Lirianne

Bernina's page

36 posts. Organized Play character for Clebsch73.


Full Name

Bernina Singer

Race

hp 10/10 AC 16 T 12 FF 14; Init +2; Perc. +7; F 3; R 4; W 4

Classes/Levels

1st level spells 1/2, Goodberries 1/2 Map

Gender

Female Human Hunter 1

Age

24

Deity

Green Faith, Halcamora

Location

Born in Oppara

Languages

Common

About Bernina

Background:
Bernina Singer is the bastard child of rich Taldan noble in the city of Oppara. Her mother is a noble woman who had an affair with a ne'er-do-well named Colinsburough Singer. After a while, he lost interest in Baroness Matilda Ogle, Bernina's mother, and left town. She was by that point pregnant with Bernina. Although a bastard, Bernina was given a place of respect in the household, even if that respect did not extend outside the walls of the Ogle mansion.

Bernina has a couple of half-sisters by the same father. They are also Pathfinders, although she doesn't know it yet. She most enjoyed her summers at a country estate near the Verduran Forest. There Bernina became enchanted with hunting and spending time in the forest. She always had a small family of wild animals she took care of and learned to use weapons and a bow. She also met druids who taught her about the wonders of the forest, the Green Faith, and some druidic magic. It was always with regret that Bernina had to go back to Oppara at the end of summer and spend nine boring months in the city.

Her life of ease ended near the end of her teen years when she was forced to work a job to learn some responsibility. Her uncle treated her with suspicion and contempt and she got fed up and skipped out of town with some money from the shop. She never looked back, sailing around the inner sea, working odd jobs, hunting for her food when she could. She encountered a lynx in one of the forests of Andoran who adopted her and became her companion. Not long after, she joined the Pathfinders to make some money doing what she loved, traveling and seeking out adventures.


Appearance:
At 5'1" and 125 lb, Bernina might be called cute if she was wearing something other than hide armor and about 25 pounds of lethal weaponry. She has brownish red hair that is thick and bushy when not tied into a ponytail. A constellation of freckles are scattered liberally across her face. She has green eyes (as in clover green, quite unusual looking) Her skin is tan where exposed to the sun, considerably lighter everywhere else. Her hands are calloused, her clothes usually with a few burrs from her most recent roaming through the forest. When adventuring or hunting, she wears a well-worn leather hat that fits snuggly on her head with a strap that keeps it from blowing away or getting lost if it falls off her head; in the front of the hat she has positioned an alexandrite gem with a permanent continual flame spell cast at 3rd level for light when she needs it. She can cover it over with a leather flap if she needs to douse her light quickly.

Manner and Temperament:
Bernina is a tomboy at heart, having fun with friends, playing games, competitive, and exuberant. She becomes quiet and reverent in the forest, however. Her Lynx is playful as well, unless she gives the order to behave.

Bernina is a devotee of the Green Faith and worships Halcamora, the empyreal lord of gardens. She tries to always have a sprig of holly or ivy in her hair or on her clothing in reverence for all things green and growing. He wears a holy symbol of Halcamora on her chest, an image of a jug overflowing with grapes. She also has a small jeweled ladybug broach positioned somewhere different everyday, the holy animal of Halcamora. When she can afford it, Bernina buys a bottle of wine, pours some of it on fertile ground and then finds someone with whom to share the rest. She celebrates the solstices and equinoxes and each new moon and full moon.


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Human Hunter 1
NG Medium Humanoid (Human)
Init: +2; Senses Perception +7

Defense
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10/10 (1d8 + 2)
Fort +3 Ref +4 Will +4

Offense
Speed 20 ft.
Melee quarterstaff +2 (1d6+3) or Greataxe +2 (1d12+3/x3) or cold iron cutlass +3 (1d6+2/18-20) or silver Machete +2 (1d6+1/19-20)
Ranged Composite longbow (+2 str) +2 (1d8+2/x3) (with Gravity Bow 2d6+2/x3) (silver arrows 1d8+1/x3)
Ranged to hit with bow adds +1 within 30' range (point-blank shot) and does not suffer penalties for shooting into melee (precise shot).

