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Neziana Fentel's page

202 posts. Alias of oyzar.


Race

Init:+4 | HP14/14 | AC:27 T:22 FF:23 CMD:18 | F:+4 R:+4 W:+4| Perc:+6, darkvision| Ready: Encouraging Roar, Flurry Strike, Minute Hand; Expended: None|Active: Inner Sphere Stance, Aegis[Allies within 10' +1 AC/will]

Classes/Levels

skills:
Acrobatics+7 | Climb+3 | Intimidate +9 | Knowledge (Arcana) +14 | (History)+12 |(Religion) +11| (Nature, Geography)+9 | Sense Motive+2 | Spellcraft+9| Stealth +5 | Swim+3

Gender

Female Tiefling Warder (Dervish Defender) // Pathfinder Savant | NG |

About Neziana Fentel

---===Statistics===---:
Male Tiefling Warder (Dervish Defender) // Pathfinder Savant 1
NG Medium Outsider (Native)
Init +4; Senses Perception +6, darkvision
-------------------------------=DEFENSE=-------------------------------
AC: 27, Touch: 22, Flat-Footed: 23 (+3 armor, +4Dex, +5Int, +1 shield,+1 NA, +2stance, +1 insight)
HP: 14 {+1d12,+2Con}
Fort: +4, {+2Base,+2Con}
Reflex: +4, {+0Base,+4Dex}
Will: +4,{+2Base,+0Wis,+2stance}
CMD 18 {+1Base +0Str +4Dex + size,+1insight,+2stance}
Resist: Fire 5
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +1; {+1Base +0Str + size + misc}
Base Atk: +1;
Melee:+5{+1Base,+4Dex}
Ranged:+5{+1Base,+4Dex}

--Melee:+5
Estoc +5 2d4+4[+6 if 2 handed] {18-20x2}
Cold Iron Cestus +5 1d4+4[+2 if offhand] {19-20x2}
Bite +5[+0 when secondary] 1d4+4[+2 when secondary]
Full Attack with twf (Estoc, Cestus, Bite) +3/+3/+0

--Ranged:+5
Sling +5 1d4

-------------------------------=STATISTICS=-------------------------------
Str: 10, Dex: 18, Con: 14, Int: 20(18+2 from stone), Wis: 10, Cha: 8

-------------------------=Traits=----------------------
Janira Gavix: Knowledge Religion is a Class Skill for you and you gain a +2 Legacy Bonus to that Skill.
Gavix’s Wayfinder: Dusty Rose Prism (Ioun Stone) - '+1 Insight bonus AC, Mossy Disk (Ioun Stone) - '+5 any 1 Knowledge Skill, Scarlet and Blue Sphere (Ioun Stone) - '+2
Community-Minded: Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds.
Bruising Intellect:Int to Intimidate
Set mind: Reroll failed charm or compulsion save once per day
----------------=Drawbacks=-----------------
Foul-Brand: You have the symbol of an evil deity, Norgober burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks.
----------------=Race Traits=-------------------
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Maw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws. The tiefling gains a bite attack that deals 1d6 points of damage. This attack is a primary natural attack. This racial trait replaces the spell-like ability racial trait.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Scaled Skin(fire): The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
--------------=Feats=-----------------
Warder 1: Combat Reflexes (using intelligence)
Warder 1: Two-Weapon Fighting
Martial Tradition: Weapon Finesse
Savant 1: Deadly Agility

-=Languages=- Common, Infernal, Abyssal, Draconic, Goblin, Orc


---===Skills===---:

