Trinia Sabor

Eglia's page

27 posts. Organized Play character for Redelia.


Race

skinwalker (werebear-kin)

Classes/Levels

paladin 1 | HP 12/12 | AC 16, T 11, FF 15 | F: +4 R: +1, W: +2 | Perc +0 | Init +3

About Eglia

consumables used this scenario:
CLW wand charges: 3

Female Skinwalker (Werebear-Kin) paladin 1
LG Medium humanoid (shapechanger)
Init +3, Senses low-light vision; Perception +0
Aura aura of good,
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex, )
hp 12 ((1d10)+2)
Fort +4, Ref +1, Will +2, +2 trait bonus against charm and compulsion effects

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OFFENSE
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Speed 20 ft.
Melee greatsword +5 (2d6+4/19-20)
Special Attacks Smite Evil,
Class Spell-Like Abilities detect evil (at will)

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TACTICS
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STATISTICS
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Str 16, Dex 12, Con 15, Int 10, Wis 10, Cha 12,
Base Atk +1; CMB +4; CMD 15
Feats Weapon Focus (Greatsword)
Skills Handle Animal +5, Knowledge (Religion) +4, Sense Motive +4,
Traits Focused Disciple, Reactionary,
Languages Common
SQ ability modifiers, animal-minded, aura of good, change shape, detect evil, languages, low-light vision, low-light vision, medium, normal speed, spell-like ability,
Combat Gear torch (10), rations (trail/per day) (5),
Other Gear greatsword, outfit (peasant's), scale mail, pouch (belt), backpack, bedroll, waterskin, holy text (cheap), flint and steel, rope (hemp/50 ft.), soap (per lb.), holy symbol (wooden), 40.0 gp
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SPECIAL ABILITIES
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Ability Modifiers +2 Con, -2 Cha (+2 Wis while shapechanged)

Animal-Minded Skinwalkers have a +2 racial bonus on Climb and wild empathy checks.

Aura of Good (Ex) You project a faint good aura.

Aura of Good

Change Shape (Su) A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to Wisdom. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
* Bite attack that deals 1d6 points of damage
* 2 claw attacks that each deal 1d4 points of damage
* Climb speed of 20 feet
* Scent to a range of 30 feet
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a -4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.
A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form 3 times per day.

Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.

Focused Disciple When weaker wills falter, you keep a clear mind. You gain a +2 trait bonus on saving throws against charm and compulsion effects.

Languages Skinwalkers all begin play speaking Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Low-Light Vision (Ex) In dim light, skinwalkers can see twice as far as humans.

Medium Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed Skinwalkers have a base speed of 30 feet.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Smite Evil (Su) You can call out to the powers of good to aid you in your struggle against evil 1 times per day. As a swift action, you choose one target within sight to smite. If this target is evil, you add +1 to your attack rolls and +1 to all damage rolls made against the target of your smite. If the target of Smite Evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to +2. Regardless of the target, Smite Evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, you gain a +1 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not evil, the smite is wasted with no effect. The Smite Evil effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.

Spell-Like Ability Skinwalkers with a Wisdom score of 11 or higher can use calm animals once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker's character level.