Text for copy and paste:

[dice=quarterstaff]1d20 + 2[/dice]
[dice=damage]1d6 + 3[/dice]
[dice=Greataxe]1d20 + 2[/dice]
[dice=damage]1d12 + 3[/dice]
[dice=Cold Iron cutlass]1d20 + 3[/dice]
[dice=damage]1d6 + 2[/dice]
[dice=Silver machete]1d20 + 2[/dice]
[dice=damage]1d6 + 1[/dice]
[dice=Composite Longbow]1d20 + 2[/dice]
[dice=damage]1d8 + 2[/dice]

Hunter Spells Known (CL 1st; Concentration +4)
1st (2/day)-- Goodberry, Gravity Bow, Summon Nature's Ally I
0th (at will) -- Create Water, Know Direction, Light, Purify Food and Drink

Statistics
Str 14 Dex 14 Con 12 Int 10 Wis 16 Cha 13
Base Atk +0; CMB +2; CMD 14
Feats Point-Blank Shot, Precise Shot
Traits Inspiring, Indomitable Faith
Skills Climb* +3, Handle Animal +5, Knowledge (Nature) +4, Perception +7, Profession (gardener) +7, Stealth* +3, Survival +7 (* includes ACP -3)
Languages Common
SQ Inspiring, Animal Focus 1 min/day
Combat Gear Hide Armor, quarterstaff, cold iron cutlass, silver machete, greataxe, composite longbow (+2 Strength), 20 arrows, 20 Cold Iron Arrows, 20 silver arrows, 2 flasks holy water, 2 flasks acid, 2 flasks alchemical fire, Alexandrite gem (continual flame cast at 3rd level), Wand of Cure Light Wounds (50/50).
Other Gear 50' silk rope, trail rations (2 days), waterskin. Total weight: 80 lb, medium encumbrance

Hunter Class Features:
Weapon and Armor Proficiency
A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Spell Casting
A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell. The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a hunter's spell is 10 + the spell's level + the hunter's Wisdom modifier.
Spells known at level 1: 0th: 4; 1st 2
Spells cast per day: 0th at will, 1st 2

A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.

Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score.

Unlike druids and rangers, a hunter's selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table: Hunter Spells Known are fixed.

In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature's ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.

At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature's ally spells.

Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Orisons
Hunters learn a number of orisons, or 0-level spells, as noted on Table: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Chaotic, Evil, Good, and Lawful Spells: A hunter can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Animal Companion (Ex)
At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.

If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animal she summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends.

Animal Focus (Su)
At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.

Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gains blindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Nature Training (Ex)
A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy (Ex)
A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.


Feats and Traits:
Feats
Point-Blank Shot
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Traits
Inspiring (Combat)
As a child, you learned the power of a simple expression of faith in another when you gave a hero the inspiration to fight on in the face of terrible odds and save you from danger.
Benefit(s): As a standard action, you can speak words of encouragement to grant a +1 morale bonus to an ally within 30 feet who can see and hear you. The ally can use this bonus on any d20 roll of her choice before the start of your next turn. You cannot use this trait to grant a bonus to yourself or to an ally who has already benefited from this trait within the last 24 hours.

Indomitable Faith (Faith)
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.
Benefit: You gain a +1 trait bonus on Will saves.


