Natisha Pavalanis

Aurealia Andosana's page

820 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


Race

Current spells: ext. bull's, shield

Classes/Levels

Perception +20 (+22 at night) Perception check to hear a creature can’t see exceeds DC by 10 can pinpoint

Gender

HP: 98/98 (128/128) // Arcane points (8/11), Rage (6/6) // Huge+Shield: AC 28 (29), t 11 (12), ff 28 Norm: AC 20 (21), t 15 (16), ff 17 // Fort +14 (+17), Ref +11, Will +11 (+17)

About Aurealia Andosana

Bloodmarked Skinwalker (Chelaxian) arcanist (brown-fur transmuter) 6/bloodrager (blood conduit) 1/Eldritch Knight 5
CN Medium humanoid (skinwalker, shapechanger)
Init +2; Senses low-light vision; scent Perception +20 (+22 at night)
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Defense
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AC 20 (21), touch 15 (16), flat-footed 17 (+5 armor, +3 Dex (+4 dex), +2 deflection)
hp 98 (6d6+5d10+46)

Fort +15, Ref +11 (+12), Will +11 (+17)

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Offense
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Speed 30 ft.

Melee +1 horsechopper +13/+8 (1d10+5/x3)
(All below include power attack, furious focus)
-APBull's Strength [dice=Attack on]1d20+16;1d10+13[/dice]
-APBull's Strength+Rage [dice=Attack on]1d20+18;1d10+16[/dice]
-APBull's Strength+CroqRage [dice=Attack on]1d20+19;1d10+19[/dice]
Greater trip [dice=Trip on]1d21+11+2+2[/dice]
-Greater Trip APBull's Strength [dice=Trip on]1d21+14+2+2[/dice]
-Greater Trip APBull's Strength+Rage [dice=Trip on]1d21+16+2+2[/dice]
-Greater Trip APBull's Strength+CroqRage [dice=Trip on]1d21+18+2+2[/dice]

AP 4 Armed Gargoyle Form (Bull's, Croq Rage, Power Attack):
+1 natural armor, Fly 60' (average), 10' reach, 34 Str (+12 mod), 16 Dex
[dice=Bite on]1d20+21;1d8+14[/dice] <--- Furious Focus
[dice=Gore on]1d20+20;1d4+14[/dice]
[dice=Claw 1 on]1d20+20;1d8+14[/dice]
[dice=Claw 2 on]1d20+20;1d8+14[/dice]
[dice=Claw 3 on]1d20+20;1d8+14[/dice]
[dice=Claw 4 on]1d20+20;1d8+14[/dice]

AP Gegenees Form (Bull's, Power Attack, Haste, good hope):
+6 natural armor, Grab, 15' reach, 30 Str (+10 mod), 14 Dex
[dice=Slam 1 on]1d20+20;2d6+21+2d6[/dice] <--- Furious Focus
[dice=Haste Slam on]1d20+17;2d6+21+2d6[/dice]
[dice=Slam 2 on]1d20+15;2d6+21+2d6[/dice]
[dice=Slam 3 on]1d20+15;2d6+21+2d6[/dice]
[dice=Slam 4 on]1d20+15;2d6+21+2d6[/dice]
[dice=Slam 5 on]1d20+15;2d6+21+2d6[/dice]
[dice=Slam 6 on]1d20+15;2d6+21+2d6[/dice]

Croq Rage:
[dice=Slam 1 on]1d20+20+3;2d6+30+2d6[/dice] <--- Furious Focus
[dice=Haste Slam on]1d20+17+3;2d6+30+2d6[/dice]
[dice=Slam 2 on]1d20+15+3;2d6+30+2d6[/dice]
[dice=Slam 3 on]1d20+15+3;2d6+30+2d6[/dice]
[dice=Slam 4 on]1d20+15+3;2d6+30+2d6[/dice]
[dice=Slam 5 on]1d20+15+3;2d6+30+2d6[/dice]
[dice=Slam 6 on]1d20+15+3;2d6+30+2d6[/dice]
[dice=Rodericks on]1d20+6+2+1;1d4+2+2[/dice]

If under Croq's rage:
As a reminder, Inspired Rage now grants:
+6 morale to STR, CON, +6 Will
+7 untyped vs fear (Croq is Immune to fear)
DR 1/–
Fast Healing 6
Clear Mind: 1/song, you can use an immediate action to reroll a failed Will save
Spirit Totem:
- Gain 20% concealment vs non-adjacent foes <-- this will be particularly useful if the treants attack with reach
- Adjacent foes take 1d8 negative dam at start of each ally’s turn
- Wisps have 15’ reach, and deal 1d6 dam when they hit

