Barmaid

Freyja The Lovely and Fertile's page

1 post. Alias of Tangaroa.


About Freyja The Lovely and Fertile

Freyja
Female Aasimar
Sorcerer 15
CG Medium Outsider (native)
Init: +5, Senses: Darkvision (60 ft.), Perception: +3
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DEFENSE
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AC 18, Touch 13, Flat-footed 17
HP 92 (15HD)
Fort: +11, Ref: +10, Will: +16
Resistances Acid 5, Cold 5, Electricity 5; SR 18
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OFFENSE
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Speed: 30 ft. (6 Squares)
Melee Shortspear +1 +7/+2 (1d6)
Ranged Shortspear +1 +9/+4 (1d6)
Base Atk: +7, CMB: +6, CMD 19

Spell-like abilities (CL 15th, concentration +28)
1/day - lesser age resistance

Sorcerer Spells (CL 15th, concentration +28):
7th (5/day) - Plane Shift (DC 26), Vision, Waves Of Ecstasy (DC 28)
6th (7/day) - Shadow Walk, Suggestion (mass) (DC 27), True Seeing, Undeath To Death (DC 26)
5th (8/day) - Dominate Person (DC 26), Dream, Feeblemind (DC 26), Fickle Winds, Waves Of Fatigue
4th (8/day) - Bestow Curse (DC 24), Charm Monster (DC 25), Divination, Remove Curse (DC 23), Wall Of Fire
3rd (8/day) - Deep Slumber (DC 24), Dispel Magic, Fireball (DC 22), Haste, Heroism (DC 24)
2nd (8/day) - Augury, Blur (DC 21), Command Undead (DC 22), Detect Thoughts (DC 21), Hypnotic Pattern (DC 21), See Invisibility
1st (9/day) - Cause Fear (DC 21), Charm Person (DC 22), Color Spray (DC 20), Comprehend Languages, Detect Undead, Sleep (DC 22)
0th (at-will) - Daze (DC 21), Detect Magic, Disrupt Undead, Haunted Fey Aspect, Light, Message, Prestidigitation, Read Magic, Touch Of Fatigue (DC 20)
Bloodline dreamspun
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STATISTICS
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Abilities: Str 8, Dex 12, Con 14, Int 14, Wis 16, Cha 28
Feats: Combat Casting, Craft Wand, Eschew Materials, Greater Spell Focus (Enchantment), Greater Spell Penetration, Heighten Spell, Leadership, Skill Focus (Sense Motive), Spell Focus (Enchantment, Necromancy), Spell Penetration
Skills: Diplomacy +27, Heal +22, Knowledge (Arcana) +20, Sense Motive +27, Spellcraft +20
Languages: Dansk Tunga ("Old Norse"), Dwarven
Traits Caretaker, Charming
SQ bloodline arcana, dreamshaper, eye of somnus

