Izmiara, The Insatiable Queen

Darque Naia's page

237 posts. Alias of Oceanshieldwolf.


Full Name

Naia Damelanita

Race

Human (Varisian)

Classes/Levels

Slayer 2; HP 20/16; AC 18/T13/FF 15; Fort +4, Ref +6, Will +1; Init +5; Per +5; Spd 20 ft. CMB +5, CMD 18

Gender

Female

Size

Medium

Special Abilities

Favored Target

Alignment

Neutral Evil

Deity

-

Languages

Common

Strength 16
Dexterity 16
Constitution 13
Intelligence 10
Wisdom 12
Charisma 10

About Darque Naia

Quick View Stats for Combat:
Status: Wounded
HP: 20/16
AC:18, 13 touch, 15 flat-footed
Saves: Fort: +4 Reflex: +6 Will +1
BAB +2
CMB +5 CMD 18

Initiative: +5 (+3 Dex, +2 trait bonus)
Conditions:
Spells in Effect:
Currently wearing: Scalemail
Items in Hand: Masterwork Scimitar and Shortsword

Naia’s Background:
xxx

STATS:

Ability Scores Score (bonus) (racial creation bonus)
Str : 16 (+3) (+2 Human)
Dex: 16 (+3)
Con: 13 (+1)
Int: 10 (+0)
Wis: 12 (+1)
Cha: 10 (+0)

DEFENSE:

AC: 18, touch 13, flat-footed 15 (+5 armor, + 3 dex, +0 size)

OR

Longsword or Shortspear and buckler combo
AC: 19, touch 13, flat-footed 16 (+5 armor, + 3 dex, +1 shield, +0 size)

HP: 20 (Full first level = 10, Second level (+ 1/2 d10 + 1), +2 Con, +2 Favored Class)
Fort +4, Ref +6, Will +1

OFFENSE:

Initiative: +5
Speed 20 ft
Melee:

Greatsword +5, 2d6+4, (19-20 x2)
Power Atk: +4, 2d6+7, (19-20 x2)

Two Weapon Combo
Masterwork Scimitar +4, 1d6+3 (18-20 x2) [Atk - +2 BAB, +3 Str, +1 MWK, -2 TWF]
Shortsword +3, 1d6 +1 (19-20 x2)
Power Atk:
Masterwork Scimitar +3, 1d6+5 (18-20 x2) [Atk - +2 BAB, +3 Str, +1 MWK, -2 TWF, -1 PA]
Shortsword +2, 1d6 +1 (19-20 x2)

Shortspear or Longsword or Mace and Buckler combo:
Longsword +5, 1d8+3 (19-20 x2)
Power Attack
Longsword +4, 1d8+5 (19-20 x2)

Shortspear +5, 1d6+3, (x2)
Power Attack:
Shortspear +4, 1d6 +5, (x2)

Mace, light +5, 1d6 +3 (x2)
Power Attack:
Mace, light +4, 1d6 +5, (x2)

Mace, light two handed:
+5, 1d6 +4 (x2)
Power Attack
+4, 1d6 +7 (x2) (+4 Str, +3 PA)

Ranged Weapon
+3 rated composite longbow +5, 1d8+3 (x3)

Base Atk: +2

CMB: +5, (+2 BAB, +3 str) CMD: 18 (10, +2 BAB, +3 str, +3 dex)

Favored Class Bonus Hit points

Feats:

Two Weapon Fighting

Power Attack - Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Quick Draw
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

SKILLS:

