About NandiphaPROFILE Nandipha hails from the Terwa Uplands of the Mwangi Expanse. When she was born with a huge lizard tail, her people assumed that she was dragon-blooded -- a wondrous omen from a clan with deep ties to the cloud dragons. But in her teenage years, her wild chaotic ways outed that she was no dragon-kin, but instead a child of chaos, a ganzi. Feathers sprouted from her hair and tail, and her clan hinted that maybe she would be better off far from them. So she took to the wild, becoming a hunter and meeting up with her animal companion, a dromaesaur named Carrots. Always roaming, they eventually found their way to Otari. ★ ---- ★ ---- ★ ---- ★ Bot Me!:
[dice=Athletics]1d20 +9 [/dice] [dice=Diplomacy]1d20 +6 [/dice] [dice=Lore (Cookery)]1d20 +6[/dice] [dice=Nature]1d20 +10[/dice] [dice=Occultism]1d20 +8 [/dice] [dice=Perception (E)]1d20+12[/dice] [dice=Stealth]1d20+7[/dice] [dice=Survival (E)]1d20+12[/dice] ★ ---- ★ ---- ★ ---- ★ Physical Attacks [dice=Ganzi Tail (Brawling, Sweep) + Striking Rune]1d20 +9 +1[/dice]
[dice=Magic +1 Dagger (Agile, Versatile S)]1d20+9+1[/dice]
[dice=Clan Dagger (Agile, dwarf, parry, versatile B)]1d20 +9 [/dice]
[dice=Longspear (Reach)]1d20+9[/dice]
[dice=Gauntlet (Agile, free hand)]1d20+9[/dice]
[dice=Spiked Gauntlet (Agile, free hand)]1d20+9[/dice]
Sweep: This weapon makes wide sweeping or spinning attacks, making it easier to attack multiple enemies. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon. ★ ---- ★ ---- ★ ---- ★ Attack Cantrips [dice=Electric Arc (DC 20 Reflex)]2d4+4 Electric[/dice] [dice=Ray of Frost (120 feet)]1d20+9[/dice]
★ ---- ★ ---- ★ ---- ★ Bot Carrots!:
[dice=Carrots' Fort Save]1d20+9[/dice]
★ ---- ★ ---- ★ ---- ★ [dice=Carrots' Acrobatics]1d20+10[/dice]
★ ---- ★ ---- ★ ---- ★ [dice=Carrots’ Jaws (finesse)]1d20+10[/dice]
[dice=Carrots’ Talon (agile, finesse) attack 2]1d20+10-4[/dice]
★ ---- ★ ---- ★ ---- ★ PFS Information:
Apply to PFS Number: 820-2004 Nationality: M’beke Dwarf
★ ---- ★ ---- ★ ---- ★ Ancestry Ganzi Dwarf
SENSES
Perception: 12 (4 +4+4) [T]
DEFENSES
HP 46
____________________ OFFENSE
Class DC: 20 [T] Speed: 25 Attacks: Check out 'Bot me!' spoiler at the top! Weapon Proficiencies
MAGIC
Magic Traditions Primal:
Focus Points: 2/2 (maximum) Spell Slots per Day
Spells Known
1st Level:
2nd Level:
____________________ SKILLS
Automatic: Athletics, Nature, Tanning Lore plus 2 more Athletics + 9T = 3 STR + 4 Levels + 2 T
HUNTER BACKGROUND You stalked and took down animals and other creatures of the wild. Skinning animals, harvesting their flesh, and cooking them were also part of your training, all of which can give you useful resources while you adventure. Choose two ability boosts. One must be to Dexterity or Wisdom, and one is a free ability boost. You're trained in the Survival skill and the Tanning Lore skill. You gain the Survey Wildlife skill feat.
ABILITY SCORES
STRONG TAIL VERSION
Ability Score Summary:
Str 16 ABF Dex 12 Con 12 A Int 10 F Wis 18 ABCF Cha 10 -AF STR +3, DEX 1, CON +1, INT +0, WIS +4, CHA 0
FEATS:
Ancestry Feats and Abilities Special 1st: Medium, darkvision
1st: SMASHING TAIL FEAT 1
Skill Feats Background: SURVEY WILDLIFE FEAT 1
2nd: COMBAT CLIMBER FEAT 1
Prerequisites trained in Athletics Your techniques allow you to fight as you climb. You're not flat-footed while Climbing and can Climb with a hand occupied. You must still use another hand and both legs to Climb. 4th: EXPERIENCED TRACKER FEAT 1
Prerequisites trained in Survival Tracking is second nature to you, and when necessary you can follow a trail without pause. You can Track while moving at full Speed by taking a –5 penalty to your Survival check. If you're a master in Survival, you don't take the –5 penalty. If you're legendary in Survival, you no longer need to roll a new Survival check every hour when tracking, though you still need to roll whenever there are significant changes in the trail. General Feats
You move more quickly on foot. Your Speed increases by 5 feet. Class Feats and Abilities Feat 1st: ANIMAL COMPANION FEAT 1
Feat 2nd: FAMILIAR MASTER DEDICATION FEAT 2
You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar (Core Rulebook 198). If you already have a familiar, you gain the Enhanced Familiar feat (Core Rulebook 198). Special You can't select another dedication feat until you have gained two other feats from the familiar master archetype. Feat 4th: MATURE ANIMAL COMPANION FEAT 4
Prerequisites Animal Companion Your animal companion grows up, becoming a mature animal companion, which grants it additional capabilities. See the animal companion rules on page 214 for more information. Your animal companion is better trained than most. During an encounter, even if you don't use the Command an Animal action, your animal companion can still use 1 action on your turn that round to Stride or Strike. ____________________ EQUIPMENT
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