Possessions:
Circlet of Persuasion
Headband of the Unshakeable Resolve (+2 enhancement bonus to wisdom and treat fear effects as one step less severe)
Brísingamen (Necklace: +6 enhancement bonus to charisma and a continual Protection from Evil)
Ring of Mind Shielding (Grants immunity to Detect Thoughts, Discern Lies, and any attempt to magically discern alignment.)
Ring of Protection +2
Shortspear +1 (Mithral)
Freyja's Feathered Cloak (allows the wearer to change into a falcon as per Beast Shape III at will.)
Robe of the Archmage, White (+2 enhancement bonus to overcome spell resistance.)
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SPECIAL ABILITIES
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Bloodline Arcana Whenever you target a single creature with a spell, you gain an insight bonus equal to half the spell's level (minimum +1) for 1 round to your AC and saving throws against any spell or attack made by that creature.
Bloodline Powers You reach out into and through the world of dreams to touch the minds and destinies of those around you.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Caretaker As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Charming Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Combat Precognition (Su) Your insight into the future grants you an advantage in combat. At 3rd level and every 4 levels thereafter, you gain a +1 insight bonus on initiative checks.
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision See in the dark up to 60 ft.
Dreamshaper (Sp) At 9th level, you can manipulate the dreamscape of others, drawing forth or tampering with their subconscious minds. This power allows you to tamper with the target's memories as if using modify memory, or you may ask questions as if using speak with dead upon a corpse. A successful Will save negates the effect. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier, with further modifiers as the nightmare spell. You can use this ability once per day at 9th level. At 17th level you can use this ability twice per day, and at 20th, three times per day.
Dreamspun Bloodline Your family is a long line of dreamers, who dream not as ordinary mortals do but rather as those who reach through and touch the supernal realm of dreams and the farthest shores of night. Whether it is a gift or curse is not always clear, but your visions of the past and future call you ineluctably to a life of adventure.
Eschew Materials
Eye of Somnus (Sp) At 15th level, you can project your consciousness as if using arcane eye. In addition, at any point you can cause the arcane eye to become visible. The eye can no longer be moved, but it acts as a symbol of sleep to all who see it. You may use this power once per day.
Immortal Spark Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
Lullaby (Sp) At 1st level, you can use lullaby as a spelllike ability a number of times per day equal to 3 + your Charisma modifier. This effect lasts for 1 minute and does not require concentration. The penalty on saves versus sleep effects increases to -4.
Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Scion of Humanity (Ex) You count as an outsider (native) and a humanoid (human) for any effect related to race. You can pass for human without using the Disguise skill.
Skilled (Ex) Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.

Hildisvíni:

Hildisvíni
Male Dire Boar animal 5 / fighter 8
CG Large animal
Init +7, Senses darkvision (60 ft.), low-light vision; scent, Perception +24
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DEFENSE
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AC 23, touch 12, flat-footed 20 (+3 armor, +3 Dex, +7 natural, -1 size )
hp 188 ((5d8)+(8d10)+112)
Fort +21, Ref +13, Will +11, +2 Will vs. fear
Defensive Abilities ferocity, DR10/evil; Resistances acid 15, cold 15, electricity 15, SR 18
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OFFENSE
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Speed 40 ft.
Melee gore +25 (3d6+19/19-20)
Space 10 ft. by 10 ft. Reach 5 ft.
Special Attacks Smite Evil,

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STATISTICS
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Str 30, Dex 17, Con 24, Int 3, Wis 14, Cha 6,
Base Atk +11; CMB +22 (+24 bullrush); CMD 35 (37 vs bullrush) (39 vs trip)
Feats Improved Bull Rush, Improved Critical (Gore), Improved Initiative, Improved Natural Armor, Improved Natural Attack (Gore), Improved Vital Strike, Iron Will, Power Attack, Skill Focus (Perception), Toughness, Vital Strike, Weapon Focus (Gore)
Skills Perception +24,
SQ weapon training (natural weapons) +1
Combat Gear potion of cure light wounds (2), potion of cure serious wounds (2), potion of jump (2), potion of resist energy 10 (fire)
Other Gear amulet of mighty fists +3, bracers of armor +4, gore, belt of physical perfection +4, cloak of resistance +4, horseshoes of a zephyr, saddle (exotic/military) (large), saddlebags (large), 36.0 gp
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SPECIAL ABILITIES
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Armor Training (Ex) You are more maneuverable while wearing armor. Whenever you are wearing armor, you reduce the armor check penalty by 2 and increase the maximum Dexterity bonus allowed by your armor by +2

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Bravery (Ex) You gain a +2 bonus to Will saves against fear effects.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Ferocity (Ex) You remain conscious and can continue fighting even if your hit point total is below 0.

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.

Smite Evil (Su) 1/day as a swift action. Add +0 to attack rolls and +13 damage bonus against evil foes; smite persists until target is dead or the celestial creature rests.

Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Weapon Training (Ex) Attacks with a weapon from listed groups, gain a bonus on attack and damage rolls. (Included in weapon blocks) Natural Weapons +1