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About Cica SabuleumHP 80, AC 20 (T 13, F 18) CMD 23 | F+9 R+8 W+4 | resist acid 5 | favored terrain (jungle) | Per+11 (+2 in jungle; darkvision | Init+2 (+2 in jungle) Advancement choices:
FCB = +1 HP / Armiger level 1: Expert 1 - feat: muscular reflexes, Skill focus (Survival), choose 10 class skills (Appraise, Bluff, Disable Device, Fly, Knowledge (arcana), Knowledge (engineering), Knowledge (history), Knowledge (planes), Knowledge (religion), Linguistics,) 2: Hunter (Forester) 1 - terrain: jungle 3: Armiger 1 - practitioner stat: INT, tradition: Canny Hunter (huntsman training, scout sphere, custom training (longhammer, greatsword, longsword, gladius), sniper sphere) feat: extra talent (duelist sphere) 4: Armiger 2 - talent: scout: find gaps, deadly prowess: power attack 5: Armiger 3 - feat: planar focus 6: Armiger 4 - prowess: ranged(sniper: focusing reload), talent: scout: unimpeded positioning) 7: Armiger 5 - feat: vital strike Customized weapons:
longbow 1) Sniper:Hindering projectiles - Your successful deadly shot leaves the weapon or ammunition used for the attack lodged in the wound, making it difficult for the target to move and react. The target takes a -2 penalty to attack rolls, AC, and CMD; multiple uses of this ability stack, increasing the penalty by an additional -2 per projectile lodged in the target. The target may remove a single projectile as a move action, or may remove multiple as a full-round action. 2) Sniper: Covering Fire (10’ radius) As a standard action, you may choose an area with a 5-ft. radius. This area must be within your first range increment. You threaten this area until the beginning of your next turn, and may make attacks of opportunity using a ranged weapon that you are wielding against any creature in this area that provokes them. If the weapon uses ammunition, it must either be loaded or you must be able to load it as a free action and thrown weapons must be in hand or able to be drawn as a free action to make these attacks of opportunity. For every 4 points of base attack bonus you possess, this radius increases by 5 ft. scythe
longhammer
Cica Sabuleum
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Animal Focus (constant, swift to change) (Su):
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. - - Planar - - Air: You gain a constant feather fall effect. At 10th level, you instead gain a constant levitate effect. Cold: Creatures that attack you with natural attacks or melee weapons take 1d4 points of cold damage for every 2 class levels you possess. Earth: You gain a burrow speed equal to your base land speed, and a +2 enhancement bonus to your natural armor. Fire: Your natural attacks and melee weapons deal 1d6 points of fire damage for every 4 class levels you possess. Water: You gain a 30-foot swim speed and can breathe water as well as air. Antelope Tattoo (Handle Animal, Heal, Survival) Once per adventure for the duration of the Serpent’s Skull Adventure Path, the PC can channel the power of her totem spirit as a move action and gain a +5 sacred bonus on any associated skill check, or use wild empathy to communicate with creatures of the animal species related to her totem spirit. Armor Expert (trait, combat) reduce ACP by 1 Darkvision (60 feet) You can see in the dark (black and white only). Duelist sphere (bleed 2) Whenever you use the attack action or an attack of opportunity to attack or disarm a creature, you deal an additional 1 point of bleed damage to the target on a successful attempt, +1 for every 4 points of base attack bonus you possess; this stacks with any other bleed damage you are capable of dealing. Practitioners of the Duelist sphere never provoke attacks of opportunity when attempting combat maneuvers against a target currently taking bleed damage. . . Bleed You may apply up to one (bleed) talent you possess to a given attack. A target that is immune to bleed damage is also immune to all other effects of talents with this descriptor. . . Disarm Some talents have the (disarm) descriptor; these talents trigger whenever you succeed at a disarm attempt against a creature. You may only apply the effects of a single (disarm) talent to a given disarm attempt. (Disarm) talents cannot be applied to maneuvers performed as a free action. Energy Resistance, Acid (5) Enhanced Customization +1 All customized weapons get +1 to enhancement bonus Extended Summon (Ex) summon nature's ally spells last 1 min/level but only 1 at a time. Favored Terrain (Jungle +2) (Ex) +2 to initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Focusing