Survivor

Bressa's page

189 posts. Organized Play character for Archmage of Entropy.


Full Name

Bressa

Race

Human

Classes/Levels

Female Human |Brawler 1 |HP: 13/13 | AC16 T 12 FF 14 | F+5 R+4 W+1 | Init +2 | Perc +5 | SM +1 | CMB +4 | CMD ~16 | Speed 30

Gender

Female

Size

Medium (59'')

Age

18

Alignment

Neutral Good

Languages

Common

Homepage URL

PDF Character Sheet -- Item Tracker Sheet

Strength 16
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 13
Charisma 10

About Bressa

Name Bressa
Female Human Brawler Wild Child 1 / Goliath Druid 1
Neutral Good, Medium
Init +2; Senses Low Light vision
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Defense
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AC 16, touch 12, flat-footed 14 (+2 armor, +1 shield, +2 Dex, +0 natural)
hp 13
Fort +5, Ref +4, Will +1

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Offense
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Base Atk +1; CMB +4 (+6 grapple); CMD 16 (17 trip, 19 grapple)
Speed 30 ft.
Melee
Unarmed +4 (1d6+3/20 x2)
Dagger +4 (1d4+3/19-20 x2)
Long Spear +4 (1d8+4/20 x3) (Reach)
Cold Iron Dagger +4 (1d4+3/19-20 x2)

Martial Flexibility Graph

Ranged
Light Crossbow (30/+3 80/+3 160/+1 240/-1 320/-3) (1d8/19-20 x2)
Dagger (10/+3 20/+1 30/-1 40/-3 50/-5) (1d4+3/19-2 x2)
Alchemist's Fire (10/+3 20/+1 30/-1 40/-3 50/-5) (1d6/20 x2) (+1d6 next round) (splash 1pt)

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Statistics
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Abilities:

Str 16 (+3)
Dex 14 (+2)
Con 16 (+3)
Int 10 (+0)
Wis 13 (+1)
Cha 10 (+0)

Feats:

Improved Grapple (no AoO when she uses grapple. +2 to grapple and vs grapple)
Improved Unarmed Strike (no AoO when attacking unarmed. Can do lethal or non-lethal)

Traits:

Blood of Dragons : Low Light Vision
Sacred Touch: You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature merely by touching it.

Skills:

Trained:

Acrobatics (ranks+3class+2dex) = 5+ ranks: 7 (2 rank)
Escape Artist (ranks+3class+2dex) = 5+ ranks: 6 (1 rank)
Handle Animal (ranks+3class) = 3 + ranks: 5 (2 ranks)
Perception (ranks+3class+1wis) = 4+ranks: 6 (2 ranks)
Sense Motive (ranks+3class+1wis) = 4+ranks: 5 (1 ranks)
Survival (ranks+3class+1wis) = 4+ranks: 5 (1 ranks)

Untrained:

Appraise: 0
Bluff: 0
Climb: 1
Diplomacy: 0
Disguise: 0
Fly: 0
Heal: 1
Intimidate: 4
Ride: 0
Stealth: 0
Swim: 1

Languages:

Common, Druidic
+ can communicate with plants (Plant/Growth domain)

Druid Stuff:

Weapon Proficiency: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.
Armor Proficiency: They may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Nature Bond (Ex): Growth Subdomain
Primal Size: A goliath druid adds enlarge person to her list of class spells. She can cast this spell only on herself. She can also channel stored spell energy to cast this spell without preparing it—she can lose a prepared spell of 1st level or higher to cast enlarge person. This ability replaces nature sense.
Primal Empathy (Ex):[ A goliath druid’s wild empathy functions only with creatures that are Large or larger. This ability alters wild empathy.
Primal Summons: A goliath druid adds the following creatures to the list of creatures she can normally summon using summon nature’s ally spells.

Summon Nature’s Ally I: CompsognathusB2.
Summon Nature’s Ally II: DimorphodonB4.
Summon Nature’s Ally III: VelociraptorB4.
Summon Nature’s Ally IV: Ogre, parasaurolophusB2.
Summon Nature’s Ally V: GlyptodonB2, iguanodonB3.
Summon Nature’s Ally VI: BaluchitheriumB3, megalaniaB3.
Summon Nature’s Ally VII: Cliff giantB4.
Summon Nature’s Ally VIII: SpinosaurusB3.
Summon Nature’s Ally IX: DiplodocusB4.

