Her Infernal Majestrix Queen Abrogail II

Nicolette Yardley's page

749 posts. Alias of snelss0.


Classes/Levels

| SKILLS | Acrobatics +6 | Appraise: +4 | Bluff +2 | Climb +8 | Craft +6 | Diplomacy +5 | K.Nature +3 | K.Nobility +3 | Perform +5 | Stealth +4 | Survival +3 | Swim +6

Gender

HP: 49/52 | AC: 19 (T: 13, FF: 14) +1 when adj to 2+ enemies | Perc: +5, Low-light | Init: +4 | Fort +6, Ref +5, Will +1 (+2 vs mind-affecting) | CMB: +9 (+2grapple), CMD: 21 (+2grapple) | Spd: 30ft | Rage 7/8 | Stamina Pool 5/5 | Martial Flex 4/4

Languages

Common (Taldan), Varisian

Strength 18
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 10
Charisma 12

About Nicolette Yardley

Crunch:

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GENERAL INFO
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Name: Nicolette Yardley
Alignment: Neutral Good
Class: Urban Barbarian 2/Strangler Verdant Grappler Brawler 1
Titles: "The Pale Hammer" of Kassen
Deity: Erastil or any good-aligned deity
Homeland: Kassen, Nirmathas
Race: Human
Size: Medium
Gender: Female
Age: 23 yrs old (Maturity 15)
Bodily Features: 5'8", 32C-23-36, 133 lbs. (Similar body type)
Appearance: Delightful smile. Feminine, blue doublet with steel decoration. Seems lost in thought at times.
Attributes: Steel-trap of a mind, but has trouble accessing memory and is guided mostly on feelings of things she thinks she knows rather than confidence.
Hair: Braided mid-length dark oak brown. Wavy and healthy. Frequently brushed and cleaned.
Eyes: Iridescent Cerulean, upturned almond-shaped eyes. She will wear makeup for events, but not typically.
Vision: Low-Light
Languages: Common (Taldane), Varisian

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STATS
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STR 18 (+2 racial)
DEX 14
CON 14
INT 8
WIS 10
CHA 12

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DEFENSES
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HP: 52 (12+12+12+6con+2fcb+8racialgift)
Initiative: +4 (+2dex+2trait)
Speed: 30ft
AC: 18 (10+6armor+2dex) +1 AC when two adjacent enemies.
Touch: 12 Flat-Footed: 14

SAVES
Fort: +6 =5+2con+1trait
Ref: +5 =2+2dex
Will: +1 =0+0wis (+2trait vs. Mind-affecting)(+2 vs. Death/Negative Energy)

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ATTACKS
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BAB: +3
CMB: +7 =3BAB+4Str+0Size (+2 grapple)
CMD: 19 =3BAB+4Str+2Dex+0Size+10 (+2 grapple)

Melee
Silver Masterwork Earthbreaker | +8 (3bab+4str+1focus+1masterwork-1powerattack) | x3
B/P/S | - | - | 2d6+8 (4str+2twohanded+3power-1silver) | +1 attack when adjacent to 2 or more enemies.

Rage Melee
Earthbreaker | +10 (3bab+6str+1focus+1masterwork-1powerattack) | x3
B/P/S | - | - | 2d6+11 (6str+3twohanded+3power-1silver) | +1 attack when adjacent to 2 or more enemies.

