
Full Name |
Lucinda Belgreaves |
Race |
Half-Elf |
Classes/Levels |
Rogue 1, Druid 10; HP: 77/77; AC: 15, T: 12, FF: 13; F: +8, R: +7, W: +11, Init: +2, Perception: +23 |
Gender |
Female |
Size |
M |
Alignment |
CN |
About Lucinda Belgreaves
Lucinda
Half-elf druid (nature fang) 10/rogue 1 (Pathfinder RPG Advanced Class Guide 92)
CN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +23
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 dodge)
hp 77 (11d8+12)
Fort +8 (+5 circumstance bonus vs. cold weather), Ref +7, Will +11; +2 vs. enchantments
Immune sleep; Resist cold 10
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +9/+4 (1d4/19-20) or
. . scimitar +7/+2 (1d6/18-20)
Special Attacks sneak attack +2d6, studied target +3 (3rd, swift action)
Domain Spell-Like Abilities (CL 10th; concentration +14)
. . 7/day—icicle (1d6+5 cold)
Druid (Nature Fang) Spells Prepared (CL 10th; concentration +14)
. . 5th—cure critical wounds, ice storm[D], stoneskin
. . 4th—control water[D], cure serious wounds (2), reincarnate, repel vermin
. . 3rd—cure moderate wounds (2), hydraulic torrent[APG], remove disease, water breathing[D]
. . 2nd—beastspeak[ACG], fog cloud[D], lesser restoration, slipstream[APG] (DC 16), soften earth and stone, summon swarm
. . 1st—cure light wounds (3), diagnose disease[UM], obscuring mist[D], remove sickness[UM] (DC 15)
. . 0 (at will)—create water, detect poison, mending, stabilize
. . D Domain spell; Domain Water domain
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int 8, Wis 18, Cha 13
Base Atk +7; CMB +9; CMD 20
Feats Agile Maneuvers, Alertness, Animal Affinity, Brew Potion, Craft Wand, Dodge, Skill Focus (Perception), Weapon Finesse
Skills Acrobatics -1 (-5 to jump), Handle Animal +13, Heal +14, Knowledge (dungeoneering) +10, Knowledge (local) +7, Knowledge (nature) +7, Perception +23, Ride +1, Sense Motive +15; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven
SQ elf blood, favored terrain (urban +2), nature bond (Water domain), slayer talents (finesse rogue, hard to fool[APG], slow reactions, terrain mastery[UC]), trackless step, trapfinding +1
Combat Gear boots of escape[ARG]; Other Gear leather armor, dagger, scimitar, backpack, belt pouch, blanket[APG], cold weather outfit, flint and steel, holly and mistletoe, mess kit[UE], pot, soap, spell component pouch, thieves' tools, trail rations (5), waterskin, 329 gp, 3 sp, 5 cp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Druid (Nature Fang) Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Hard to Fool (3/day) (Ex) Can roll 2d20 for Sense Motive check and take the better result.
Icicle 1d6+5 cold (7/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Target +3 (swift action, 3 at a time) (Ex) Study foe as a Swift action, gain +3 to att/dam & some skills vs. them.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
|