Feiya

Hardgore Mary's page

36 posts. Alias of Trinam.


Race

Spells Cast: */2

Classes/Levels

Init +2, AC/T/FF 15/10/15 | F+1 R+2 W+2 | Perception +0

Gender

HP: 10/10 (5 NL)

Size

Medium

Age

19

Alignment

N/CE

Deity

Allsmasher

About Hardgore Mary

Becky Norin/Hardgore Mary:

Female Human (Chelaxian) Vigilante 1 (Magical Child)
N/CE Medium Humanoid (Human-Chelaxian)
Init +2; Senses Perception +0

Defense:

AC 15, touch 10, flat-footed 15 (+4 Armor, +1 Natural)
HP 10 (1d8+2)
Fort +1, Ref +2, Will +2

Offense:

Spd 30 ft.
Melee Scythe +4 (2d4+4/x4, P or S, melee, trip)
Ranged Longbow+0 (d8/x3, P, 100 ft)
Modifiers
Arcane Strike: Swift action. +1 damage/treated as magic

Spells:
Touch +3, Ranged Touch +0, DC 12+SL, CL 1st, Concentration +3
known: 4/2
0 (at will): Detect Magic, Acid Splash, Mage Hand, Mending
1 (2/day): Long Arm, Infernal Healing

Statistics:

Str 16 +3
Dex 11
Con 12 +1
Int 10
Wis 10
Cha 14 +2
BAB +0; CMB +3; CMD 13
Feats
1 Weapon Focus (Scythe)
B Arcane Strike

Traits
Erratic Malefactor - Your unpredictability and volatile temperament gives you an advantage over your foes. You gain a +2 trait bonus on initiative checks. In addition, you are willing to work with others, and have learned to use your allies’ strengths to reinforce your own skills and abilities. Once per day, as long as an ally is within 10 feet of you, you can reroll a single attack roll or skill check before success or failure is known. You must take the results of the second roll, even if it is worse.
Accelerated Drinker - You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Heirloom Weapon - (Scythe), +2 bonus on trip attempts
Xenophobic - You have a hard time understanding and trusting those with unfamiliar ways and appearances. You take a –2 penalty on Diplomacy and Sense Motive checks made against creatures of a different race or from a different culture.

Skills5 SP/lvl +2 background
Stealth +4 (1 ranks+3 trained)
Bluff +6 (1 ranks+2 cha+3 trained)
Intimidate +6 (1 ranks+2 cha+3 trained)
Disguise +6 (1 ranks+2 cha+3 trained)
Acrobatics +4 (1 ranks+3 trained)
Appraise +4 (1 ranks+3 trained)
Perform (acting) +6 (1 ranks+2 cha+3 trained)
+4 Intimidate in social form
+20 disguise for vigilante stuff
-2 ACP

Languages Common

Gear:

Combat Gear 20 arrows
Other Gear scythe, traveler's outfit, longbow, Lamellar Armor (leather), backpack, belt pouch, blanket, torches (10), trail rations (5 days), waterskin, dagger, Ioun Torch, spell component pouch, 16 gp, Masterwork Harrow Deck

Special Abilities:

Bonus Feat
Skilled
Bonus Feat
Skilled
Dual Identity
Spellcasting
Transformation Sequence (Standard Action)
Animal Guide (Mongoose, as 1st level wizard familiar, +1 natural armor bonus to AC)
Seamless Guise

Social Talents
1 Social Grace (Diplomacy)

Vigilante Talents
2