Seoni

Davina the Protector's page

20 posts. Alias of astralgato.


Full Name

Davina Kala the Protector

Race

Aasimar (Angelkin)

Classes/Levels

Barbarian (ST) 1; +2 Initiative, +5 Perception; AC 15, TAC 12, FFAC13; Saves F+4, R+2, W+1; HP:11/15, Res Acid 5 / Cold 5 / Elec 5

Gender

Female

Size

Medium

Age

30

Alignment

Neutral Good

Deity

Gorum/Desna

About Davina the Protector

Davina the Protector
Female Aasimar Barbarian 1 (Savage Technologist)
NG Medium humanoid (human) / outsider (native)
Init +2; Perception +5
Dark Vision 60ft

-Defense---------------------------------
AC15, Touch12 Flat-footed13 (+2 Dex, +3 Armor)
HP 15 (+2 con, +1 favored class) Current:15/15 Nonlethal:0
Fort +4, Reflex +2, Will +1
Energy Resistance Acid 5 / Cold 5 / Electricity 5

-Offense---------------------------------
Speed 40 ft.
Melee Greatsword +4(2d6+3; 19-20/x2)
Heavy Mace +4(1d8+3; x2)
Dagger +4(1d4+3; 19-20/x2)

Ranged Javelin +3(1d6+3; x2) 30ft

-Statistics------------------------------
Str 16, Dex 14, Con 14, Int 13, Wis 12, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats: Power Attack
Skills: All skills listed are class skills Acrobatics, Climb, Craft, Handle Animal, Intimidate, Know:Nature, Perception, Ride, Survival, Swim.
Traits: Numerian Archaelogist: Androffen is a bonus language, roll twice when using time old tech to determine appropriate effect.
Languages Common, Androffen, Hallit
Combat Gear Greatsword, Heavy Mace, Javelins (5), Daggers (2), Studded Leather Armor, Potion of Cure Light Wounds, Druid's Kit ( backpack, a belt pouch, a blanket, a flint and steel, an iron pot, quiver, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Special Abilities:
Fast Movement
Rage: 6/Day.
Spell Like Abilities 1/day Alterself

Skills:

Acrobatics 6
Appraise 1
Bluff 1
Craft
Climb 7
Craft
Diplomacy 1
Disable Device 0
Disguise 1
Escape Artist 2
Fly 2
Handle Animal 1
Heal 1
Intimidate 5
K. Nature 1
Perception 5
Ride 2
Stealth 2
Survival 5
Swim 3

Class Abilities:

- - -
Weapon and Armor Proficiency: A savage technologist is proficient with all simple and martial weapons, all firearms, light armor, and shields (except tower shields).

Fast Movement(EX): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage; 6/Day: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.

While in rage, a barbarian gains a +4 morale bonus to STR and DEX, as well as a +2 morale bonus on Will saves. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.

Aasimar Racial Abilities:

Defense Racial Traits
- - - - - - - - - - - -
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Magic Traits
- - - - - - - - - - - -
Spell-Life Ability(sp): Aasimars can use alterself once per day as a spell-like ability (caster level equal to the aasimar's class level).

Feat and Skill Racial Traits
- - - - - - - - - - - -
Skilled: Aasimar have a +2 racial bonus on Heal and Knowledge: Planes checks.

Senses Racial Traits
- - - - - - - - - - -
Dark vision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Alternate Racial Traits
- - - - - - - - - - - -
Human Scion: Human Scion:
Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Celestrial Tracker: You gain a +1 trait bonus on Survival checks made to follow tracks. In addition, you treat trails as being up to 24 hours fresher than they actually are when using the Survival skill to follow tracks.

Planetary Visions: Whenever you succeed at a critical hit with a melee weapon against an evil outsider, you ignore an amount of the outsider's damage reduction (if any) equal to the critical multiplier of your weapon (this cannot reduce a creature's damage reduction to below 0).

Personality:
Due to Davina's lack of polish in her formative years amongst both Kellids and academics, despite her angelic looks, she has a sharp tongue that can often get her into trouble. This coupled with her six-foot of lithe muscle can scare off many. However, she is fiercely loyal to her friends and those causes she determines as worth her time. Once you get past her iron facade, she is warm and welcoming, although still a bit brusque.

Appearance:
Davina the Protector is the paragon of beauty upon the battlefield. Clad in steel and covered in weapons, platinum blonde hair streaked with silver mirrors the shine of her armor and weapons. Her eyes are a striking unnatural violet color and her tall figure is intimidating. When her skin is exposed, it is a deep bronze typical of the Kellid people marred with scars.

Quick Background:
Numeria is home to the mighty Kellid tribesmen and all those who clamor for the strange gifts of the Silver Mount served as the birthplace of Davina the Protector. Initially found raised by a tribe of Kellid barbarians, she was orphaned at an early age due to a band of marauders. She was found wandering wild as a child by a band of archaeologists during a successful expedition.

At first brought on by pity and sheer scientific curiosity, Kala, or Davina as she was called by the archaeologists, developed into a part of their band quickly. It wasn't until years into their journey did the archaeologists realize that Davina was different than the Kellid children who marked Numeria. She exhibited a rare beauty, and developed strange powers that they had understood as something beyond this world. Recognizing her talents, they formally adopted her. Davina's new family provided her with everything she needed and she was able to pay them back by becoming their protector. This proved to be a beneficial relationship as the group continued to explore various Numerian ruins in the search of precious artifacts and lost knowledge.

However, success rarely goes unnoticed within the eyes of the Technic League. Greedy for precious artifacts and forbidden knowledge, their demands upon Davina's family grew until one day, the Technic League made an example of her family – they were obliterated. Davina managed to escape, but she felt a desire for justice like none before. Since then, she has traveled the wastes and honed her skills as a capable warrior, picking up where her family – the archaeologists- had left, bringing her to the town of Torch.

Gear:

Offense
Greatsword
Heavy Mace
Javelin (5)
Dagger (2)

Defense
Studded Leather

Misc
Barbarian's Kit 14 GP: This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, quiver, rope, soap, torches (10), trail rations (5 days), and a waterskin.

00 PP
34 GP
00 SP
00 CP