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About M. Reynard AKA Ragathiel's HandPlaytest Version:
Modesta Reynard AKA Ragathiel's Hand
Female kitsune vigilante 1 (Pathfinder RPG Advanced Race Guide 192) NG Medium humanoid (kitsune, shapechanger) Init +2; Senses low-light vision; Perception +5 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 dodge, +1 shield) hp 10 (1d8+2) Fort +1, Ref +4, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee cestus +0 (1d4/19-20) or longspear +0 (1d8/×3) or unarmed strike +0 (1d3 nonlethal) or bite +0 (1d4) Ranged heavenly fire +2 touch (1d4) or light crossbow +2 (1d8/19-20) Spell-Like Abilities (CL 1st; concentration +5) 3/day—dancing lights Vigilante Spells Known (CL 1st; concentration +5) 1st (2/day)—bless, color spray (DC 15), cure light wounds, doom (DC 15) 0 (at will)—acid splash, disrupt undead, guidance, light -------------------- Statistics -------------------- Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 18 Base Atk +0; CMB +0; CMD 13 Feats Dodge Traits gifted adept, sacred touch Skills Acrobatics +3, Bluff +8, Diplomacy +8 (+12 when in your social identity), Disguise +8 (+28 to appear as part of polite society while in your social identity), Knowledge (nature) +5, Knowledge (religion) +5, Perception +5, Survival +5; Racial Modifiers +2 Acrobatics Languages Common, Sylvan, Tien SQ alternate identity, change shape, divine power (celestial), heavenly fire, kitsune magic, seamless guise, social grace, social talent (social grace), vigilante specialization (zealot) Combat Gear alchemist's fire, holy water (2); Other Gear lamellar cuirass, buckler, cestus, crossbow bolts (20), light crossbow, longspear, backpack, bedroll, hemp rope (50 ft.), trail rations (6), waterskin, 5 gp, 9 sp -------------------- Special Abilities -------------------- Alternate Identity You can assume different identities. Change Shape (Human) (Su) Assume a single human form. Gifted Adept (Cure Light Wounds) A chosen spell gets +1 CL. Heavenly Fire 1d4 (7/day) (Sp) Ranged touch attack harms evil creatures, heals good. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer Seamless Guise (Ex) +20 circumstance bonus to appear as part of polite society. Social Grace (Knowledge [religion]) +4 circumstance bonus to selected skill while in your social identity. Investigator 4.2:
Modesta Reynard AKA Ragathiel's Hand Female kitsune investigator (empiricist) 4 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 4 175) NG Medium humanoid (kitsune, shapechanger) Init +1; Senses low-light vision; Perception +8 (+12 to hear conversation or find concealed object, +10 to notice traps and ambushes) -------------------- Defense -------------------- AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield) hp 31 (4d8+8) Fort +4, Ref +6, Will +6 (+2 save vs. illusion and disbelievable effects) Defensive Abilities trap sense +1; Resist unfailing logic -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee cold iron cestus +5 (1d4+2/19-20) or . . cold iron sickle +5 (1d6+2) or . . heavy shield bash +1 (1d4+2) or . . silver morningstar +5 (1d8+2) or . . silver spring blade +5 (1d4+1) or . . unarmed strike +5 (1d3+2 nonlethal) or . . bite +5 (1d4+3) Ranged composite shortbow +4 (1d6+2/×3) Special Attacks studied combat (+2, 3 rounds), studied strike +1d6 Investigator (Empiricist) Extracts Prepared (CL 4th; concentration +7) . . 2nd—false life, false life . . 1st—comprehend languages, heightened awareness[ACG], shield, true strike -------------------- Statistics -------------------- Str 14, Dex 13, Con 14, Int 16, Wis 12, Cha 8 Base Atk +3; CMB +5; CMD 16 Feats Extra Investigator Talent[ACG], Realistic Likeness[ARG] Traits blessed of the norns (lands of the linnorm kings), deep cover Skills Acrobatics +4 (+0 to jump), Appraise +7, Bluff +3, Climb +3, Craft (alchemy) +8 (+12 to create alchemical items), Diplomacy +3 (+7 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +11, Disguise +3 (+13 circumstance to fool others with impersonation), Escape Artist +2, Intimidate +3, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +8, Knowledge (geography) +7, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +8 (+12 to hear conversation or find concealed object, +10 to notice traps and ambushes), Sense Motive +9, Sleight of Hand +2, Spellcraft +7, Stealth +2, Survival +1 (+3 to avoid becoming lost), Use Magic Device +10; Racial Modifiers +2 Acrobatics Languages Azlanti, Common, Goblin, Sylvan, Thassilonian, Tien SQ alchemy (alchemy crafting +4), ceaseless observation, change shape, fast shifter[ARG], inspiration (5/day), investigator talents (canny observer[APG], trap spotter), keen recollection, trapfinding +2 Combat Gear alchemist's fire (2), alkali flask[APG] (2), holy water (2), smelling salts[APG], smokestick (2); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], darkwood heavy wooden shield, arrows (20), blunt arrows[APG] (20), cold iron cestus[APG], cold iron sickle, composite shortbow (+2 Str), silver morningstar, silver spring blade[UI], cloak of resistance +1, handy haversack, ioun torch ioun stone[APG], wayfinder[ISWG], blanket[APG], flint and steel, masterwork backpack[APG], masterwork thieves' tools, silk rope (50 ft.), trail rations (2), waterskin, 1,766 gp, 5 sp -------------------- Special Abilities -------------------- Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects. Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4) Change Shape (Human) (Su) Assume a single human form. Fast Shifter (Su) Using your racial change shape ability is a move action instead of a standard action Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate. Studied Combat (+2, 3 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Trapfinding +2 Gain a bonus to find or disable traps, including magical ones. Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects -------------------- Raga came over the Spine of the World with a caravan, which was subsequently attacked in the Land of the Linnorm Kings. As one of the only survivors, she took refuge in one of the more vengeance-oriented churches in the region before heading southwards once more, eventually finding her way to Absalom and the Pathfinder Society. Given a particular zeal for knowledge and justice, she fell into the Silver Crusade quite easily.
L5:
Modesta Reynard AKA Ragathiel's Hand
Female kitsune investigator (empiricist) 5 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 4 175) NG Medium humanoid (kitsune, shapechanger) Init +1; Senses low-light vision; Perception +8 (+12 to hear conversation or find concealed object, +10 to notice traps and ambushes) -------------------- Defense -------------------- AC 20, touch 12, flat-footed 19 (+5 armor, +1 deflection, +1 Dex, +3 shield) hp 43 (5d8+15) Fort +4, Ref +6, Will +6 (+2 save vs. illusion and disbelievable effects) Defensive Abilities trap sense +1; Resist unfailing logic -------------------- Offense -------------------- Speed 30 ft. Melee cold iron cestus +5 (1d4+2/19-20) or . . cold iron sickle +5 (1d6+2) or . . heavy shield bash +1 (1d4+2) or . . silver morningstar +5 (1d8+2) or . . silver spring blade +5 (1d4+1) or . . unarmed strike +5 (1d3+2 nonlethal) or . . bite +5 (1d4+3) Ranged composite shortbow +4 (1d6+2/×3) Special Attacks studied combat (+2, 3 rounds), studied strike +1d6 Investigator (Empiricist) Extracts Prepared (CL 5th; concentration +8) . . 2nd—darkvision, false life, false life . . 1st—comprehend languages, expeditious retreat, heightened awareness[ACG], shield, true strike -------------------- Statistics -------------------- Str 14, Dex 13, Con 14, Int 16, Wis 12, Cha 8 Base Atk +3; CMB +5; CMD 17 Feats Extra Investigator Talent[ACG], Realistic Likeness[ARG], Toughness Traits blessed of the norns (lands of the linnorm kings), deep cover Skills Acrobatics +7, Appraise +7, Bluff +3, Climb +6, Craft (alchemy) +8 (+13 to create alchemical items), Diplomacy +3 (+7 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +15, Disguise +3 (+13 circumstance to fool others with impersonation), Escape Artist +5, Heal +5, Intimidate +3, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +8 (+12 to hear conversation or find concealed object, +10 to notice traps and ambushes), Sense Motive +8, Sleight of Hand +5, Spellcraft +8, Stealth +5, Survival +1 (+3 to avoid becoming lost), Use Magic Device +10; Racial Modifiers +2 Acrobatics Languages Azlanti, Common, Goblin, Sylvan, Thassilonian, Tien, Undercommon SQ alchemy (alchemy crafting +5), ceaseless observation, change shape, fast shifter[ARG], inspiration (5/day), investigator talents (canny observer[APG], trap spotter, underworld inspiration[ACG]), keen recollection, trapfinding +2 Combat Gear alchemist's fire (2), alkali flask[APG] (2), holy water (2), smelling salts[APG], smokestick (2); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +1 darkwood heavy wooden shield, arrows (20), blunt arrows[APG] (20), cold iron cestus[APG], cold iron sickle, composite shortbow (+2 Str), silver morningstar, silver spring blade[UI], cloak of resistance +1, handy haversack, ioun torch ioun stone[APG], ring of protection +1, wayfinder[ISWG], blanket[APG], flint and steel, masterwork backpack[APG], masterwork thieves' tools, silk rope (50 ft.), trail rations (2), waterskin, 386 gp, 5 sp -------------------- Special Abilities -------------------- Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects. Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4) Change Shape (Human) (Su) Assume a single human form. Fast Shifter (Su) Using your racial change shape ability is a move action instead of a standard action Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate. Studied Combat (+2, 3 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Trapfinding +2 Gain a bonus to find or disable traps, including magical ones. Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained). Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects -------------------- Raga came over the Spine of the World with a caravan, which was subsequently attacked in the Land of the Linnorm Kings. As one of the only survivors, she took refuge in one of the more vengeance-oriented churches in the region before heading southwards once more, eventually finding her way to Absalom and the Pathfinder Society. Given a particular zeal for knowledge and justice, she fell into the Silver Crusade quite easily.
