Vedavrex Misraria

Icera Greyblood's page

3 posts. Alias of ScubaSteve93.


Full Name

Icera Greyblood

Race

Fetchling

Classes/Levels

Slayer 1

Gender

Female

Size

Medium

Age

25

Alignment

N

Deity

Gozreh

Location

Heldren

Occupation

Hunter

Strength 16
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 12
Charisma 10

About Icera Greyblood

Statistics:
Female Fetchling Slayer 1
N Medium Outsider (Native)
Init +3; Senses Darkvision 60 ft., Low-Light Vision, Perception +1
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +1
Resist Cold 5, Electricity 5
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OFFENSE
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Speed 30 ft.

Melee Greatsword +4 (1d12+4/19-20)
Dagger +4 (1d4+3/19-20)

Ranged Longbow +5 (1d8/x3; 100 ft.)
Dagger +4 (1d4+3/19-20 10 ft.)
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STATISTICS
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Str 16, Dex 16, Con 12, Int 14, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD 17
Traits Slippery, Armor Master, Restless Wayfarer
Feats Weapon Focus (Longbow)
Skills (9 points; 6 class, 2 INT, 1 favored class)
ACP -0
(1) Acrobatics +7
(1) Climb +7
(1) Heal +5
(1) Knowledge (geography) +7
(1) Knowledge (planes) +8
(1) Perception +5
(1) Sense Motive +5
(1) Stealth +10
(1) Survival +5
*ACP applies to these skills
Non-Standard Skill Bonuses
Knowledge (geography) +1 trait
Knowledge (planes) +2 race
Stealth +2 race, +1 trait
Languages Common, Terran, Aklo, Auran

Special Abilities:

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SPECIAL ABILITIES
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Shadow Blending (Su) Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Shadowy Resistance Fetchlings have cold resistance 5 and electricity resistance 5.

Skilled Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.

Spell-Like Abilities (Sp) A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.

Darkvision Fetchlings can see perfectly in the dark up to 60 feet.

Low-Light Vision In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Slippery You have escaped from so many dangerous situations in your life that you’ve gotten quite good at not getting caught.
Benefit: You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.

Armor Master You have grown accustomed to wearing armor.
Benefit: When you wear armor of any sort, reduce the armor check penalty by 1, to a minimum penalty of 0.

Restless Wayfarer You have long led a nomadic life, perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (your choice) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).

Studied Target (Ex) A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

Track (Ex) A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 62 lb.

Money 10 GP 9 SP 10 CP
Longbow (75 gp) (3 lb.)
20 Common Arrows (1 gp) (3 lb.)
Greatsword (50 gp) (8 lb.)
2 Daggers (4 gp) (2 lb.)
Studded Leather Armor (25 gp) (18 lb.)
Ranger's Kit (9 gp) (28 lb.)

Background:

Icera was born to travelling merchants, so she never knew where home was. They were always on the move, and her parents Drosil and Inva used their born ability to traverse the shadow plane to move quicky. At a young age she learned about the two different planes by travelling back and forth with her family. She liked the darkness of the Shadow Plane, but was more interested with the green foliage and animals of the Material Plane. She saw the good and bad in both of the worlds and has always straddles the difference.

When Icera was 10, her family was attacked by a pack of starved wolves while travelling between towns. Her father held most of them off, but two had gotten to her mother and in a brutal attack killed her. Drosil managed to fight off of the rest of them, but Inva was lost. At that point, Drosil knew Icera needed to learn how to defend herself. He taught her how to use a bow, and she took to it like a fish to water. She spent every day practicing with her bow, hunting small animals and cooking for Drosil and herself. As the years went on, she grew up strong and with time and experienced ended up protected her father instead of the other way around.

At the age of 25, as Icera and her father were traveling between Zimar and Oppara, misfortune struck the family again; a band of thieves attacked. Icera managed to take them all out, but not before one of them was able to put a dagger in the back of her father. It was just like how she lost her mother. Strong enough to protect herself, but not those closest to her. She was all alone and didn’t know what to do with herself, so she did what she had done her whole life… kept moving. It was all she had ever known and it kept her moving on mentally as well. She continues to live the nomadic lifestyle, living off the land, and searching for meaning in her life, trying to understand the senseless violence that ripped her family away from her.

Appearance and Personality:

Icera is a mild-mannered heart with a love for nature. Her experience gained from traveling with her family to different places with different cultures allowed her to be understanding of people’s differences. She never seeks violence but is quick to defend herself and anyone she is close with. Icera sees herself as a provider, not needing to rely on others, but will accept help if it is offered.

Her fair, grey skin blends into the shadows with ease. Standing 5’ 11” and only 98 lb. she is often mistaken for a malnourished human woman, but her strength lies in her powerful core. Although she may not appear as a threat, she is quite capable of defending herself if need be.