Ranged ranged touch +10

Space 5 ft.; Reach 5 ft. (10 ft. with horsechopper)

Special Attacks arcane reservoir (11/11), consume spells, arcane exploits (potent magic, dimensional slide)

Arcanist Spellbook:

0 - All
1st - Ant Haul, Air Bubble, Comp. Languages, Disguise Self, Feather Fall, Enlarge Person, Expeditious Retreat, Grease, Infernal Healing, Long Arm, Monkeyfish, Prot. Evil, Reduce Person, Shield, Strong Wings, Touch of the Sea, Vanish
2nd - Alter Self, Bull’s Strength, Cat’s Grace, Bear's Endurance, Glitterdust, Resist Energy, Spider Climb
3rd - burrow, improved alter self, fly, haste, invisibility, water breathing
4th - adjustable polymorph, eyes of the void, monstrous physique II, stoneskin
5th - echolocation, monstrous physique III

Arcanist (Brown-Fur Transmuter) Spells Prepared (CL 10th; concentration +5)
. . 5th (1/2) - echolocation, monstrous physique III
. . 4th (2/4) - eyes of the void, monstrous physique II
. . 3rd (2/5) - fly, haste
. . 2nd (4/5) - cat’s grace, bull's strength
. . 1st (0/4) - enlarge person, infernal healing, shield, vanish
. . 0 (at will) - acid splash, dancing lights, daze (DC 13), detect magic, disrupt undead, prestidigitation
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Statistics
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Str 16, Dex 16 (18), Con 16, Int 17, Wis 8, Cha 8
Base Atk +9; CMB +12; CMD 25 (26 in bat form)

Drawback Family Ties

Traits Close Allies (Croquelle), Precision Hearing, Seeker

Feats Combat Reflexes, Toughness, Power Attack, Improved Trip, Extra Arcane Pool, Furious Focus, Greater Trip, Scale and Skin, Stand Still

Skills Fly +15, Knowledge (arcana) +6, Knowledge (history) +13, Knowledge (local) +16, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Lore (Thassilonian Ruins in Varisia) +8, Perception +20 (+22 at night), Spellcraft +12, Stealth +8 (+9)

Languages Common, Thassilonian, Varisian

Other Gear +0 Holy Amulet of Mighty Fists, +1 horsechopper, bracers of armor +5, backpack (arcanist starting spellbook, ink, inkpen, bedroll, trail rations (4), waterskin), belt pouch (flint and steel), spell component pouch, wand of long arm (4 charges), wand of enlarge person (22 charges), ring of protection +2, eyes of the eagle, Lesser extend metamagic rod (3/3), Lesser extend metamagic rod (1/3), extend metamagic rod (2/3), belt of incredible dexterity +2, cloak of resistance +4, 7,346.29 GP

Bloodline Arcane

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Special Abilities
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Arcane Reservoir +1 DC or CL (5/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.

Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.

Bestial Features A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a bloodmarked gains a +2 racial bonus to either Dexterity. While in this form, a bloodmarked also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:

  • Bite attack that deals 1d6 points of damage
  • +4 racial bonus on Perception checks
  • Scent to a range of 30 feet
  • Treat falling damage as 20 feet less than it actually is

    Potent Magic (Su) Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.

    Close Ally Whenever you are adjacent to your close ally, you gain a +1 trait bonus on all saving throws. Once per adventure as an immediate action, you may grant your close ally a bonus equal to the result of 1d6 to a single d20 roll. You must have line of sight to your ally to use this ability. You may choose to grant this bonus after your ally has rolled, but must do so before the result of the roll is known.

    Powerful Change (Su) At 3rd level, the brown-fur transmuter learns to harness the power of her magic to empower her transmutations. Whenever the brown-fur transmuter casts a transmutation spell using one of her arcanist spell slots, she can expend 1 point from her arcane reservoir as a free action to bolster the spell. If the spell grants a bonus to an ability score, the bonus then increases by 2. If it grants a bonus to more than one ability score, only one of the ability scores gains this bonus. The brown-fur transmuter cannot expend more than 1 point from her arcane reservoir in this way.

    Dimensional Slide (Su) The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

    Bloodrage (Su) (6/6):
    The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

    A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

    A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

    Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

    Disruptive Bloodrage (Su) At 1st level, the DC to cast spells defensively increases by 2 for enemies within your threatened area. This increase stacks with that granted by the Disruptive feat.