Switch While using her active weapon, whenever the armiger succeeds on a combat maneuver, confirms a critical hit, or reduces a foe to 0 or fewer hit points, she may regain martial focus by activating a different customized weapon as an immediate action, stowing the current weapon and drawing the new one as needed. Muscular Reflexes (5 AoOs) You can make STR+1 AoOs / round Power Attack -2/+6 You can subtract from your attack roll to add to your damage. Proficiencies longhammer, greatsword, longsword, gladius, atlatl, bolas, boomerang, handaxe, harpoon, longbow, net, shortbow, throwing axe, and tube arrow shooter, simple weapons, light armor, and bucklers Rapid Assault (Ex) Whenever the armiger successfully damages a creature or succeeds on a combat maneuver while using the attack action with a customized weapon, she may expend martial focus as a swift action to make an additional attack against that creature at her highest base attack bonus. This attack takes a -2 penalty on the attack roll and can only be taken with a customized weapon other than the one used in the triggering attack. At 10th level and every five levels thereafter, the armiger may make an additional attack, as long as each previous attack was successful, using a different customized weapon each time and increasing the attack penalty by 2 each time. The armiger cannot use the same weapon twice in the same attack sequence with this ability. The armiger may spend a move action to move up to her speed between the triggering action and her first additional attack. Quick Change Gain the benefit of Quick Draw with customized weapons, and can stow customized weapons as a free action 1/round. Terran (trait, regional) +1 to Fort Treacherous Earth (1/day) (Sp) transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread’s level, after which the ground returns to normal. Scout sphere As a swift action, you may identify a creature’s weaknesses (DC 10 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects. . . Find Gap (+2 to hit for 3 rounds) Whenever you successfully use the scout ability against a creature, you treat their AC as 1 lower than it actually is for a number of rounds equal to 1/2 your ranks in Perception (minimum 1). For every 4 ranks you possess, treat their AC as an additional 1 point lower. . . Unimpeded Positioning As long as you have martial focus, you ignore non-magical difficult terrain. Whenever you draw or reload a weapon as a move action, you may move up to 10 ft. as a free action that does not provoke attacks of opportunity. Sniper sphere Practitioners of the Sniper sphere can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll. . . Deadly Shot 2d10 As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack. In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon. Some talents are marked (snipe). These talents add additional effects when you perform a deadly shot. You may only apply the effects of one (snipe) talent to each deadly shot. . . Focusing Reload You may regain martial focus whenever you use a move, standard, or full-round action to reload a weapon you are wielding (including nocking an arrow to a bow). If you can normally reload your weapon faster than a move action, you may choose to reload as a move action to gain this benefit. Stone in the Blood (2/round, 14 max/day) (Sp) fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread’s resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Background
While Milla made a decent living for the family creating fine bows and melee weapons to sell to officers and the aristocracy, their big break came when Feldspar got a tip for the location of a small grove of Gaviv trees, deep in the Southern jungles of Terra. When Cica was still riding on her parents’ backs, they took the leap and established a small, mobile camp in the jungle, with Feldspar hunting for Gaviv trees and Milla crafting it into exceptional bows for the wealthy elite. As she grew, Cica accompanied his father on trips deep into the jungle, in search of a new Gaviv stand, sometimes for weeks at a time. Then she would sit at her mother’s side and help in crafting the fine bows, as well as the swords, hammers, and other weaponry she made. Now that Cica has come of age, she came briefly into the Capital city of Terra...and found the crowds suffocating. She’s enlisted for a tour in the Apollonian Guard, in part to get away and find new opportunity while exploring a new environment that she hopes will be more to her tastes. Personality
Appearance
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