Classes/Levels |
Lyr'aan Kalevra Urban Ranger /Cleric (Darkness) 4 Religion:Asmodean| HP:44/44| AC:17 T:17 FF:14 |F: +5 R: +8 W: +9 | Init:+4 (6) Per:+3 |CMB+4 CMD 16 |Senses:Darkvision 90’ | Shadow clone 6/6day | 50% miss in low light|Channel Neg (2d6) 6/6|Faith 6/6 |
Strength |
10 |
Dexterity |
18 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
18 |
Charisma |
16 |
About Lyr'aan Kalevra
Max HP:44 (4d10+4 Con+4 FCB+ 4 Toughness) Current HP:44 Non Lethal:
STR 10 (+0) DEX 18 (+4) CON 12 (+1) INT 10 (+0) WIS 18 (+4) CHA 16 (+3)
Defense
AC:18 (10+ Armor +3 Dex) +4 when unencumbered/unarmored (courtesean/alluring combatant trait)
Touch: 18 : Flat footed: 14 CMD:15 PMD:17
Armor
Speed: 30
Saves:
Fort: +5 Reflex: +8 Will: +9
Defensive abilities
Shadow blending: 50% miss chance in low light
Shadow Clone 6x/day: Shadow replica functions as a single mirror image and lasts for a number of rounds equal to 1/2 the fetchling’s character level (minimum 1).
Senses: Lowlight Vision, Darkvision 90ft
On the Hunt: While in public locations, you can actively stalk a single creature without arousing suspicion so long as you do not speak to them or their associates.
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Offense
BAB:+3 CMB:+3 PSB: +5 Initiative +4
Combat:
Melee:Dagger +6 1d4 19-20
Melee:Cold Iron Dagger +6 1d4 19-20
Ranged: Dagger +6 1d4 19-20 10ft
Special attacks:
Fatal Thrust +1d6 precision damage
Sneak Attack +2d6 precision damage
Skewer (expend martial focus for +2d6)
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Spells
Domain: Darkness
Faith Pool: 5 Used:
Domain Spells: 1st - dancing darkness, shadow trap, touch of blindness; 2nd - darkness, night blindness, protective penumbra; 3rd - deeper darkness, shadowmind, shield of darkness; 4th - moonstruck, phantasmal killer, shadow conjuration; 5th - darkvault, enervation, shroud of darkness; 6th - modify memory, nightmare, shadow walk; 7th - hungry darkness, power word blind, umbral strike; 8th - darkness impeded magic, greater shadow evocation, orb of the void; 9th - energy drain, polar midnight, shades
0-level (3)
Detect/Read Magic, Bleed/Stabilize, Create water
1st level 3(+1)
Build trust, Dancing Darkness(D), Touch of blindness (D)
2nd level 1 (+1)
Night blindness(D), Silence
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Special Abilities
Weapon and Armor Proficiency:
A ranger is proficient with simple weapons, as well as light armor and bucklers. In addition, if this is the character’s first level in any class, he may select a martial tradition of his choice.
Dancer training: You are proficient with the intricacies of music and dance, and can apply that precision in battle. You are proficient with the battle poi, bladed scarf, chakram, fighting fan, gladius, rapier, scimitar, shortsword, war flute, war lute, war mallet, and whip. You may add your Dexterity modifier in place of your Charisma modifier when making Perform (dance) checks.
Courtesan
Courtesans are students of courtly manners and artistic pursuits, and are often experts at painting, dancing, music, and engaging conversation. In a world of magic and court intrigue, courtesans are often also trained as bodyguards and assassins.
Bonus Talents
• Equipment: Dancer Training, Unarmored Training
• Fencing sphere
• Variable: Courtesans gain either the Dual Wielding sphere or a talent from the Fencing sphere.
Unarmored Training
Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. Characters who gain Acrobatics as a class skill may instead choose to have the armor bonus increase by +1 for every 3 ranks in the Acrobatics skill they possess.
