Race |
|
Classes/Levels |
Darkvision | Perception+7 |
Gender |
F Humanoid (Goblinoid) HP 34/34 | AC 19/13/16 CMD 18| F+6 R+3 W+6 |
Size |
M 5'4 225lbs |
Age |
19 |
Alignment |
N |
Deity |
Mrtyu |
Languages |
Common, Goblin |
Strength |
16 |
Dexterity |
17 |
Constitution |
17 |
Intelligence |
10 |
Wisdom |
14 |
Charisma |
12 |
About Nozhe
MAB +5
RAB +5
CMB +5
AC/T/FF
CMD 18
HP 16+6+2
1 10
2 6
Fortitude +3+3
Reflex +0+3
Will +3+3
Acrobatics (Dex) +2+3+3
Perception (Wis) +2+2+3
Survival (Wis) +2+2+3
Stealth (Dex) +2+3+3+4+1 (Sneaky/Highlander)
Artistry (Poetry) +2+0+3
Profession (Mazer) +2+2+3
Weapon and Armor Proficiency
A valkyrie is proficient with all simple and martial weapons, light armor, medium armor, heavy armor, and shields (except tower shields).
Deathwatcher (Sp)
A valkyrie can use deathwatch at will as a spell-like ability using the valkyrie’s level as the effective caster level.
Vanquish Foe (Su)
Once per day, as a swift action a valkyrie can call upon the divine forces of her deity to aid her struggle against chosen foes. The valkyrie chooses one target within sight to vanquish. The valkyrie adds her Charisma bonus (minimum +1) to her attack rolls and adds her valkyrie level to her damage rolls against the chosen target. Attacks against chosen foes bypass any DR the target creature possesses.
In addition, while vanquish foe is in effect, the valkyrie gains DR 5/cold iron against attacks made by her chosen target. This DR increases by 1 at 5th level and every 5 levels thereafter.
Vanquish foe remains in effect until the chosen target is dead or until the valkyrie rests and regains her uses of this ability. At 4th level and every three levels thereafter, the valkyrie may use vanquish foe one additional time per day, to a maximum of seven times per day at 19th level.
Rage Powers: At 2nd level and every 2 levels thereafter, the valkyrie gains a rage power. A valkyrie gains the benefits of rage powers only while the target of her vanquish foe is within sight. Some of these powers are always active while her vanquish foe remains in use, while others require the valkyrie to take an action to use them. Unless otherwise noted, a valkyrie cannot select an individual rage power more than once. A valkyrie qualifies for the Extra Rage Power feat even though she does not have the rage class feature. For determining if the valkyrie qualifies for a rage power, treat her valkyrie levels as barbarian levels. Otherwise, the character must meet all other prerequisites to select a specific rage power.
Battle Training
Starting at 2nd level, light and medium armor no longer affects a valkyrie’s speed, nor does a valkyrie suffer armor check penalties on Ride checks. In addition, a valkyrie treats her armor’s maximum Dexterity bonus as 2 points higher than normal.
Small Wings
At 2nd level, small wings sprout from the winged valkyrie’s back. While these wings do not provide the lift required for actual flight, they do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks. In addition, these wings can be used to provide the benefits of feather fall for 1 minute whenever the valkyrie might take falling damage.
Psychopomp Totem, Lesser
While raging, the barbarian gains a +1 deflection bonus to AC against the attacks of undead creatures and a +1 bonus on saving throws against death effects, diseases, and poisons. This bonus increases by 1 for each psychopomp totem rage power she has, excepting this one.
Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Issian (Campaign)
You were raised northern Brevoy, a land of misty shores and harsh hill lands, of snowy vistas and violet-hued mountains. You are descended from an able and intelligent people, and you have grand ambitions, a mind alert for opportunity, and the tenacity to fight for your goals no matter the challenge. You care for little more than achieving your aspirations and opportunities to win wealthy and grandeur, for which few costs prove too great. You see yourself as a citizen of Brevoy through and through. The call for champions willing to help take back your country’s rightful holdings in the Stolen Lands has inflamed your dreams of profit and possibilities, so you have joined an expedition to quest south. Your agile mind grants you a +1 trait bonus on all Will saves made to resist mind-affecting effects.
Highlander (Region)
You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Valkyrie Mead
This magical mead heals 1 hit point for each ounce imbibed. Only valkyries know what’s in it or how to brew it. Crafting a single ounce of this mead takes a valkyrie 1 hour and costs 5gp in materials. Drinking an ounce of valkyrie mead requires a standard action.
200g Breatsplate +6 +3 -4
7g Heacy Wooden Shield
20g Cold Iron Battleaxe 1d8x3 S
75g Longbow 1d8x3 100ft P
2g 40xArrows
515g Living Steel Rhomphaia 2d4x3 S or P Brace. Reach
Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harvested, these fallen trees produce nuggets of a metal called living steel. This glossy green metal slowly repairs itself. An item made from living steel repairs damage to itself at a rate of 2 hit points per day, or 1 hit point per day if it has the broken condition. Items not primarily of metal are not meaningfully affected by being partially made of living steel.
Armor and shields made from living steel can damage metal weapons that strike them. Whenever the wielder of a metal weapon rolls a natural 1 on an attack roll against a creature wearing living steel armor or wielding a living steel shield, the item must make a DC 20 Fortitude save or gain the broken condition. If the weapon already has the broken condition, it is instead destroyed. Living steel cannot damage adamantine weapons in this way.
Living steel has 35 hit points per inch of thickness and hardness 15.
Valkyrie Mead 9 ounces
Valkyrie Cyser 9 ounces
Valkyrie Cima 9 ounces
1g