Sylph

Mythic Eveline Bleakrock's page

44 posts. Alias of Deussu.


Full Name

Eveline Bleakrock

Race

Halfling

Classes/Levels

Ranger 2/Paladin 1 | HP 37/37 | CMD 18 | AC 21, t 16, ff 16 | Fort +7 Ref +9 Will +5 (+2 vs. fear) | Init +9, Perc +9 | MP 4/9 | Wand Charges used: 0

Gender

Female

Size

Small

Age

24

Alignment

Lawful Good

Deity

Sarenrae

Languages

Common, Halfling

Occupation

Undead hunter, explorer, marksman

Strength 12
Dexterity 20
Constitution 12
Intelligence 10
Wisdom 12
Charisma 13

About Mythic Eveline Bleakrock

Female Halfling Ranger 2/Paladin of Sarenrae 1
Lawful Good Small Humanoid (halfling)
Player Deus (2205-17)
Xp 7
Faction Scarab Sages
Prestige/Fame 12/14
----
Init +9
Senses Perception +9
----
AC 21, touch 16, flat-footed 16; (+4 armor, +1 shield, +5 Dex, +1 size)
hp 37 (3d10+3+12)
Fort +7, Ref +9, Will +5; +2 vs. fear
----
Speed 20 ft.
Melee Scimitar +5 (1d4+1/18-20) or dagger +5 (1d3+1/19-20) or club +5 (1d4+1) or spiked gauntlet +5 (1d3+1)
Ranged +1 darkwood composite longbow +10 (1d6+2/x3) or dagger +9 (1d3+1/19-20)
Special attacks Point blank shot, favored enemy (undead), rapid shot
----
Str 12, Dex 20, Con 12, Int 10, Wis 12, Cha 13
Base Atk +3; CMB +3; CMD 18
Feats Point Blank Shot, Precise Shot (Combat Style), Rapid Shot
Skills (ACP 0;6+1 sp/lvl) Acrobatics +7 (0), Climb +8 (2), Diplomacy +5 (1), Handle Animal +6 (2), Knowledge (geography) +4 (1), Knowledge (nature) +4 (1), Perception +9 (3), Stealth +14 (2), Survival +6 (2), Swim +6 (2)
Traits Indomitable Faith, Reactionary
Languages Common, Halfling

Special Qualities:

  • Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Slow Speed: Halflings have a base speed of 20 feet.
  • Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
  • Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
  • Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
  • Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
  • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
  • Favored Enemy (Ex): Undead. A ranger 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.
  • Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). 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.
  • Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
  • Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
  • Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
  • Smite Evil (Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

    In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

    The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.


On person Mithral shirt (5 lbs), mwk buckler (? lb), scimitar (2 lbs), +1 darkwood composite longbow (str +1) (¾ lbs), alchemical silver spiked gauntlet (½ lb), cold iron spiked gauntlet (½ lb), dagger (½ lb), club (1-½ lbs), 40 arrows (3 lbs), 20 cold iron arrows (1-½ lbs), wand of cure light wounds [41/50], wand of cure light wounds (CL 3rd) [8/8], antitoxin, wayfinder, alchemist's fire (2, 2 lb), oil of magic weapon (1), oil of bless weapon (2)
In backpack Backpack (½ lb), Bedroll (1-¼ lbs), Flint and steel (–), Ink (1 oz. vial) (–), Inkpen (–), Paper (sheet) (–), Waterskin (1 lb), Whetstone (1 lb), Sunrod (1 lb), Holy symbol, wooden (–), Explorer's outfit (2 lbs)
Wealth Some gp
Encumbrance 21-¼ lb. without backpack, 28-½ lb. with backpack (32-¼ lb. light/64-½ lb. medium/97-½ lb. heavy)

Other info:

Gender: Female
Age: 24
Height: 3'2"
Weight: 33 lbs.
Eyes: Brown
Hair: Brown

Background:

Eveline was born in Oppara, Taldor to a wealthy halfling familiar focusing on art. The family was sizable, with a dozen siblings both younger and older. He grew up with the rest, but was calmer and more focused even at a young age than her brothers and sisters, and just like any kids in big families she was constantly fighting with her siblings. She did, however, often stay clear of trouble, secluding herself to ponder and observe the surrounding world.

Eveline's parents wished for her to pursue a career as an art model. This was because she had developed an exceedingly well-endowed, voluptuous body much to her dismay. As a halfling who valued solitude, she strongly disliked the attention she was gathering both amidst her siblings and on the streets. She took it as a habit to wear as covering clothes as possible, but her physique made that nigh impossible. She settled on what she could find, and delved even further into solitude.

Refusing to work on a profession Eveline's parents suggested soured the atmosphere at home. Snide remarks made across the dinner table had gotten to a point too far for her to tolerate. She wasn't confident on running away from home, but chose to spend more time away. It was then she ran into some acolytes worshiping an outlawed deity; Sarenrae. Initially she was only intrigued in their covert operations, she started to spend more and more time with them, eventually hearing and learning about the teachings of Sarenrae. Convinced she found the faith that represented her beliefs, she soon abandoned her family as they had supported Taldor with its banishment of the Sarenrae's worship.

Knowing Taldor was no longer a home to her, Eveline carefully weighed her options. Spending time in Osirion's Sothis she came to a conclusion; join the Pathfinder Society. She knew she might run into her brother, Alestair, who left the family to see the world and adventure almost 7 years ago. But Eveline knew her older brother was reckless and easy to anger, and would likely be dead by now.

Eveline's motivation for joining the Pathfinder Society are multifold. She has left the family which she never felt very connected to begin with, she now has the opportunity to see the world to the fullest, and she can put her focused discipline to good use. Eveline strives to do the best she can whatever she is doing, and she keeps work and leisure completely separate from each other.

Boons:
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters (yes), you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of fire words or less. Once you use this boon, cross it off your Chronicle Sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Exceptional deeds:

Absorb Blow
[b]Fleet Charge[7b]