This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.
Urban Ranger:
At 1st level, an urban ranger adds Disable Device and Knowledge (civilization) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills
Ranger Talent: Skewer
When dealing your Fencing sphere precision damage to a creature, you may expend your martial focus to increase the bonus precision damage to become +1d6, +1d6 at +3 base attack bonus and every +2 thereafter.
Combat Training (Ex):
A ranger is considered a Proficient practitioner, gaining spheres and talents as appropriate. Rangers use Wisdom as their practitioner modifier.
Fencing sphere:
Fatal Thrust
Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.
Verbal Feint
You may throw people off their guard with simple motions and well-placed words. You do not need a weapon in order to attempt a feint check, and can feint targets within 30 ft. Only targets that can hear you may be targeted with a verbal feint.
Expert Feint
When you succeed at a feint check against a target, that target also loses its Dexterity bonus to its armor class against all attacks until the beginning of your next turn, in addition to your next attack. Associated Feat: Greater Feint.
Fast Feint
You may attempt to feint a creature as a move action. In addition, once per round when you succeed on a feint attempt against a creature, you may expend martial focus to move up to your speed. This movement does not provoke attacks of opportunity from the target of your feint. Associated Feat: Improved Feint.
Drawback:
Distracting
You do not gain the bonus precision damage from the Fencing sphere. You may not take (exploit) talents, and must take Expert Feint with the bonus talent you receive from this drawback.
Studied Target (Ex): A ranger can study an opponent he can see as a move action. The ranger then gains a +1 bonus on Influence, 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 ranger class abilities against that opponent increase by 1. A ranger can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the ranger studies a new target.
If a ranger 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):+1
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.
Wild Empathy (Ex): +5
A ranger can improve the initial attitude of an animal. This ability functions just like an Influence check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Channel Negative Energy (Su):8/day 2d6 DC 14 Used:
Channel Effect: You can, as a standard action, use one of your uses of channel energy to extinguish small non-magical, non-living light-sources (such as a torch, candle, lantern or sunrod) within the range of your channeling. You may extinguish a number of sources equal to the number of dice you would normally roll when channeling energy. Light sources in the possession of another (such as a lantern carried by hand) are allowed a Reflex save to negate this effect.
Combat Channel Effect: You can, as a standard action, employ one of your uses of channel energy to create swirling bands of darkness. These bands of darkness provide concealment within the range of your channeling for anyone you have not selected to avoid through the use of selective channeling and count as shadows for any special ability or effect requiring shadows. This effect lasts for a number of rounds equal to the number of dice you would normally roll when channeling energy.
Major Channel Effect: You can, as a standard action, utilize one of your uses of channel energy to strike those within the range of your channeling blind. The effect lasts for a number of rounds equal to the number of dice you would normally roll when channeling energy. A Fortitude save negates this effect and those failing their saves are allowed a new save each round.
Domain:Darkness
Granted Power: You gain darkvision to a range of 60ft. If you already have darkvision, you instead increase its range by 30 feet.
Night Hunter (Su): As a standard action, you can spend 1 point of faith to blend into the shadows of the night, becoming nearly invisible. As long as you are in an area of dim light or darkness, you are invisible (as per invisibility) to creatures without darkvision. This ability lasts for a number of rounds equal to your cleric level.
Deific obedience: Asmodeus
Using a ruby-bladed knife, inscribe symmetrical cuts into the flesh of another creature—preferably an unwilling sentient being you own or hold dominion over. The blade may be solid ruby or forged of metal and edged with serrated ruby fragments. Devout priests of Asmodeus take pride in crafting elaborate daggers made entirely of ruby. Drain the victim’s blood into a bowl of bone made from the skull of a sentient humanoid. The amount of blood drained is up to you; you don’t have to drain so much that you make the creature weak or too useless to serve you. Use the bowl of blood to draw a large pentagram on the ground. Kneel within the pentagram and concentrate on the glory you will bring to the Prince of Darkness’s name. Gain a +4 profane bonus on saving throws against fire effects.
