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About Laura Kinney*****
Languages: Common, Spanish, French, German, Russian, Mandarin, Japanese, Arabic, Hindi Init +4 = +4 (Dex)
DEFENSE
HP 64(70) 1d10 +(5 * 6) +18(24) (Con) +6 (FCB) Fort +9(10) =5 (class 6) +3 (Con) +1 abp
CMD 20 = 10 +6 (BAB) +0 (Str) +4 (Dex) OFFENSE
Claw
Claw
Foot claw (Hoof)
Foot claw (Hoof)
Elbow blade (Gore)
STATISTICS
SKILLS
EXTRACTS
Formula Book:
SPECIAL ABILITIES
Change Shape (Su): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a ragebred skinwalker gains a +2 racial bonus to Constitution. 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:
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. 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. Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light Favored Enemy: A ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Combat Style Feat (Ex): Natural weapons Favored Community (Ex): The urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires). For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. Trapfinding (Ex): An urban ranger can find and disable traps, as the rogue class feature of the same name. Hunter’s Tricks (4/day): A skirmisher Ranger learns the use of hunter’s tricks, which typically grant a boon or bonus to the Ranger or a nearby ally. A Ranger can use these tricks a total number of times per day equal to 1/2 his Ranger level + his Wisdom modifier. Once a trick is chosen, it can’t be retrained. A Ranger cannot select an individual trick more than once.
Blessings (Su): A divine tracker forms a close bond with her ideal. She selects two warpriest domains from among the domains granted by her ideal, and gains the minor blessings of those domains. If a divine tracker isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. A divine tracker uses his ranger level as his warpriest level to determine the effect of the blessing. Domains: Liberation, Travel Blessing: Liberation (minor): For 1 round as a swift action, you can ignore impediments to your mobility and effects that cause paralysis (as freedom of movement). You can activate this blessing even if you're otherwise unable to take actions, but not if you're unconscious. Blessing: Agile Feet (minor): As a swift action you gain increased mobility. For 1 round, you ignore all difficult terrain (including magical terrain) and take no penalties for moving through it. Sneak Attack: 3d6 Alchemy: <Can create stuff that's not overly relevant to this> Mutagen: 1 hour to brew, 1 dose at a time. Standard action to drink: +4 alchemical bonus to DEX, STR or CON, +2 bonus to NA for 10 mins/level. -2 penalty to mental score during this time. Poison Use Improved Beastform Mutagen: a beastmorph’s mutagen grants him additional abilities and options. The alchemist gains his choice of two of these abilities (which persist as long as the mutagen) climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. He may select two different abilities each time he creates a mutagen. Cruel Anatomist: At 3rd level, a vivisectionist may use his Knowledge (nature) skill bonus in place of his Heal skill bonus. Discovery: Bleeding Attack (Ex): A vivisectionist with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the vivisectionist's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.
Discovery: Spontaneous Healing: The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. If the alchemist falls unconscious because of hit point damage and he still has healing available from this ability, the ability activates automatically each round until he is conscious again or the ability is depleted for the day. Discovery: Healing Touch: The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round’s effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day. The alchemist’s daily limit for hit points healed by spontaneous healing increases to 5 × his alchemist level. This ability only functions if the target is the same type of creature (humanoid, undead, and so on) as the alchemist. Trait: Reckless (You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you)
Campaign rules:
Automatic Bonus Progression:
GEAR/POSSESSIONS Carrying Capacity
Costume (reflavored chain shirt)
(Reflavored Amulet of mighty fists +0: Agile 4000gp)
Resource Points - 0 Background:
Laura was the unfortunate victim of a group of villains called 'The Cabal', part of one of their many experiments to create a living weapon. When her mutant gift of healing was identified by genetic testing carried out by a Cabal doctor, her parents soon met with grim ends, and Laura entered the system. Adopted quickly by a Cabal family, she was then subjected to years of experimentation and conditioning as the sought to groom the most lethal assassin they could. For years she was kept in a spartan room, allowed out only to train or be tested. She was kept docile through a combination of drugs and behavioural conditioning, teaching her to obey at all times. As she grew older she was allowed outside, to become familiar with the world, but always under strict control. Her healing factor proved useful as they decided to enhance her further, subjecting her to injections of a reactive metal composite, which was able to be controlled at a neural level, both consciously and subconsciously. Unfortunately for the Cabal, though the previous 22 attempts with others had failed and the bonding with Laura was a success, one of the first things that happened was that the metal seemed to reset her system as it flowed through her body, and it wiped out the chemical and mental conditioning. Her escape cost the lives of the entire research team, and she used her training to destroy the facility she had been raised in, erasing all the data and backups, refusing to allow what had happened to her to be used on another person. Since then she wandered, alone and hurting as she didn't feel human, or that anyone good should be near her. Until eventually she met a hero who saw through all that, and refused to leave her, even when she stabbed him. To her surprise he too had a healing power, and had done things in his past he was not proud of. He took her in, showing her a kindness she had never known before, paving the way to follow in his footsteps trying to atone. When he died, she decided to join a superteam to do some good. She took the name Razor to honour her dead mentor.
Appearance and Personality:
Laura is quiet and introverted, tightly controlled. She is still adjusting to the world, and can be highly defensive at times. But she does realise she has these traits and is working towards being more 'sociable'. She typically wears dark clothes, the better to blend in. Tight black trousers and a top show a lack of fashion sense, or perhaps botheredness, one distinguishing feature is that she always goes barefoot. The metal on her feet making it uncomfortable and impractical to wear proper footwear.
Flavour Notes:
The 'alchemy' of the character is carried out entirely by the living metal nanotech inhabiting her body. It creates and stores the mutagen to give its host body a boost when needed, it creates metal claws, alters eye structure, changes skin coloration and repairs damage, all as needed. |