L5.15:
Modesta Reynard AKA Ragathiel's Hand
Female kitsune investigator (empiricist) 5 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 4 175) NG Medium humanoid (kitsune, shapechanger) Init +1; Senses low-light vision; Perception +8 (+12 to hear conversation or find concealed object, +10 to notice traps and ambushes) -------------------- Defense -------------------- AC 20, touch 12, flat-footed 19 (+5 armor, +1 deflection, +1 Dex, +3 shield) hp 43 (5d8+15) Fort +4, Ref +6, Will +6 (+2 save vs. illusion and disbelievable effects) Defensive Abilities trap sense +1; Resist unfailing logic -------------------- Offense -------------------- Speed 30 ft. Melee +1 silver morningstar +6 (1d8+3) or . . cold iron cestus +5 (1d4+2/19-20) or . . cold iron sickle +5 (1d6+2) or . . heavy shield bash +1 (1d4+2) or . . silver spring blade +5 (1d4+1) or . . unarmed strike +5 (1d3+2 nonlethal) or . . bite +5 (1d4+3) Ranged composite shortbow +4 (1d6+2/×3) Special Attacks studied combat (+2, 3 rounds), studied strike +1d6 Investigator (Empiricist) Extracts Prepared (CL 5th; concentration +8) . . 2nd—darkvision, false life, false life . . 1st—comprehend languages, expeditious retreat, heightened awareness[ACG], shield, true strike -------------------- Statistics -------------------- Str 14, Dex 13, Con 14, Int 16, Wis 12, Cha 8 Base Atk +3; CMB +5; CMD 17 Feats Extra Investigator Talent[ACG], Realistic Likeness[ARG], Toughness Traits blessed of the norns (lands of the linnorm kings), deep cover Skills Acrobatics +7, Appraise +7, Bluff +3, Climb +6, Craft (alchemy) +8 (+13 to create alchemical items), Diplomacy +3 (+7 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +15, Disguise +3 (+13 circumstance to fool others with impersonation), Escape Artist +5, Heal +5, Intimidate +3, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +8 (+12 to hear conversation or find concealed object, +10 to notice traps and ambushes), Sense Motive +8, Sleight of Hand +5, Spellcraft +8, Stealth +5, Survival +1 (+3 to avoid becoming lost), Use Magic Device +10; Racial Modifiers +2 Acrobatics Languages Azlanti, Common, Goblin, Sylvan, Thassilonian, Tien, Undercommon SQ alchemy (alchemy crafting +5), ceaseless observation, change shape, fast shifter[ARG], inspiration (5/day), investigator talents (canny observer[APG], trap spotter, underworld inspiration[ACG]), keen recollection, trapfinding +2 Combat Gear alchemist's fire (2), alkali flask[APG] (2), holy water (2), smelling salts[APG], smokestick (2); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +1 darkwood heavy wooden shield, +1 silver morningstar, arrows (20), blunt arrows[APG] (20), cold iron cestus[APG], cold iron sickle, composite shortbow (+2 Str), silver spring blade[UI], cloak of resistance +1, handy haversack, ioun torch ioun stone[APG], ring of protection +1, wayfinder[ISWG], blanket[APG], flint and steel, masterwork backpack[APG], masterwork thieves' tools, silk rope (50 ft.), trail rations (2), waterskin, 506 gp, 5 sp -------------------- Special Abilities -------------------- Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects. Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4) Change Shape (Human) (Su) Assume a single human form. Fast Shifter (Su) Using your racial change shape ability is a move action instead of a standard action Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate. Studied Combat (+2, 3 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Trapfinding +2 Gain a bonus to find or disable traps, including magical ones. Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained). Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects -------------------- Raga came over the Spine of the World with a caravan, which was subsequently attacked in the Land of the Linnorm Kings. As one of the only survivors, she took refuge in one of the more vengeance-oriented churches in the region before heading southwards once more, eventually finding her way to Absalom and the Pathfinder Society. Given a particular zeal for knowledge and justice, she fell into the Silver Crusade quite easily.
