Thassilonian Ambassador

Nymph's page

1,241 posts. Alias of Rysky.


Race

| Favored Enemy: Human +4, Monstrous Humanoid +2 | Favored Terrain: Water +2 | Charm Animals 3/3

Classes/Levels

Skills:
Heal +13 Perception +16 Profession (Sailor) +14 Stealth +12 Survival +13(16) Swim +16(24)

Gender

HP: 83/83 | MaB +10 RaB +8 CMB +9 | AC/T/FF 18/12/16 CMD 22 | Fort +8 Ref +7 Will +6 | Init +2

Alignment

CG

Deity

Sekhmet

Languages

Common, Polyglot

Strength 16
Dexterity 14
Constitution 18
Intelligence 8
Wisdom 16
Charisma 7

About Nymph

Vitals:

CG Female Humanoid (Skinwalker, Shapechanger)

HP: 72
1 - 10
2 - 10
3 - 5
4 - 8
5 - 7
6 - 8
7 - 7
Fort: +5+3+8
Ref: +5+2=7
Will: +2+3=6

Heal: +12
+6 Rank
+3 Class
+3 Wisdom

Perception: +15
+6 Rank
+3 Class
+3 Wisdom
+2 Racial
+1 Trait

Profession (Sailor): +13
+6 Rank
+3 Class
+3 Wisdom
+1 Trait

Stealth: +11
+6 Rank
+3 Class
+2 Dexterity

Survival: +12(15)
+6 Rank
+3 Class
+3 Wisdom
(+3 Track)

Swim: +15(23)
+6 Rank
+3 Class
+3 Strength
+2 Racial
+1 Trait
(+8 Swim Speed)

Favored Enemy: Human +4
Favored Enemy: Monstrous Humanoid +2
Favored Terrain: Water +2
Charm Animals 3/day
Blessings 6/day

Class:

Ranger (Divine Tracker)

Favored Enemy (Ex) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Favored Weapon At 1st level, a divine tracker becomes proficient with the favored weapon of his deity. If his deity's favored weapon is unarmed strike, he instead gains Improved Unarmed Strike as a bonus feat.
This ability replaces wild empathy.

Combat Style Feat (Ex) At 2nd level, a ranger must select one combat style to pursue. The choices depend on if the APG is being used.
Core Rules only: archery or two-weapon combat.
Core Rules + APG: crossbow, mounted combat, natural weapon, two-handed weapon, and weapon and shield).
The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Two-Handed Weapon If the character selects two-handed weapon style, he can choose from the following list whenever he gains a combat style feat:
Cleave, Power Attack, Pushing Assault, and Shield of Swings.
At 6th level, he adds Furious Focus and Great Cleave to the list.
At 10th level, he adds Dreadful Carnage and Improved Sunder to the list.

Favored Terrain (Ex) At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.
If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Blessings (Su) At 4th level, a divine tracker forms a close bond with his deity's ethos. He selects two warpriest domains from among the domains granted by his deity, and gains the minor blessings of those domains. A divine tracker can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a divine tracker isn't devoted to a particular deity, he still selects two blessings to represent his spiritual inclinations and abilities, subject to GM approval. The restriction on alignment domains still applies. A divine tracker uses his ranger level as his warpriest level to determine the effect of the blessing. At 13th level, a divine tracker gains the major blessing from both of his domains.
This ability replaces hunter's bond.

Destruction Blessing
Destructive Attacks (minor): At 1st level, you can touch an ally and bless it with the power of destruction. For 1 minute, the ally gains a morale bonus on weapon damage rolls equal to half your level (minimum 1).

Heart of Carnage (major): At 10th level, you can touch an ally and bless it with even greater destructive power. For 1 minute, the ally gains a +4 insight bonus on attack rolls made to confirm critical hits and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit.

War Blessing
War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally’s melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.

Feats & Traits:

Sharkchild (Wereshark-kin)
In your youth, you swam into the ocean as deep as you could, and had it not been for your wereshark ancestry you would have surely drowned.
Prerequisite(s) Wereshark-kin
Benefit(s) You gain a +1 trait bonus on Swim checks. As long as you have a swim speed (such as that granted by your bestial form), you can use the run action to move up to five times your swim speed while swimming straight down from or straight up toward the surface of the water.

Iron Liver
Due to a lucky constitution or frequent exposure, your body is resistant to poison, including alcohol and drugs.
Benefit: You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Besmara’s Blessing
You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).

Foul Brand
You have the symbol of an evil deity 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. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks.
This does not count as a holy symbol for the purposes of a divine focus for spellcasting.

Extra Feature
You are an exceptional shapechanger.
Prerequisite: Con 13, skinwalker.
Benefit: When you change shape to your bestial form, you may choose one additional feature from those listed in your shapechange ability and gain that benefit while in bestial form.
Special: You can gain this feat multiple times. Its effects stack.

Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
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.

Racial:

+2WIS-2INT(+2Con)
+2Perception+2SWim

Change Shape (Su, 5 RP): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
Amphibious
Bite attack that deals 1d6 points of damage
Ferocity
Swim speed of 30 feet
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. A skinwalker can return to her humanoid form as a swift action. Different skinwalker heritages (see Skinwalker Heritages) allow skinwalker characters to select from different sets of bestial features.

low light vision

Appearance:

Standing tall and svelte Nymph's dark creamy skin easily shows off and accentuates her well toned muscles and scars dotting her body, topped off with a long wild mane of frenzied red hair that she keeps shaved on the sides that is at odds with her icy blue eyes, like the sea issuing forth a calm unnerving primalness in them. Adding to her exotic feralness is the vicious tattoo of a shark with it's maw wide covering the left half of her face and a ship about to be devoured on her right, those learned know it as the unholy symbol of Ovonovo, the Demon Lord of Sharks.