-----------=Adventuring Skills=- (9 points; 4 class, 4 INT, 1FC)-----------
^Acrobatics*(Dex)____+7{+1rank,+4Dex,+3class,-1ACP}
^Bluff(Cha)____+1{+0rank,-1Cha+2race}
^Climb*(Str)____+3{+1rank,+0Str,+3class,-1ACP}
^Diplomacy(Cha)____-1{+0rank,-1Cha}
Disable Device*(Dex)____+3{+0rank,+4Dex,-1ACP}
Disguise (Cha)____-1{+0rank,-1Cha}
Escape Artist*(Dex)____+3{+0rank,+4Dex,-1ACP}
Fly*(Dex)____+3{+0rank,+4Dex,-1ACP}
Heal(Wis)____+0{+0rank,+0Wis}
^Intimidate(Int)____+9{+1rank,+5Int,+3class}
^Knowledge (Arcana)(Int)____+14{+1rank,+5Int,+3class,+5stone}
^Knowledge (Dungeoneering)(Int)____+5{+0rank,+5Int}
^Knowledge (Local)(Int)____+5{+0rank,+5Int}
^Knowledge (Nature)(Int)____+9{+1rank,+5Int,+3class}
^Knowledge (Planes) (Int)____+5{+0rank,+5Int}
^Knowledge (Religion) (Int)____+11{+1rank,+5Int,+3class,+2trait}
^Perception(Wis)____+6{+1rank,+0Wis,+3class,+2order}
^Ride*(Dex)____+3{+0rank,+4Dex,-1ACP}
Sense Motive(Wis)____+2{+0rank,+0Wis,+2order}
^Spellcraft(Int)____+9{+1rank,+5Int,+3class}
Stealth*(Dex)____+5{+0rank,+4Dex,-1ACP,+2race}
^Survival(Wis)____+0{+0rank,+0Wis}
^Swim*(Str)____+3{+1rank,+0Str,+3class,-1ACP}
^Use Magic Device(Cha)____-1{+0rank,-1Cha}

---------------=Background Skills=- (2 points)---------------
^Appraise(Int)____+5{+0rank,+5Int}
^Craft (Int)____+5{+0rank,+5Int}
^Handle Animal (Cha)____-1{+0rank,-1Cha}
^Knowledge (Engineering)(Int)____+5{+0rank,+5Int}
^Knowledge (Geography)(Int)____+9{+1rank,+5Int,+3class}
^Knowledge (History)(Int)____+12{+1rank,+5Int,+3class,+3stone}
^Knowledge (Nobility)(Int)____+5{+0rank,+5Int}
^Linguistics(Int)____+5{+0rank,+5Int}
Perform(Cha)____-1{+0rank,-1Cha}
^Profession(Wis)____+0{+0rank,+0Wis}
Sleight of Hand*(Dex)____+3{+0rank,+4Dex,-1ACP}

ACP -1

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-


---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Martial Tradition (Spheres): Dedicated Duelist:
Duelist Training (discipline): You gain proficiency with the bastard sword, butterfly knife, double chicken saber, dual blade, duelist sword, estoc, greatsword, longsword, pistol, rapier, shortsword and swordbreaker dagger.
Finesse Fighting: You may use your Dexterity modifier in place of your Strength modifier when calculating your melee attack rolls with light weapons and weapons with the finesse weapon special feature. You may take this talent a total of two times. If taken a second time, whenever you make an attack using your Dexterity bonus on attack rolls and your Strength bonus on melee damage rolls, you may also add 1/2 your base attack bonus (minimum 1) as a bonus on that damage roll. Associated Feat: Weapon Finesse.
Gauntlet Shield: You may treat a cestus, gauntlet, or spiked gauntlet as a buckler, gaining the +1 shield bonus to AC as normal for a buckler. The weapon’s enhancement bonus to attack and damage also applies to the shield bonus granted by the weapon. You lose this bonus if you attack with the weapon or wield another weapon in the same hand unless you possess an ability to retain your shield bonus when making a shield bash attack, such as the Bashing Shield talent of the Shield sphere or the Improved Shield Bash feat. Making an attack with this weapon may count as making a shield bash if beneficial.
Shield Sphere:
Active Defense: If you are using a shield and you are attacked by a creature you are aware of while not flat-footed, you may spend an attack of opportunity to increase your shield bonus to AC against that attack by +2. This decision must be made before the roll is made. For every 4 points of base attack bonus you possess, the increase to your shield bonus provided by this talent increases by 1. Talents with the (deflect) tag grant additional effects to this ability. Each use of active defense may only benefit from one (deflect) talent. You may expend your martial focus to use active defense in place of spending an attack of opportunity.
Proficient progression: Trade 1st, 5th, 9th, 13th, 17th level feats for a combat talent every other level starting at level 2.