Faith (Su): Faith points: 7 Used:
A cleric’s faith manifests itself in a pool of points which fuel their domain powers. The cleric’s faith pool is equal to their level plus their Wisdom modifier (minimum 1). When casting a cleric spell, they can expend 2 points of faith to increase their effective caster level by 1 or increase the DC of the spell by 1. The cleric regains all expended faith when they regain spells each day.
Orisons:
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
1st favored terrain (Urban) +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks, leaves no trail, cannot be tracked
Devil's pact: Three times per day, you can call upon the power of the Devil’s Pact to grant you a +2 profane bonus to any one d20 roll. You must declare that you are using this ability before the roll is made.
- When you attack a foe you flank or that is flat-footed, you can spend one use of Devil's Pact. If the attack hits, your foe is staggered for 1 round (1d4+1 rounds if it's a Good outsider).
- When you cast a divine spell, you can spend one use of Devil's Pact to increase your caster level by 2. If the spell targets yourself, you gain temporary HP equal to the spell's level for 1 minute.
Nature’s Healing (Ex):
Beginning at 3rd level, a ranger’s extensive knowledge regarding the flora and fauna of his favored terrains gives him a +2 bonus to all Heal skill checks made when in one of those favored terrains. In addition, as long as he is in one of his favored terrains when using the Heal skill, he also gains the following benefits:
• Long-Term Care: If the ranger’s Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at three times the normal rate: 3 hp per character level for a full 8 hours of rest in a day, or 6 hp per character level for each full day of complete rest; 3 ability score points for a full 8 hours of rest in a day, or 6 ability score points for each full day of complete rest. The various items and supplies necessary (bandages, salves, and so on) are easy to come by in the ranger’s favored terrains.
• Treat Deadly Wounds: When treating deadly wounds in any of his favored terrains, a ranger can restore an additional 1d6 hp, plus 1 hp for every three ranger levels he possesses. A ranger does not need a healer’s kit to treat wounds when in one of his favored terrains and receive no penalties for not having such an item.
• Treat Poison: If a ranger’s Heal check exceeds the DC of the poison by 5 or more, the patient receives a +8 competence bonus on his saving throw against the poison.
• Treat Disease: If a ranger’s Heal check exceeds the DC of the disease by 5 or more, the patient receives a +8 competence bonus on his saving throw against the disease.
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Adventuring Skills: 6+0 Int mod +1 FCB= 8 per level
Acrobatics +9
*Athletics +0
*Appraise+0
*Bluff +10
*Influence +8 (+10 trying to hide)
*Disable Device +9
* Disguise +9
*Heal +7 (+9 Urban)
Escape Artist +3
*Knowledge (arcane)
Knowledge (divine)
*Knowledge (dungeoneering)
*Knowledge (civilization) +4 (+6 trying to hide)
Knowledge (history)
*Knowledge (martial)
*Knowledge (occult)
*Knowledge (planes) +4
*Lore (underworld) +4
*Linguistics +
Perception +3 (+5 urban)
Perform (dance)+9 (can use Dex instead of Cha)
*Profession (contract killer/private entertainer) +8
Ride (Dex)
*Sense motive +3
Sleight of Hand (Dex) +6 (+10 to hide kit)
*Spellcraft (Int)
*Stealth +10 (+12 in being sought out/+14 in a crowd) (12/+14/+16 urban environment)
*Survival (Wis)+7 (+9 urban)
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Languages
Common, Infernal
Feats:
*Toughness, *Sneaky Vagabond, Extra Combat Talent (Remove Fencing sphere Drawback), Background feat (Deceitful), Extra Channel
Traits:
Alluring Combatant: You spent time as an erotic dancer, prostitute, or other entertainer who relied on body movements to attract attention or customers. You prefer tight or revealing clothing, and you know how to move to best advantage while wearing it. When wearing light armor or no armor and clothing designed to be provocative, you gain a +1 trait bonus to AC.