Ranged
Sling | +4 (3bab+2dex-1deadlyaim) | x2
B | 50ft | - | 1d4+6 |

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SKILLS (Total = Stat + Ranks + Modifiers)
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Acrobatics (Dex)* 6 =3+3+3-3 (+3 to jump)
Appraise (Int)* 4 =-1+2b+3 (+2 tears to wine)
Artistry (Int)*
Bluff (Cha) 2 =1+1+0
Climb (Str)* 8 =4+1+3
Craft Armor (Int)* 6 =-1+2b+3+2tool
Craft Weapon (Int)*
Diplomacy (Cha)* 5 =1+1+3
Disable Device (Dex)
Disguise (Cha)
Escape Artist (Dex)
Fly (Dex)
Handle Animal (Wis)
Heal (Wis)
Intimidate (Cha)*
Knowledge (arcana) (Int)
Knowledge (dungeoneering) (Int)
Knowledge (engineering) (Int)
Knowledge (geography) (Int)
Knowledge (history) (Int)
Knowledge (local) (Int)*
Knowledge (nature) (Int)* 3 =-1+1+3 (+2 tears to wine)
Knowledge (nobility) (Int)* 3 =-1+1+3
Knowledge (planes) (Int)
Knowledge (religion) (Int)
Linguistics (Int)*
Lore (Int)*
Perception (Wis)* 5 =0+2+3 (+2 tears to wine)
Perform Sing (Cha)* 5 =1+1b+3
Profession (Wis)*
Ride (Dex)*
Sense Motive (Wis)
Sleight of Hand (Dex)
Spellcraft (Int)
Stealth (Dex)* 3 =2+1+3-3
Survival (Wis)* 6 =0+1+3+2trait
Swim (Str)* 7 =4+1+3-3
Use Magic Device (Cha)

* Class Skill
Check Penalty: -3

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FEATS/ABILITIES
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1st Urban Barbarian: Controlled Rage, Crowd Control
2nd Urban Barbarian: Rage Power (Guarded Stance), Uncanny Dodge
3rd Brawler: Brawler’s Cunning, Martial Flexibility, Martial Training

Feats:
Story Feat: (Cursed Love-Blessed?) Her love became a vampire and now is tormented and visits her while she sleeps at night sometimes. She must find true love and end the torment of her mind at feeling him nearby but never seeing him.
1: Martial Mastery (Hammers): +1 to hammer weapon group.
B: Weapon Versatility: Can spend a swift action to change weapon damage or a free action when BAB is +5
3: Combat Stamina:
3: Unarmed Combatant: You are considered armed and you get +2 to grapple.

Future Possible Feats: Cut from the Air, Smash from the Air, Canny Tumble, Combat Stamina, Furious Focus, Dodge, Combat Reflexes
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RACIAL ABILITIES
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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.

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TRAITS
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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."
Grimscar, a half-orc local known for picking fights, was harassing Asina at the Seven Silvers Tavern. You stood up to him, and ended up taking a serious punch from the hulking brute. Your stoic response to the best he could give caused Grimscar to back down; you have a +1 trait bonus on Fortitude saving throws.

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).

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CLASS ABILITIES
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Favored Class Bonus: +2/3 danger sense, +2hp, +2 skill
Gain a +1 bonus to the brawler’s CMD when resisting two combat maneuvers of the brawler’s choice.

BARBARIAN
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Weapon and Armor Proficiency: A urban barbarian is proficient with all simple and martial weapons, light armor, and shields (except tower shields).

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.
This ability replaces fast movement.

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.
This ability alters rage.

Rage Powers: A barbarian gains the use of certain abilities when raging.
---Guarded Stance (Ex): The barbarian can take on a more defensive posture. This grants her a +1 dodge bonus to her Armor Class for the duration of her current rage. This bonus increases by 1 for every 4 levels the barbarian has. This is a stance rage power.

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)
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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).
The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.
At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.
At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.
At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.
At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

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.
---Combat Stamina (Combat): You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.
Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.

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.
Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

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
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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.
This ability replaces unarmed strike and brawler’s flurry.

Verdant Grappler
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EQUIPMENT
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Gold 0pp 725gp 20sp 10cp
Carrying Capacity: Light Load 100 lbs.

