Cleric

Eowyn Naral's page

72 posts. Organized Play character for The Great Rinaldo!.


Full Name

Eowyn Naral

Race

| HP 29/29 | AC 17 (T12 F15) | CMB +6, CMD 18 | F+5 R+6 W+3 | Init: +2 | Perc: +11, SM: +2

Classes/Levels

| Speed 30 | Spells: L1: 4/4 L2: 2/2 | Change Teamwork Feat: 2/2 | Animal Focus: 4/4

Gender

Female NG Aasimar Hunter 4 | Animal Companion: Genevieve (roc)

About Eowyn Naral

Bot me!:

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Outflank,Precise Strike: +4 attack/+1d6 damage if flanking with Genevieve
Lead Blades: Change melee damage to 2d6 for longsword and 1d8 for short sword.
Gravity Bow: Change bow damage to 2d6.

Single melee attack:
[dice=MW Longsword]1d20+7[/dice] [dice=damage]1d8+3[/dice]

Full melee attack:
[dice=MW Longsword]1d20+5[/dice] [dice=damage]1d8+3[/dice]
[dice=MW Shortsword]1d20+5[/dice] [dice=damage]1d6+1[/dice]

Ranged attack:
[dice=Comp Longbow]1d20+6[/dice] [dice=damage]1d8+4[/dice]

- - -
Genevieve
Default command is to Flank in melee when possible, Defend otherwise.
To full attack, Genevieve must already be in position, then make a DC 15 Fly check to Hover. If she fails, she must take a move action to fly, which may provoke an AoO.
[dice=Fly check to Hover (DC 15)]1d20+11[/dice]
[dice=Acrobatics check to avoid AoO]1d20+11[/dice]

Outflank,Precise Strike: +4 attack/+1d6 damage if flanking with Eowyn
[dice=Bite]1d20+8[/dice] [dice=damage]1d6+2[/dice]
[dice=Talon 1]1d20+8[/dice] [dice=damage]1d4+2[/dice]
[dice=Talon 2]1d20+8[/dice] [dice=damage]1d4+2[/dice]
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Eowyn
Aasimar hunter 4 (Pathfinder RPG Advanced Class Guide 26, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 29 (4d8+6)
Fort +5, Ref +6, Will +3
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee mwk cold iron longsword +5 (1d8+3/19-20), mwk short sword +5 (1d6+1/19-20)
Ranged +1 adaptive composite longbow +6 (1d8+4/×3)
Spell-Like Abilities (CL 4th; concentration +5)
. . 1/day—daylight
Hunter Spells Known (CL 4th; concentration +6)
. . 2nd (2/day)—carry companion, summon nature's ally II, versatile weapon[APG] (DC 14)
. . 1st (4/day)—feather step[APG] (DC 13), gravity bow[APG], lead blades[APG], speak with animals, summon nature's ally I
. . 0 (at will)—create water, enhanced diplomacy, guidance, light, mending, stabilize
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Statistics
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Str 16, Dex 15, Con 12, Int 12, Wis 14, Cha 12
Base Atk +3; CMB +6; CMD 18
Feats Outflank[APG], Precise Strike[APG], Quick Draw, Two-weapon Fighting
Traits influence, soaring sprinter
Skills Acrobatics +8 (+10 to keep balance or jump), Climb +6, Diplomacy +8, Handle Animal +8, Heal +7, Intimidate +5, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (nature) +5, Perception +11, Profession (Guide) +6, Stealth +8, Survival +9, Swim +6; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Sylvan
SQ animal companion (roc named Genevieve), animal focus (4 minutes/day), hunter tactics, improved empathic link, nature training, track +2, wild empathy +5
Combat Gear wand of cure light wounds, wand of endure elements (50 charges); Other Gear +1 chain shirt, +1 adaptive composite longbow, arrows (20), dagger, mwk cold iron longsword, mwk short sword, backpack, belt pouch, carnivore feed (per day), flint and steel, silk rope (50 ft.), snowshoes[APG], trail rations (5), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 87 gp
Provided by Society at start of Cosmic Captive: Each PC receives two pouches of air crystals, a potion of endure elements, and one snapleaf. In addition, your party also receives one wand of cure moderate wounds (5 charges)
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Special Abilities
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Animal Companion (animal companion (roc named Genevieve)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (4 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance: Acid (5), Cold (5), Electricity (5)
Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs.
Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own).
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to Survival checks made to track.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Animal Focus Options:

Bat (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels.
Bear +2 (Su) When assuming this aspect, gain listed enhancement bonus to Con.
Bull +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str.
Frog +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & Acrobatics to jump.
Monkey +4 (Su) When assuming this aspect, gain listed competence bonus to Climb.
Owl +4 (Su) When assuming this aspect, gain listed competence bonus to Stealth.
Snake +2 (Su) When assuming this aspect, gain listed bonus to att on AoO & to AC vs. AoO.
Tiger +2 (Su) When assuming this aspect, gain listed enhancement bonus to Dex.

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