    Contact Specialist (Ex) (Improved Trip) At 1st level, a blood conduit selects a bonus feat from the following: Improved Bull Rush, Improved Grapple, Improved Reposition, Improved Trip, and Improved Unarmed Strike. He does not need to meet the prerequisites to take this feat. He also adds those feats to his list of bloodline feats. This ability replaces fast movement and alters bloodline feats.

    Diverse Training (Ex) An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter). He also adds his level to any levels in an arcane spellcasting class for the purpose of meeting the prerequisites for feats.

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    Eugeni Silva's father, Viorec Silva, lost his brother in the initial attack by the Mercantile League on Sandpoint long ago. It left him bitter and full of rage. He led his young wife, Maria, away from Sandpoint and fell in with a clan of Sczarni. They wandered up and down the Lost Cost living the life of rogue Varisians. Eventually Maria became pregnant and in 4692 AR Eugeni was born. When Viorec saw that his son was covered in fur he wanted to abandon the baby. Maria begged him not to kill her son. Unwilling to potentially lose his wife, who he still loved at the time, Viorec consented to keep the baby. But only with the agreement that Eugeni would never leave their wagon.

    The first two years of his life were probably the most pleasant of Eugeni's childhood. He spent each day with his mother in their house wagon, enjoying the love of her tender care. Eventually he became a rambunctious toddler, and keeping him pent up became impossible. One day he discovered how to open the door to the wagon, and toddled out into the middle of camp during dinner time. Viorec's family had already become well ostracized from the rest of the caravan since Eugeni was born, and upon sighting the furry beast they called a son, the rest of the group treated them even more like pitiable freaks. Viorec had turned more and more to hard drink as a balm for his pride since Eugeni was born. That night, in a drunken rage, Viorec beat Eugeni savagely for daring to leave the wagon. He threw the young boy in with the troupe's vicious guard dogs, saying that since he looked like a dog, he could live like one too.

    When he was still young Maria snuck Eugeni from the camp, and that was the last time the arch-mage to be saw his biological mother. Viorec was enraged when he found out that Maria had given away ‘his son’, even though the only thing that Viorec had ever shown Eugeni was cruelty. He blamed Maria for Eugeni’s existence, and for ruining his life in general by being a ‘beast-blooded whore, when all he wanted was a wife’. As revenge for Maria daring to challenge his control, Viorec hatched a wicked plan.

    The next time the sczarni clan made their way up to Riddleport to fence their most recently stolen goods and enjoy the proceeds of their crimes, Viorec made contact with a gang of werebats that his clan had dealt with in the past. The werebats were slavers, who took their prey from the villages up and down the Velashu River, and then sold the unfortunate chattel in Riddleport. Viorec sold Maria to the werebats, telling her she would get what she deserved with the beast men.

    As a middle aged woman of above average attractiveness, the River Bats decided to put Maria in one of their Riddleport brothels to earn her keep. Years went by, Maria quietly suffering her fate. Eventually she became the favorite of the pimp, Alexksi. In 4711 AR, they had an intersex child, who Alexksi tried to kill by exposing the infant on the river bank. Unfortunately for Aleksi, Shalelu Andosana saw him leave the babe. Shalelu rescued the infant, and left it with one of her local contacts in the Rangers. After the Heroes of the Sihedron saved Varisia from certain doom more than once, Eugeni Silva took the time to expand the lower powered ranks of the Rangers into a general vigilante force for good in the region. Once the infant was secure with her other children, Shalelu and her group tracked Aleksi back to the brothel. They slaughtered the werebats, freeing the enslaved prostitutes. Maria Silva would never know freedom. Aleksi slit Maria’s throat with his final breath as Shalelu’s arrows pinned him to the wall.

    Shalelu never realized that Maria was the forgotten mother of the great Eugeni. She never realized that the strange bloodmarked infant she’d just inadvertently adopted was half-sister to a Hero of the Sihedron. But that didn’t matter, with Croquelle in her pack, what was another little one? She named the infant Aurealia (au-Rel-ia) and decided to raise it as a girl. Shalelu moved Aurealia back to her home in Roderick’s Cove, where she was raised alongside Croquelle. Eventually, once her intelligence and curiosity about the arcane became apparent, she was sent to Sandpoint to apprentice at the Heroes of the Sihedron academy and to join Jaya and Kallie in trying to learn what she could from her unknown-to-either-of-them big brother Eugeni.