L6.15:
Modesta Reynard AKA Ragathiel's Hand
Female kitsune investigator (empiricist) 6 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 4 175) NG Medium humanoid (kitsune, shapechanger) Init +1; Senses low-light vision; Perception +9 (+13 to hear conversation or find concealed object, +11 to notice traps and ambushes) -------------------- Defense -------------------- AC 22, touch 12, flat-footed 21 (+7 armor, +1 deflection, +1 Dex, +3 shield) hp 51 (6d8+18) Fort +5, Ref +7, Will +7 (+2 save vs. illusion and disbelievable effects) Defensive Abilities trap sense +2; Resist unfailing logic -------------------- Offense -------------------- Speed 30 ft. Melee +1 silver morningstar +7 (1d8+3) or . . cold iron cestus +6 (1d4+2/19-20) or . . cold iron sickle +6 (1d6+2) or . . gauntlet (from armor) +6 (1d3+2) or . . heavy shield bash +2 (1d4+2) or . . silver spring blade +6 (1d4+1) or . . unarmed strike +6 (1d3+2 nonlethal) or . . bite +6 (1d4+3) Ranged composite shortbow +5 (1d6+2/×3) Special Attacks studied combat (+3, 3 rounds), studied strike +2d6 Investigator (Empiricist) Extracts Prepared (CL 6th; concentration +9) . . 2nd—darkvision, false life, false life, lesser restoration . . 1st—comprehend languages, expeditious retreat, heightened awareness[ACG], shield, true strike -------------------- Statistics -------------------- Str 14, Dex 13, Con 14, Int 16, Wis 12, Cha 8 Base Atk +4; CMB +6; CMD 18 Feats Extra Investigator Talent[ACG], Realistic Likeness[ARG], Toughness Traits blessed of the norns (lands of the linnorm kings), deep cover Skills Acrobatics +7, Appraise +7, Bluff +3, Climb +6, Craft (alchemy) +8 (+14 to create alchemical items), Diplomacy +3 (+7 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +17, Disguise +3 (+13 circumstance to fool others with impersonation), Escape Artist +5, Heal +5, Intimidate +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +8, Linguistics +9, Perception +9 (+13 to hear conversation or find concealed object, +11 to notice traps and ambushes), Sense Motive +8, Sleight of Hand +5, Spellcraft +9, Stealth +5, Survival +1 (+3 to avoid becoming lost), Use Magic Device +11; Racial Modifiers +2 Acrobatics Languages Aquan, Azlanti, Common, Goblin, Sylvan, Thassilonian, Tien, Undercommon SQ alchemy (alchemy crafting +6), ceaseless observation, change shape, fast shifter[ARG], inspiration (6/day), investigator talents (canny observer[APG], trap spotter, underworld inspiration[ACG]), keen recollection, trapfinding +3 Combat Gear alchemist's fire (2), alkali flask[APG] (2), holy water (2), smelling salts[APG], smokestick (2); Other Gear elven chain mail +1, +1 darkwood heavy wooden shield, +1 silver morningstar, arrows (20), blunt arrows[APG] (20), cold iron cestus[APG], cold iron sickle, composite shortbow (+2 Str), silver spring blade[UI], cloak of resistance +1, handy haversack, ioun torch ioun stone[APG], ring of protection +1, wayfinder[ISWG], blanket[APG], flint and steel, masterwork backpack[APG], masterwork thieves' tools, silk rope (50 ft.), trail rations (2), waterskin, 2,572 gp, 5 sp -------------------- Special Abilities -------------------- Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects. Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4) Change Shape (Human) (Su) Assume a single human form. Fast Shifter (Su) Using your racial change shape ability is a move action instead of a standard action Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Realistic Likeness Change shape can mimic individuals you've met, gain a +10 bonus to Disguise to impersonate. Studied Combat (+3, 3 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps. Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Trapfinding +3 Gain a bonus to find or disable traps, including magical ones. Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained). Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects -------------------- Raga came over the Spine of the World with a caravan, which was subsequently attacked in the Land of the Linnorm Kings. As one of the only survivors, she took refuge in one of the more vengeance-oriented churches in the region before heading southwards once more, eventually finding her way to Absalom and the Pathfinder Society. Given a particular zeal for knowledge and justice, she fell into the Silver Crusade quite easily. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. 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