Warder (Dervish Defender):
Maneuvers: A dervish defender begins her career with knowledge of five martial maneuvers. The disciplines available to her are Broken Blade, Golden Lion, Thrashing Dragon, Primal FuryEternal Guardian, and Riven Hourglass. A maneuver usable by warders is considered an extraordinary ability unless otherwise noted in its description. Her maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.
Upon reaching initiator level 4th, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the warder can choose to learn a new maneuver in place of one she already knows. A warder’s initiation modifier is Intelligence.
Two-Weapon Defense (Ex): While wearing light armor or no armor, wielding a weapon in each hand (or using a double weapon), and not using a shield heavier than a buckler, the warder may add her warder initiation bonus (if any) to her Armor Class. She retains this bonus even against touch attacks or when flat-footed, but loses this bonus should she be rendered helpless by any means.
Maneuvers Readied: A warder can ready three of her five starting maneuvers, but as she advances in level and learns more maneuvers, she must choose which maneuvers to ready. She readies her maneuvers by going over battle tactics, through weapon drills, or spending time meditating in prayer for 10 minutes. The maneuvers she chooses remain readied until she decides to repeat this again and change them. Any given maneuver may only be readied once. Warders do not need to sleep or be well rested to ready their maneuvers; any time they spend 10 minutes in practice or meditation, they can change their readied maneuvers. She begins an encounter with all readied maneuvers unexpended, regardless of how many times she may have already used them since she chose them. When the warder initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (until they are recovered, see below).
Defensive Focus (Ex): At 1st level, the defensive prowess of the warder is second to none, allowing her to focus her actions purely on defending himself and her allies in ways that cannot be replicated. The warder gains the Combat Reflexes feat as a bonus feat, using her warder initiation modifier in place of her Dexterity modifier to determine the number of additional attacks of opportunity she may make each round.
When recovering warder maneuvers as a full round action, the warder sets up a defensive perimeter around herself to defend her allies, increasing her threatened area by 5 feet + 5 feet for every five initiator levels she possesses. Until the beginning of her next turn, she may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. She may move as part of these attacks of opportunity, provided her total movement before her next turn does not exceed her speed (his movement provokes attacks of opportunity as normal). Additionally, while using defensive focus, the warder adds her warder initiation modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.
Aegis (Ex): At 1st level, the warder’s defensive prowess extends to those who choose to stay near to him. Allies who are within 10 ft. of the warder’s position gain a +1 morale bonus to Armor Class and to Will saves under the warder’s defensive aegis, her presence bolstering and shepherding the defenses of her allies. This bonus improves to +2 at 5th level (+3 at 9th level, +4 at 13th level, and +5 at 17th level). The warder does not receive this bonus, but may receive the benefits of this ability from another warder. If the ally cannot see or hear the warder, then the ally does not gain the benefits of this ability (such as if the warder is concealed or invisible).

Martial Tradition(PoW): Loyal Order of the Branded Waerloch:
Alignment: Any non-evil.
Symbol: A contract branded with a handprint.
Disciplines: Eternal Guardian.
Allegiance Benefit: Waerlochs of the Loyal Order gain a +2 sacred bonus on Perception and Sense Motive checks, as well as a +2 sacred bonus on saving throws against compulsion and curse effects.
Oath: Though students sometimes come to the Loyal Order of the Branded Waerloch for teaching, these individuals are not the majority of their recruits; instead, the Order prefers to offer a second chance to oathbreakers, traitors, and cowards. These individuals sometimes come to the Order, and sometimes they are offered a second chance instead of destruction by the Order’s members. Whatever the case is, they are branded on their palms to mark them forever as traitors, and then asked to swear the following oath.
Though my honor and glories are as filthy rags, still I swear to you: my blade to shield the weak, my word to be my bond, and all glory to my fellows in the Order. I will uphold the law where it is just for me to do so and avenge the betrayed against those who defile their trust, and may my soul shrivel and rot if I waste this second chance.


---===Maneuvers===---:

Disciplines: Broken Blade, Golden Lion, Thrashing Dragon, Eternal Guardian, Riven Hourglass
------------------------------=Stances=------------------------------
Active: Inner Sphere Stance
------------------------------=Readied=------------------------------
Encouraging Roar (GL), Flurry Strike (BB), Minute Hand (RH)
------------------------------=Known=------------------------------
------------------------------=1st=------------------------------
Encouraging Roar (Boost, GL): All allies gain a +2 morale bonus to all attacks and damage for 3 rounds (due to trait).
Flurry Strike (Strike, BB): Make two attacks at full BAB.
Minute Hand (Boost, RH): You make an attack as a swift action with a –2 penalty.
Hunting Party (Strik, GL): Make an attack, grant an adjacent ally an attack of opportunity against the same enemy.
Leaping Dragon (Boost, TD): Jump as a swift action with a +10 bonus.
Inner Sphere Stance: When wielding two weapons, disciple gains +2 dodge bonus to AC and a +2 bonus to Will saves.