Racial
Defense Racial Traits
• 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.
• Shadow Clone: Some fetchlings can transform their shadow into an illusory replica of themselves as a move action. The replica functions as a single mirror image and lasts for a number of rounds equal to 1/2 the fetchling’s character level (minimum 1). This ability does not stack with the mirror image spell. The fetchling can use this ability a number of times per day equal to 3 + their Charisma modifier. This racial ability replaces the shadowy resistance racial trait.
Feat and Skill Racial Traits
• Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
Magical Racial Traits
•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 using this spell-like ability. 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, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A fetchling's caster level is equal to his total Hit Dice.
Senses Racial Traits
•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.
Languages: Common,
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Equipment/Gear (lbs)
Courtesan's outfit, Black/sapphire blue. (This outfit includes fine silk or satin garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets for items such as perfume, massage oils, or even a small dagger.)
Veil of Useful Items
This veil contains:
* 2 daggers (One normal the other cold iron)
* Bullseye lantern (full, lit and shuttered)
* Hempen rope (50ft. coil)
* Sack full of common clothes in the PCs sizes
* Masterwork Thieves Tools
* Window (2ft by 4ft, up to 2ft deep) Note the window patch will create a window (and therefore a hole) in a nearby wall. If there are no nearby walls, it simply turns into a common wooden window frame. It can not be placed on a living creature.
* Potion of cure light wounds
* Silver Unholy Symbol of Asmodeus
Grooming kit, Courtesan's kit, Bedroll, Blanket, waterskin,
Worn Magical Gear
Armor
Belt
Body
Chest
Eyes
Feet:
Hands:
Head: Iron Circlet (Hat of disguise)
Headband
Neck:
Rings
Shoulders:
Wrists:
Other Misc. Magic items
Potion of Protection from Good
Gold/gems:
143 gold
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Personality
Background
Assassin
Ability Boost: Dexterity or Wisdom
Bonus Feat: Go Unnoticed or Sneaky Vagabond
Class Skills: Lore (underworld) and Stealth
On the Hunt: While in public locations, you can actively stalk a single creature without arousing suspicion so long as you do not speak to them or their associates.
Raised in the slums of Talingarde, Lyr’aan spent much of her youth as a runner/messenger for her parents’ smuggling/theft ring, becoming exceptional at not being seen unless she wanted to. That is, until the day when they were raided by the King’s guard, their home burned, her parents dragged off in chains, and rumored to be executed. There is no doubt in her mind that had she been there, the self righteous paladins would have found an excuse to do the same to her.
Left alone, she found whatever way’s she could survive, first as a thief, then once of age, as a dance in one of the seedy entertainment houses in the darker parts of the city, eventually transitioning to also working in one of the better illegal brothels. It was there that her fate would change forever, as an especially drunk and violent patron made the mistake of trying to hurt her, and ended up with a dagger in his throat. Instead of the rage, she was expecting for causing trouble, her employer was not only impressed but pleased, having the body disposed of and made to look like a robbery.
Lyr’aan’s skill with a blade, exotic paleness, and sensual ability, made her a perfect candidate for her madam’s secret business. An elite selection of entertainers that were trained as assassins, specifically to target the rich and powerful, able to get to them when others could not because of their vices, often with secrecy arranged by the target. It was during this training that she also initiated the girl in a shadow cult of Asmodeus, the Children of the Night, an assortment of those who reveled in the secrecy and power of darkness, and its capacity to conceal deed best kept out of the light of day.
She took to the work well, her beauty skill and reputation making it easier for her to gain the attention of high profile targets with a taste for alluring women, taking special joy in those times where a client/target was one of those sel;f-righteous types, keeping is true nature a secret.
Description
Appearance
Wealth
pp gp sp cp
gems
gems