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About Nicolette YardleyCrunch:
-------------------------------------------------------------- GENERAL INFO -------------------------------------------------------------- Name: Nicolette Yardley
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STR 18 (+2 racial)
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HP: 52 (12+12+12+6con+2fcb+8racialgift)
SAVES
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BAB: +3
Melee
Rage Melee
Ranged
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Acrobatics (Dex)* 6 =3+3+3-3 (+3 to jump)
* Class Skill
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1st Urban Barbarian: Controlled Rage, Crowd Control
Feats:
Future Possible Feats: Cut from the Air, Smash from the Air, Canny Tumble, Combat Stamina, Furious Focus, Dodge, Combat Reflexes
Bonus Feat: Humans select one extra feat at 1st level. Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. The character selects three 0-level (create water, mending, spark) druid spells and one 1st-level druid spell (tears to wine). If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision. Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Lifebound (Su): Nicolette gains a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. --------------------------------------------------------------
Child of Nature (Religion): The wild places are your home, and provide everything you need to be happy. You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you. Defense of Honor (Campaign): "Your punch is as weak as your tusks are long."
Reactionary (Combat): Through training, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 to initiative checks. Sound of Mind (Regional): Due to your exposure to excessive flu, your mind isn't as readily bothered by emotional fluctuations. You gain a +2 trait bonus on saving throws against mind-affecting effects. Forgetful (Drawback): You are easily distracted and prone to forgetting important things. Whenever you leave a location you have been at for longer than 1 hour, you must attempt a DC 10 Wisdom check. If you fail, you leave behind one random mundane item (a purse of money counts as an item). --------------------------------------------------------------
Favored Class Bonus: +2/3 danger sense, +2hp, +2 skill
BARBARIAN
Crowd Control (Ex): At 1st level, an urban barbarian gains a +1 bonus on attack rolls and a +1 dodge bonus to AC when adjacent to two or more enemies. In addition, her movement is not impeded by crowds, and she gains a bonus equal to 1/2 her barbarian level on Intimidate checks to influence crowds.
Controlled Rage (Ex): When an urban barbarian rages, instead of making a normal rage she applies a +4 morale bonus to her Strength, Dexterity, or Constitution. This bonus increases to +6 when she gains greater rage and +8 when she gains mighty rage. She may apply the full bonus to one ability score or may split the bonus between several scores in increments of +2. When using a controlled rage, an urban barbarian gains no bonus on Will saves, takes no penalties to AC, and can still use Intelligence-, Dexterity-, and Charisma-based skills.
Rage Powers: A barbarian gains the use of certain abilities when raging.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. BRAWLER (Strangler/Verdant Grappler)
Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. Despite this, she does gain Combat Stamina.
Unarmed Strike: A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others: Currently 1d6. Strangler
Strangle (Ex): At 1st level, a strangler deals +1d6 sneak attack damage whenever she succeeds at a grapple check to damage or pin an opponent. The strangler is always considered flanking her target for the purpose of using this ability. This damage increases by +1d6 at 2nd, 8th and 15th levels.
Verdant Grappler
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Gold 0pp 725gp 20sp 10cp
Items on Person (97gp 3sp spent 69.5 lbs.) (F=Found)
Stored Items
Character Information:
-------------------------------------------------------------- Background -------------------------------------------------------------- Dark forces sometimes conspire to bring about pain and chaos in certain beings' lives. Nicolette was one of these children. It has been said for centuries to not let your windows stay open to the forest's edge, but a lifetime of complacency and never fearing the forest made her mother and father careless. One afternoon, in the middle of the day, she was stolen from the bassinet while she napped and was carried deep into the forest. A huntsman looking for game eventually found her and returned her to her home, seemingly unharmed, but who knows what they've done to her? As the child grew, she had an affinity for the forest and often found freedom there. She saw things through the eyes of the First World there. Even at times she'd stay out so long she'd get sick from the cold and rain. In her teenage years, she almost died from the flu. It was during this time that her temperatures grew so high it seared her mind. The young adolescent lost almost all of her memory from the event and grew to be a husk of the vibrant youth she once was. Regardless, she still continued to go out into the woods. At times, when in among the city limits, she'd feel an impatient rage boil inside, almost as if it was fueled by this power mysteriously left within her. It gave her raw, unnatural strength, and despite being slim, was far stronger than a girl of her age. On top of that, it was tempting, yet would subside when she returned to the woods. In years to come, and through her training in fighting with her mentor, she learned to control it, but even still it tempts her. It was there in the forest that she eventually met the love of her life. He was a hunter, tanner, and merchant by profession and despite being dead inside, their close proximity and chance meetings drew them together. It wasn't a whirlwind romance, but something slow earned and slow gained. They talked all day and well into most evenings. He took her by safe paths on their walks, deep into the woods, and showed her sights she had never seen. Then, one day he grew pale, sickly, and could not bring himself to be near her--almost out of fear for her sake. In time, he vanished altogether. In desperation, the people of the town looked for the young hunter, but could not find him; only finding signs of blood within his room and a trail leading into the forest. He was not seen again. Even now that the Quest for the Everflame is nearing a year later, she may be more mature, but even still, she misses him. Sometimes she swears she feels his presence near her when she sleeps, but when she wakes, she sees nothing. Features (players can take 10 to know these or roll):
Personality:
There is little that Nicolette is actually afraid of. She may face an undead or a wolf with the resolve of someone much stronger than she is in spirit, but if she forgets to take a pot off the stove, or forgets to do her chores before her parents arrive, or if she forgets what day the Quest for the Everflame is and sleeps in, this is what she truly fears. She also dreads the thought of wandering through the woods and stumbling upon the dead body of her love.
She is known among the townspeople for being extremely forgetful. Some joke around about it, but it truly is a detriment to her and most will call out saying, "hey! You left this" when she wanders off without something she owns. For this reason, many people intimately know what is in her equipment in case they see it lying about. Nicolette dreams one day to be a good enough fighter to be notable. She doesn't care how or why, just that people remember her. Her family are tradespeople, and not very well off. She'd love one day to buy them a home in a big city with beautiful grounds and servants. Her hammer was forged by Braggar Ironhame, the dwarf. It is made of exceptional quality for a simple earth breaker, and her excitement for it has made the dwarf somewhat attached to the young human. He tells her how he can make even magical pieces of weaponry through his talents if she ever has the gold. She has seen him snap a few times, but her innocent and patient nature are a balm to the gurmpy dwarf. Between him and Guard Captain Gregor Wisslo, she has learned quite a bit about weaponry and armor, how to fight, and how to not get hit. |