Backstory:

"Okay so my dad always said he got it on with a ocean nymph... or was it a mermaid? Sahaugin? Anyway! He said he made sweet love to some really hot women of the waves and a couple of months later he found cute little baby me wrapped up in a bundle laying on the deck of his fishing boat one morning. That's his story and he's sticking to it so I don't really have anything else to go on.

So that's how I spent my childhood, wait what? NO, as a fisherman... Fisherwoman? Fishwoman? Whatever, I fished and netted for a living, not make love to beautiful women of the sea... that came later. Wait, where was I? Ah, right. Fishing. Childhood. Beautiful women. So as I was saying I grew up a fisherwoman and sailing with my dad all over the Shackles, we fished more for ourselves than to supply anyone so we had our ups and our downs, yaknow how it is. Sometimes the sea opens her legs for ya and feels all warm and nice and other times she's a frigid b*@~%.

Well it was one day when--More ale!--she was being all nice and playful and the fish were all over the place that these ugly somb~$!&es came out of the water and attacked us. Now I was never that nice growing up so even as a lass I took a knife and started stabbin like crazy. One or two lucky stabs later and they weren't appreciating getting stabbed all that much so they returned the favor. Then they just up and tossed me plus the harpoon rudely inserted into my stomach overboard.

And then that was the first time I felt it. And pain, LOTS of pain, but I had felt that before, just not as bad as getting skewered, that hurts worse than hell. No, what I felt under those blue salty waves mixing with my blood was... life. I could feel and hear everything around me, It's like I noticed how the water truly felt for the first time. Felt pain in every part of my body so thoroughly. And the blood, I could smell and taste it so clearly. And it tasted good.

Next thing I know I'm awake, tied up, on some friggin altar, on a beach, surrounded by those uglies--a bunch of familiar ones looking angry and scared with bite marks, more like chunks, outta em--chanting and beating drums and then these snazzy dressed uglies show up with a little mallet and all these wooden stakes and dyes. Let me tell you, getting impaled in the middle of a fight is one thing, getting your face skewered over and over for a hackjob tattoo is a whole nother hell.

This went on for a couple of days, they took their time getting my face all kinds of pretty when Lady Luck might as well have flashed her glorious bosom right in my sore face. The uglies got attacked by some less ugly inlanders who they had apparently pissed off, apparently a whole LOT of pissed of inlanders. A bunch of screaming and raiding and pillaging later my new buddies are carrying me outta there and back to some old temple grounds where they lived. A temple to the old gods of Garund.

I don't know if they just took pity on me or if I was a slave or a trophy but they took me in and I lived with them. Learnt about a bunch of the gods--none of it stuck mind--save for one. Sekhmet. The most glorious daughter of Heaven, who heals and slaughters in equal turns of the hand. I ended up learning quite a bit, a bit about healing and medicine, a bit about fighting--correctly--, a bit about religion, a bit about nature, a bit about love and lust--Jungle girls are frisky! Mreow!--and a bit about myself.

But as much as I loved my new family and the temple and jungle and cats it became all too clear that my soul still belonged to the sea. So after what felt like an eternity in a brutal, unforgiving, paradise I decided to make my way back down south, where all the boats and the smell of the sea truly lingered. And here I am! Drunkenly telling all you drunken jackasses about my life for some reason. More ale!

Equipment:

Chain shirt 100g "Heh, snatched this from a sweetie I spent the night with when her boyfriend came back a lot earlier than expected."

Barbed Vest 10g "Was laid over the shirt. Hurts like a mother if you prick yourself."

Nodachi 60g "Found this on some foreign guy, couldn't understand what the hell he was saying. Pretty blade though, even if it does remind of a tuna chopper."

Boarding Axe 6g "Found it on a ship I was traveling with."

Cutlass 15g "Everyone has to have a cutlass! It's like a rule or something. Found this on a recently sunk ship."

Brass Knife 2g "Found this on the same ship."

Boarding Pike 8g "Ditto. Dad liked to use these..."

Chakram x5 5g "Saw a pretty little thing throwing these up and catching em for a show. Almost made me pay more attention to the metal than her. Almost. Bought a few 'cause they look fun to throw. Note: they are."

Ceremonial BattleAxe 30g "The inlanders gave me this as a going away present. Sexy ain't it? That's actual gold inlay. Pretty sure the design is supposed to mkae it look like a lion's mane."

Holy symbol of Sekhmet 1g "The inlanders gave me this a lot sooner than the axe, still just as precious."

Hammock 1s "Woke up in it. Was comfy. Took it with me."

Compass 10g "I have no idea where I got this."

Chain belt 15g "Was a gift from a pretty sea lady I was seein. Like father like daughter I guess. *snort*"

Canteen 2g "Was sharing swigs with someone but they left with someone before I could give it back... Or did I leave before I could give it back?"

Bandolier 5s "Came with the pants."

Crowbar 2g "Bout tripped over this damn thing in the street. Pretty handy for opening and cracking stuff. "

Backpack 2g "Uh, actually I think I just bought this."

3 bottles of Baijiu 30g "Was a going away gift from a tavern wench. Cute as a button, crazy as one too."

1g 4s "What's in my pocket."

---

Amulet of Natural Armor "Got from the Cap'n (nice guy actually) of that s%@# of ship."

Amulet of Natural Armor +2 "Cap'n Yuki gave it to me!"

+1 Keen Falcata "Got it from some f~&$er who wasn't as good as using it as I is."

Alchemist's Fire "found on some dead honeymooners that got too bitey. I DO THE BITING! ME!"

+1 Con (4th)
+1 Str (Christmas present)