [Combat Trick] Have at least 1 stamina, Snapping Turtle increases AC by an additional 1 pt.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Strangle +2d6 damage (Ex) Deal sneak attack damage to foe when succeed at grapple check to dam or pin foe.
Stunning Fist (7/day, DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist [Combat Trick] 5 stamina points to declare Stunning Fist after hitting.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Underfoot +1 AC vs. larger opponents and +1 save vs. trample

Aoife fatigued:

Aoife
Female halfling barbarian (unchained, brutal pugilist) 1/brawler (strangler) 6/monk (unchained, martial artist) 1/ni (Pathfinder RPG Advanced Class Guide 23, 88, Pathfinder RPG Advanced Player's Guide 78, Pathfinder RPG Ultimate Combat 13, 59, Pathfinder Unchained 8, 14)
CG Small humanoid (halfling)
Init +4; Senses Perception +11
--------------------
Defense
--------------------
AC 30, touch 23, flat-footed 24 (+6 armor, +3 deflection, +4 Dex, +2 dodge, +1 insight, +1 natural, +1 shield, +1 size, +1 untyped bonus)
hp 86 (9 HD; 1d8+7d10+1d12+27)
Fort +14 (+5 circumstance bonus vs. cold weather), Ref +14 (+1 bonus vs. trample attacks), Will +4; +2 vs. fear
Defensive Abilities underfoot; Resist cold 2, underfoot
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 fey-bane greatsword +15/+10 (1d10+8/19-20 plus 2d6 vs. Fey) or
. . eternity's end +15/+10 (1d10+8/19-20) or
. . morningstar +14/+9 (1d6+5) or
. . unarmed strike +14/+14/+9 (1d4+5)
Ranged mwk composite longbow +14/+9 (1d6+2/×3)
Special Attacks rage (10 rounds/day), brawler's strike (magic), close weapon mastery, flurry of blows (unchained), maneuver training (grapple +1), martial flexibility 6/day, sneak attack +1d6, stunning fist (7/day, DC 13)
--------------------
Statistics
--------------------
Str 20, Dex 18, Con 16, Int 8, Wis 8, Cha 10
Base Atk +8; CMB +12 (+17 grapple); CMD 34 (37 vs. grapple)
Feats Combat Stamina, Coordinated Maneuvers[APG], Dodge, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Iron Will, Sap Adept[UC], Sap Master[UC], Snapping Turtle Clutch[UC], Snapping Turtle Style[UC], Stunning Fist
Traits berserker of the society, northern ancestry
Skills Acrobatics +15 (+19 to jump), Climb +11, Disguise +4, Linguistics +6, Perception +11, Profession (astronomer) +8, Sleight of Hand +14, Stealth +19, Swim +8; Racial Modifiers +2 Perception
Languages Common, Custom Language, Draconic, Halfling, Skald, Sylvan
SQ brawler's cunning, coordinated maneuvers, dodge, fast movement, greater grapple, improved grapple, improved unarmed strike, martial training, poison use, practiced strangler, sap adept, sap master, sleeper hold, snapping turtle clutch, snapping turtle style, strangle +2d6 damage, stunning fist
Combat Gear feather token (floating feather), oil of magic fang, oil of magic fang, potion of cure light wounds, potion of cure light wounds, potion of cure moderate wounds, potion of cure moderate wounds; Other Gear +2 chain shirt, +1 fey-bane greatsword, eternity's end, arrows (20), blunt arrows[APG] (20), morningstar, mwk composite longbow (+2 Str), dusty rose prism ioun stone, amulet of natural armor +1, belt of giant strength +2, cloak of resistance +1, ring of protection +1, ring of protection +3, cleats[APG], cold weather outfit, silk rope (50 ft.), skis[UE], snow goggles[UE], snowshoes[APG], 83 gp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Strike (Ex) Unarmed strikes overcome DR as various things.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
Coordinated Maneuvers [Combat Trick] 1 stamina point to increase bonus from Coordinated Maneuvers by 2.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Greater Grapple [Combat Trick] 5 stamina points to maintain grapple as a swift action.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Grapple [Combat Trick] Spend stamina points up to Str/Dex, bonus against grapple equal to stamina spent.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Unarmed Strike [Combat Trick] Up to 5 stamina points to increase nonlethal damage from Unarmed Strike by double stamina spent.
Maneuver Training
Martial Flexibility (swift action, 6/day) (Ex) As a Swift action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Practiced Strangler (Ex) Eliminate many penalties & limitations of the grappled or pinned condition.
Rage (Unchained, 10 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Adept [Combat Trick] Spend stamina points up to sneak attack dice, increase nonlethal damage by double stamina spent.
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Sap Master [Combat Trick] 10 stamina points to use Sap Master against flanked opponent, not just flat-footed.
Sleeper Hold (DC 18) (Ex) Declare before grapple vs. pinned, K.O. foe for 1d6 rds (Fort neg), resave each rd.
Snapping Turtle Clutch Your shield bonus applies to your CMD and touch AC
Snapping Turtle Clutch [Combat Trick] 2 stamina points to negate the -2 penalty on the combat maneuver check from Snapping Turtle Clutch.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Snapping Turtle Style [Combat Trick] Have at least 1 stamina, Snapping Turtle increases AC by an additional 1 pt.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Strangle +2d6 damage (Ex) Deal sneak attack damage to foe when succeed at grapple check to dam or pin foe.
Stunning Fist (7/day, DC 13) You can stun an opponent with an unarmed attack.
Stunning Fist [Combat Trick] 5 stamina points to declare Stunning Fist after hitting.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Underfoot +1 AC vs. larger opponents and +1 save vs. trample

