About Niva RayNiva Ray
Statblock:
=================================================
DEFENSE ================================================= AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex, ) hp 10 ((1d8)+2) Fort +1, Ref +5, Will +2 Resistances electricity 5, ================================================= OFFENSE ================================================= Speed 30 ft. Melee rapier +3 (1d6+1/18-20) Melee dagger +3 (1d4+1/19-20) Ranged dagger (thrown) +3 (1d4+1/19-20) Ranged alchemist's fire +3 (1d6) Ranged acid +3 (1d6) Innate Spell-Like Abilities feather fall (DC 10,1/day), Prepared Spells
Breeze-Kissed Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity. Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Darkvision Energy Resistance (Ex) Sylphs have electricity resistance 5. Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 3. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Spell-Like Ability (Ex) Feather Fall 1/day. Trapfinding An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps. Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. =================================================
Bot Me:
Niva is fairly simple. In social situations, she lets others talk first, but will (with a use of inspiration) step up if no one else will. She is ever cautious of traps, both physical and social. In combat, she has a rapier and will try to flank, but will avoid putting herself in a bad spot.
dice=Rapier]1d20+3[/dice] dice=Damage(P)]1d6+1[/dice] Niva will use her inspiration pool as outlined above for social situations. If the group has a natural talker, she will save it for difficult looking obstacles. Background (under construction):
Key influencing points: Curious about all outsider races Niva is slow to start speaking, but when she does she does not shut up. She is breaking out of this shell around fellow pathfinder agents, and she joined the society to expand her knowledge and learning, as growing up hers was not the best. Physical Appearance:
Key notes: Pale, almost blue skin, deep blue lips, stark white eyebrows and hair, contrasting blue-green eyes |