Skills: (13 ranks – 12 Class, +0 Int, +1 human)
Skill/Class/Ranks/Ability Modifier/Bonus *=ACP
Acrobatics/Yes, +3/1/(Str) +3 = +7*
Appraise/No/0/(Int) +0 = +0
Bluff/Yes, +3/1/(Cha) +0 = +4
Climb/Yes, +3/1/(Str) +3= +7*
Craft (weapons)/Yes, +3/0/(Int) +0 = +0
Diplomacy/No/0/(Cha) +0 = +0
Disable Device/No/0/(Dex) +3 = +3*, no untrained
Disguise/Yes, +3/0/(Cha) +0 = +0
Escape Artist/No/0/(Dex) +0 = +0*
Fly/No/0/ (Dex) +0 = +0*
Handle Animal/No/0/(Cha) +0 = +0 no untrained
Heal/Yes, +3/1/(Wis) +1 = +5
Intimidate/Yes, +3/1/(Cha) +0 = +4
Knowledge (dungeoneering)/Yes, +3/1/(Int) +0 = +4 no untrained
Knowledge (geography)/Yes, +3/0/(Int) +0 = +0 no untrained
Knowledge (local)/Yes, +3/1/(Int) +0 = +4 no untrained
Knowledge (others)/No/0/(Int) +0 = +0 no untrained
Linguistics/No/0/ (Int) +0 = +0 no untrained
Perception/Yes, +3/1/(Wis) +1 = +5
Perform/No/0/(Cha) +0 = +0
Profession (bounty hunter)/Yes, +3/1/(Wis) +1 = +4 no untrained
Ride/Yes, +3/0/(Dex)+3 = +3*
Sense Motive/Yes, +3/1/(Wis) +1 = +5
Sleight of Hand/No/0/(Dex) +3 = +3* no untrained
Spellcraft/No/0/(Int) +0= +0 no untrained
Stealth/Yes, +3/1/(Dex) +3 = +7*
Survival/Yes, +3/1/(Wis) +1 = +5
Swim/Yes, +3/1/(Str) +3 = +7*
Use Magic Device/No/0/(Cha) +0 = +0 no untrained

TRAITS :

Reactionary Benefit: You gain a +2 trait bonus on initiative checks.
Anatomist Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.

Languages: Common

CLASS ABILITIES:

Favored Target (Ex): At 1st level, a slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that opponent, a +1 bonus on weapon attack and damage rolls against it, and a +1 bonus to DCs of slayer class abilities against that opponent. These bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

Track (Ex): A slayer adds half his level (minimum 1) to Survival skill checks made to follow tracks.

GEAR:

Weapons:
Greatsword 2d6, 8 lbs., 50gp
Shortspear 1d6, 3 lbs., 1 gp
Longsword 1d8, 4 lbs., 15 gp
Shortsword 1d6, 2 lbs., 10 gp
Light Mace, 1d6, 4 lbs., 5 gp
Masterwork Scimitar
Hand crossbow
40 bolts
+3 rated composite longbow = 400 gp
1 x splintercloud arrow = 25 gp
1 x trip arrow = 25 gp
1 x raining arrow = 30 gp
10 x thistle arrows = 10 gp

Armor:
Scalemail: Scale mail ACB: +5 MDB +3 ACP –4, ACF 25%, 20 ft speed., 30 lbs., 50 gp
Buckler: ACB: +1, MDB —, ACP –1, ASF 5% 5 lbs., 5 gp
Direhelm: Crafted from reinforced metal plates and often sporting large horns (such as of deer, elk, oxen or more rarely magical beasts) a direhelm grants a +2 circumstance bonus to the wearer's AC against critical hit confirmation rolls. A direhelm can be enchanted as a weapon (not as armor, despite providing some protection).

A direhelm adds 20% to the wearer's arcane spell failure chance. It occupies the head slot and can be crafted from unusual materials as a weapon. Cost 30 gp, Weight: 10 lbs.

Damage Small; 1d3, Medium 1d4 Crit x2 Bludgeoning.

Skill Equipment:

Miscellaneous:
Bedroll, 5 lbs, 1 sp.
3 sunrods, 3 lbs, 6 gp.
Trail Rations x2, 2 lbs., 1 gp

Total equipment cost: 173gp, 1 sp. - 1gp, 9 sp remaining
Weight: 67 lbs
Armor (45 lbs)

Capacity: 230lbs lbs. less than 76 lbs = light load. Load: Light