Items on Person (97gp 3sp spent 69.5 lbs.) (F=Found)
Acid Flask x2 20gp 2 lbs.
Armor, Chain Shirt (F) (Given to Braggar)
Armor, Sunsilver Agile Breastplate (700gp) 25 lbs. (+6 +3 -3)
Backpack, Waterproof 2gp 5sp 2 lbs.
Bag of Holding I (F) 15 lbs.
Canteen (2gp) 1 lb.
Earth Breaker, Masterwork Silver (F) 520gp 14 lbs.
Flint and Steel (1gp) -
Outfit, Cold Weather (8gp) 5 lbs.
Poncho (5sp) 2 lbs.
Potion of Cure Light Wounds (Made by Tulia) x2
Potion of Cure Moderate Wounds (Bloated Zombies)
Rope, Silk + Hook, Common Grappling 50ft 10gp 5 lbs.
Sling - -
Sling, Bullets x10 1sp 5 lbs.
Spiked Gauntlet 5gp 1 lb.

Stored Items
Air Bladder 1sp 1/2 lb.
Armor, Lamellar Cuirass 15gp 8 lbs. (Sold 7.5gp)
Bedroll (1sp) 5 lbs.
Canteen Green Band (2gp) 1lb.
Canvas Sq.Yd x3
Crowbar (2gp) 5 lbs.
Earth Breaker 40gp 14 lbs. (Kept at home)
Food
---Bread x2
---Cheese
---Chocolate
---Coffee
---Dried Jerky x15
---Honey
---Pulque Bottle
Kit, Gear Maintenance (5gp) 2 lbs.
Kit, Grooming (1gp) 2 lbs.
---Chewing Sticks
---Comb
---Hair, Oil Flask
---Hairbrush, Mother of Pearl Inlay
---Lotion, Hazelnut/Vanilla
---Makeup
---Miniature Mirror
---Nail File
---Scented Tooth Powder
---Scissors
---Soap, Cherrywood Lemon-scented
---Sponge, Loofa
Kit, Mess (2gp) -
---Knife, Horn
---Plate, Cast Iron
Lantern, Waterproof Hooded (14gp) 2 lbs.
Linen - -
Oil, Flask x2 (2sp) 2 lb.
Oil of Magic Weapon (F)
Rations, Wandermeal x9 (1sp) 5 lbs.
Saw (4cp) 2 lbs.

Character Information:

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Background
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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):
Knowledge Local 10: Nicolette experienced severe fevers when she was 17 years old and after nearly dying, lost much of her memories of her youth, friends, aspirations, and dreams, as well as any desires. She has slowly recovered some of these, and even found love in recent times, but still she suffers to some degree at recalling some things she is supposed to do (Similar to the Dead Inside and Forgotten Past Story Feats). You also would know that her parents run a leatherworking/woodworking/repair shop for the town and people who like the lower prices of a village from nearby cities.
Knowledge Local DC20: Some call her the Pale Hammer to joke and toy with her. This is in reference to the earth breaker the young girl carries. It almost seems too big for her, but she wields it with deadly force, yet unlike those massive men who usually wield such large weapons, she has a dispassionate, almost demure nature that has led to her being called the "Pale Hammer". She has taken to the nickname with amusement but also doesn't think of herself as noteworthy enough for such a title, even if it is a joke.
Knowledge Religion 20: Although Nicolette doesn't know it yet, her lover may have been turned by an undead. From the rumors surrounding the event with him turning pale and lifeless, and then his ultimate disappearance, it is very likely he was bitten by a vampire or something similar and sought concealment from the sunlight before fully turning.
Relations (Knowledge Local DC10)
Mother: Abigail Yardley (Leatherworker)
Father: Stan Yardley (Woodworking Owner of the Beech Tree Repair Shop)
Grandmother (Mom): Maybel Grayson (Cook)
Grandfather (Mom): Torval Grayson (Woodworker/Hunter)
Grandmother (Dad): Burnice Yardley (Herbalist)
Grandfather (Dad): Pollard Yardley (Fisherman)
Friend: Asina
Friend: Dimira
Mentor: Braggar Ironhame/Guard Captain Gregor Wisslo
Enemy: Grimscar

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.