---===Spells (Not Yet)===---:

-------------------------------=Spells=-------------------------------
-----------------------------=0th (at will)=--------------------------------

------------------------------=1st (0/day)=------------------------------

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Special Wayfinder with:
Dusty Rose Prism Ioun Stone (free): +1 Insight to AC
Mossy Disk Ioun Stone (free): +5 knowledge arcana
Scarlet and Blue Sphere Ioun Stone (free): +2 enhancement bonus to int & +3 knowledge history
Starting 300 GP:
Estoc 50 GP
Studded Leather 25 GP
Cold Iron Cestus 5 GP
Spell Component Pouch 5 GP
Waterskin 1 GP
Silk Rope 10 GP
Sack 1 SP
Charcoal 5 SP
Chalk 1 CP
Torch 1 CP
Soap 1 SP
Whetstone 2 CP
5 Wandermeal 5 CP
Club
Sling
10 sling bullets 1 SP
Bedroll 1 SP
Spellbook?
6 trail rations (3 GP)

-=Money=- 0 GP 1 SP 0 CP

---===Background===---:

When Neziana Fentel was born in Absalom, it was obvious to both parents that she wasn’t the natural result of their union. Her legs and arms had patches of scaly skin, her eyes were purple and her already significant hair was streaked with glowing red. Her father, Nathan Fentel, a prosperous merchant, immediately cast out his wife and left. Jumping to conclusions he assumed that the child wasn’t his and decided to not have anything more to do with them.

Upon Nathan leaving them, Neziana’s mother Selene turned to crime to make ends meet, stealing, conning and other criminal acts. Naturally she also became involved with some bad people, eventually getting sucked into the cult of Norgorber in the city. Maybe there was some truth to the evil influences to Neziana’s heritage after all?

Neziana was taught her mother’s craft from a young age, sneaking around, conning people and generally doing no good. Though somehow, something at the back of her mind irked her about this behavior. Was it really right to make their living on taking from others what they had earned through honest work? When her mother got her hand branded with the symbol of Norgorber, Neziana’s suspicions further rose.

She wasn’t able to break free from her life of theft on her own, but thankfully she got help. One night she had snuck into the dwelling of the Paladin of Sarenrae Santor da Vel to steal some valuables from his well-furnished home. He caught her in the act, but rather than turning her over to the authorities, he trapped her and questioned her. The young girl had been bearing her secrets and questions for a while and most of it came spilling out in front of the older man.

Santor listened carefully and eventually revealed that he too had a troubled youth of crime and mischief. He offered Neziana a way out. Instead of returning to her mother and Norgorber, she could join his Loyal Order of the Branded Waerloch. A subsection of the church of Sarenrae focused on righting the path of souls who had been led astray.

Neziana accepted and was happy for a time. She learned a lot about fighting from Santor, how to wield a blade and act in combat. But eventually she felt that the strong religious dedication to Sarenrae wasn’t for her. Instead she craved knowledge, to discover new things and uncover secrets. Talking it over with Santor they agreed that she could join the pathfinders to find new adventures and learn new things while still remaining loyal to the order.

One of the first people Neziana met after joining the pathfinders was Janira Gavix. Neziana quickly latched on to the resourceful halfling and was accepted in turn. The young tiefling tried to learn as much as possible from Janira who was happy to teach her. For several weeks the two were inseparable, Neziana happy to spend the time getting better acquainted while the halfling didn’t have the heart to turn her away after they had become friends. When the call came for people to explore the ruins of Azlanti, the choice was obvious. Janira trusted Neziana and the pathfinders trusted Janira to make the correct choice.

---===Appearance and Personality===---:

Image
Eyes:Purple
Hair:Black with red stripes
Skin: Fair, though with patches of scaly skin mostly hidden by armor.
Height:6’1”
Weight:160 lbs