Animal Companion, Juki, Lynx
Lynx (Cat, Great)
This long-haired cat has tufts of black hair growing form the tips of its ears.
N Small animal
Init +5; Senses low-light vision, scent; Perception +5

DEFENSE
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 11/11 (2d8+2)
Fort +4, Ref +8, Will +1

OFFENSE
Speed 50 ft., climb 20 ft.
Melee 2 claw +7 (1d2+2 + grab), bite +7 (1d4+2 + trip)
Special Attacks pounce, rake (2 claws +7, 1d2+2)

Special Attacks:
Grab
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability (small). If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Trip
A creature with the trip special attack can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.
Pounce
When a creature with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability).
Rake
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

Text for copy and paste:

[dice=bite]1d20 + 7[/dice]
[dice=damage]1d4 + 2[/dice]
[dice=Trip]1d20 + 1[/dice]
[dice=claw 1]1d20 + 7[/dice]
[dice=damage]1d2 + 2[/dice]
[dice=claw 2]1d20 + 7[/dice]
[dice=damage]1d2 + 2[/dice]
[dice=rake 1]1d20 + 7[/dice]
[dice=damage]1d2 + 2[/dice]
[dice=rake 1]1d20 + 7[/dice]
[dice=damage]1d2 + 2[/dice]
[dice=grapple]1d20 + 5[/dice]
[dice=maintain grapple]1d20 + 5 + 5[/dice]

STATISTICS
Str 14, Dex 21, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +1 (+5 grapple); CMD 16 (20 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +13, Climb +10, Perception +5, Stealth +13 (+17 in heavy undergrowth or tall grass)
Tricks Aid, Attack (x2), Come, Flank, Flee, Defend.

Bonus Trick:
As a first bonus trick, Bernina has trained Juki to attack even undead and aberrations.

SQ Animal Focus chosen by Hunter
This is always on and may be changed by the Hunter (standard action?)
Current Animal Focus: Bull: The creature gains a +2 enhancement bonus to Strength.
Ranks and bonuses
Acrobatics +13, Ranks: 0, Dex +5, Racial Modifier +8
Climb +9, Ranks 0, Str +1, Climb Speed bonus +8
Perception +5, Rank 1, Wis +1, Class +3
Stealth +13 (+17 in heavy undergrowth or tall grass); Rank 1, Dex +5, Class +3, Racial +4
Racial Modifiers +8 Acrobatics, +4 Stealth (+8 in heavy undergrowth or tall grass)
Creatures with climb speed get +8 on climb check.

Note: Bernina's 2nd Chronicle never got updated to the system. She ran Scenario 2-11: The Penumbral Accords on 3/19/2016 at Richmond, VA.

Halcamora:
Lady of Ripe Bounty
NG female agathion empyreal lord of gardens, orchards, and wine

CULT
Holy Symbol jug overflowing with ripe grapes
Temples agrarian communities, urban gardens and parks, wineries
Worshipers farmers, gardeners, revelers, vintners
Minions grigs, vulpinals
Obedience Pour half of a bottle of wine onto fertile earth. Drink the rest of the wine yourself while praying to Halcamora.

Halcamora appears as a young woman with sun-darkened skin, eyes of green so pale they’re almost white, and a friendly, knowing smile. She wears brown robes kilted up to her knees, and her feet are always smudged with dirt and wine stains. From her shoulders sweep shell-like red wings marked with the distinctive black spots of a ladybug. Two slender black antennae curve up from her temples, and sleek black hair falls to her shoulders.

Halcamora can be found where sunlight shines on cultivated garden plots, where workers rest after a day in the fields, and anywhere where wine flows and grapes ripen. The Lady of Ripe Bounty leaves wilder areas to others and contents herself with small gardens, parks, and wineries. Peaceful farming communities that build temples to more powerful nature gods often raise a small shrine to Halcamora as well. Gardeners and vintners pay particular homage to the Lady of Ripe Bounty and her celestial agents, particularly in times of drought or harsh weather. The gentle agathion has little room for hatred in her heart, but she despises insect-bodied fiends who blight crops and carry plague.

Halcamora is a social empyreal lord and can often been found visiting the palaces of others, relaxing with a jug of wine at her elbow. At other times she resides in a leafy bower in the depths of the Forest of Whispered Longing in Nirvana.

source: Pathfinder Campaign Setting: Chronicle of the Righteous