Aoife background, mother/father:

father = Tighearnán (pronounced Teer-nawn) or "Teer" for short.
mother = Nadezhda (pronounced nah-dyezh-dah).

I Aoife's father, Tighearnán, discovered a portal in far off Garund and ventured through it. Tighearnán has not been heard of since. Aoife was assured by the Pathfinder Society that they are doing all they can to find her father.

Almost a month later, the Society contacts in Taldor heard tell of a similar strange occurrence - and Tighearnán’s distinctive gauntlets turned up in the hands of a roving band of winter-touched sprites! They were using the gloves as temporary accommodation. The sprites were killed and so can give no further information, but the gauntlets are waiting for Aoife in the town of Heldren in the hands of a local Pathfinder, a ranger called Galledren.

Aoife's mother, Nadezhda, has been absent for as long Aoife can remember. Nadezhda is originally from Iobaria (where she met Tighearnán). While Tighearnán rarely spoke of his former wife, Aoife did find an old covered portrait of her mother in the attic one day when she was exploring the house (and hiding from her nanny).

Aoife's sword:
Aoife's first sword, etched with the words, In honor of Nadezhda. Her second sword, the +1 cold iron fey bane, she named, Eternity's End. In this post.

Madame Enfer: fortune telling, Aoife information...:

Queen Mother
"Next is Aoife's card. Hmm, the Queen Mother. This card also relates to knowledge. The fact that you placed it so close to Ice Melts Quietly in Sunlight's card is a clear sign that your destinies are intertwined. The Queen Mother can represent either that the person for whom I am doing is powerless herself, or is a champion of the downtrodden. I believe, in this case, it is a little of both. I cannot ignore the lost component, either. Again, it is a case of being lost yourself and of finding the lost. Your card is perfectly aligned with the centermost card, which is interesting. It means that your quest will have a key role to play in the overall unfolding of events, and also that a monarch of some kind will be involved in what is to come.

The Survivor
At last, Madame Enfer places her hand on the middle central card. With much drama, she overturns it. A bedraggled man in torn clothing kneels on the parched earth, a smile on his face. "The Survivor. This middle card represents your near future. You will meet someone who has encountered some form of terrible trial or ordeal. They perhaps will have had friends or companions, but no more. They are alone. The next cards may tell us more.

Tag Line: normal:

Race
| HP: 16/16 | AC: 20 (16 Tch, 15 Fl) | CMB: +2, CMD: 17 | F: +6 [+8 for cold conditions], R: +4 [+5 vs trample], W: -1 | Init: +4 | Perc: +5, SM: +0, Stealth: +7

Tag Line: Raging:

Race
| HP: 19/19] | Rg18 (14 Tch, 15 Fl) | CMB: +4, CMD: 17 | F: +9 [+11 for cold conditions], R: +4 [+5 vs trample], W: 1 | Init: +4 | Perc: +5, SM: +0, Stealth: +7