This ability replaces venom immunity and a thousand faces.

Replacement Domain Spells: 1st—enlarge person, 5th—righteous might.

Animal Companion:

Bressa has befriended a Falcon which she has named Tears because she was crying when met him.

Animal Companion (Ex): At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion. This ability replaces the bonus combat feats gained at 2nd, 8th, 14th, and 20th levels.

Starting Statistics: Size Small; Speed 10 ft., fly 90 ft. (good); AC +1 natural armor; Attack bite (1d4), 2 talons (1d3);
Ability Scores Str 10, Dex 15, Con 11, Int 2, Wis 15, Cha 6; Special Qualities low-light vision.
HD:2 (hp = ???)
BAB:+1
Saves: F+3, R+3, W+0
Skills(2): Perception (1 rank), Fly (1 rank)
Feats(1): Disruptive Companion
Bonus Tricks(1)
Tricks: attack, come, defend, down, fetch, guard, stay.

Special
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Equipment:

Combat Gear
Studed Leather Armor, Buckler, Light Crossbow, Dagger, Cold Iron Dagger, Long Spear, Alchemist's Fire, potion of cure light wounds,
Wand of Cure Light Wounds

Other Gear
a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin, Grappling Hook, Masterwork Backpack.

Coin
706 GP

Spells:

Orisons (3): Light, Grasp, Flare
L1 (1+1)/day : Liberating Command, Faerie Fire

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TRACKED RESOURCES
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Alchemist's Fire: 5/5
Bolts: 6/8
Martial Flexibility: 4/4 uses remaining today
Wand of Cure Light Wounds: 47/50
Enlarge(su): 4/4

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Special Abilities
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Brawler's Cunning: Int counts as 13 wrt qualifying for combat feats
Dual Talent
Low Light Vision
Martial Flexibility (spend move action to use combat feat she does not possess for 1 minute)
Martial Training (Counts as both Fighter and Monk to meet prereqs)
Communication: You can communicate with plants
Enlarge (Su): As a swift action you can enlarge yourself for 1 round, as if you were the target of the enlarge person spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. This replaces the wooden fist power of the Plant domain
Animal Companion (Ex)
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Misc Information
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Grappling Chart 1
Grappling Chart 2

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Description

Bressa appears as a very pretty, frail girl. Her pale skin and green eyes are framed by her short red hair. But the beauty ends there. Her harsh gaze and brash personality are hard as nails and tend to put people off.

She was an ordinary little girl. Her parents had been adventurers, but they had settled down for a quite life in a small village. She had a little brother about 5 years younger. She was happy and content. But then around the age of 12, her uncle came to live with them. He was nice and often spoiled her. Shortly after her 13th birthday, she killed her entire family. She does not remember anything. It is said that she was found huddled in a corner, rocking back and forth mumbling unspeakable things. She was naked and covered in blood. The entire home was covered in blood. Her parents, uncle, and little brother were all dead, apparently beaten to death by the little girl with her bare hands. There was no other explaination as the doors and windows had been barred from the inside. Adventurers! Her parents had fought trolls, dragons, and demons. How could a little girl kill them? She would not respond to her name and resisted any effort to remove her from bloody scene. They fetched a healer for the little girl, but after only a few moments alone with her, the healer left the building quite shaken and refused to go back in. To make a long story short, it takes the combined efforts of three very famous priests to heal her. Bright white light engulfing the building. Two of the priests die and the other is severely crippled. But the little girl is 'cured'.

After that, everyone was afraid of her and she became an outcast. She wandered the wilderness alone, dwelled in the seediest sectors of any town or city she came across, and forced the world to tolerate her presence. She lived a hard life, but anyone seeking to take advantage of her frail form soon found that theirs just got a little worse.

Hidden Background::

- Yes, both her parents were adventurers. Her mother a few years older than her father.
- Her mother helped rid the world of several demons (and put a target on her head).
- Her mother was only survivor of a failed attempt to raid a dragon horde
- Her father rescued her mother from the dragon
- Her biological father is actually the dragon [Dragon Blood trait]
- Her father married her mother to save her the shame and they settled down
- The uncle that came to stay with them caused the girl great internal distress and self loathing
- A powerful demon who was wanting to get back at the mother found an opening in the girl's weakened state and posessed her
- The demon forced her to kill everyone
- The priests had to call down a divine presence to drive out the demon [Sacred Touch trait]