Katiyana

Mishkara's page

57 posts. Alias of Ravagwen Darksbane.


Full Name

Mishkara

Race

Aasimar

Classes/Levels

5th barbarian/ 1st Oracle

Gender

Female

Size

M

Age

74

Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 12
Charisma 18

About Mishkara

MISHKARA
CR 4

Female Aasimar Barbarian 5 / Oracle 1
None Medium outsider (native)
Init +5; Senses Darkvision, Perception+8
DEFENSE
AC 17, touch 11, flat-footed 17 (+6 armor, +1 Dex)
hp 62 (5d12)+(1d8)+17
Fort +6, Ref +2, Will +4, +1 Reflex to avoid traps
Defensive Abilities Improved Uncanny Dodge, Trap Sense +1, Uncanny Dodge,
Resistances Acid 5, Cold 5, Electricity 5,
OFFENSE
Speed 40 ft., Fast Movement
Melee greataxe +1 (two handed) +10 ((two handed) 1d12+7/x3)
Ranged longbow +6 (1d8/x3)
Special Attacks Interstellar Void,
Spell-Like Abilities: daylight ( 1/day)
Known Oracle Spells (CL 1st, concentration +5):
1st (4/day) - comprehend languages (DC ) , summon monster i , cure light wounds (DC 15)
0th (at will) - detect magic , light , read magic (DC ) , stabilize (DC 14) STATISTICS
Str 18, Dex 12, Con 14, Int 10, Wis 12, Cha 18
Base Atk +5; CMB +9; CMD 20
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Improved Initiative, Lookout, Martial Weapon Proficiency, Shake It Off, Shield Proficiency, Simple Weapon Proficiency
Skills Acrobatics +5, Acrobatics (Jump) +9, Bluff +4, Climb +9, Craft (Armor) +5, Craft (Blacksmithing) +5, Diplomacy +6, Disguise +4, Escape Artist +1, Fly +1, Handle Animal +8, Heal +1, Intimidate +9, Knowledge (History) +4, Knowledge (Nature) +4, Knowledge (Planes) +4, Knowledge (Religion) +8, Perception +8, Perform (Untrained) +4, Ride +5, Sense Motive +1, Stealth +1, Survival +6, Survival (Follow or identify tracks/Underground) +1, Swim +9,
Languages Celestial, Common, Tongues (Celestial),
SQ Celestial Language, Celestial Resistance, Dark Tapestry Mysteries, Darkvision, Darkvision 60 ft., Fast Movement, Moment of Clarity, Orisons, Rage, Skilled, Spell-Like Ability, Superstition,
Gear headband of alluring charisma +2; greataxe +1; belt of giant strength +2; mithral shirt +2; arrows (20) (x2); arrow, blunt (20) (x2); potion of cure light wounds (x2); Backpack, Masterwork ; Pouch (Belt) ; Longbow ;
SPECIAL ABILITIES
Bully You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Celestial Language (Ex) Aasimars speak Celestial.
Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Dark Tapestry Mysteries You draw upon the divine mystery of the Dark Tapestry to grant your spells and powers.
Darkvision (Ex) Range 60; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision 60 ft. (Ex) See in the dark up to 60 ft.
Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.
Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 9.
Interstellar Void (Su) You call upon the frigid depths of outer space to bring a terrible chill to your enemies. As a standard action, one target within 30 feet is cloaked in the void and takes 1d6 points of cold damage. A successful Fortitude save (DC 14) halves this damage. You can use this ability 1/day.
Moment of Clarity (Ex) You do not gain any benefits or take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against your total number of rounds of rage per day. This power can only be used once per rage. Activating this power is a swift action.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 14 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 12 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.
Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Skilled (Ex) Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability (Sp) Aasimars can use daylight 1/day as a spell-like ability.
Superstition (Ex) You gain a +3 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. While raging, you cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Tongues (Celestial) In times of stress or unease, you speak in tongues.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

366 gold