Narava

Rahav's page

11 posts. Alias of Rysky.


About Rahav

Level 2 Slayer (Deliverer) Undine (Mistsoul) CG

Str 14

Dex 14

Con 16

Int 08

Wis 16

Cha 10

MAB +2+2

RAB +2+2

Fort +3+3

Ref +2+3

Will +0+3

Ability Modifiers +2 Con, +2 Wis, –2 Int

Native Outsider: Undines are outsiders with the native subtype.

Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without needing to attempt Swim checks, and always treat Swim as a class skill.

Darkvision: Undines can see in the dark up to 60 feet.

Energy Resistance: Undines have cold resistance 5.

Amphibious Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.

Hydrated Vitality An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.

Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following languages: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Determined Zeal (Ex): At 2nd level, a deliverer shrugs off attempts by his moral opposite to control or kill him. On any round in which deliverer attacks an opponent whose alignment is at least two steps away from his own (such as a lawful good deliverer fighting a chaotic good or lawful evil foe, or a neutral foe with no other alignment components), he gains a +2 bonus on Will saving throws against that opponent’s abilities, as well as the benefit of the Diehard feat until the end of his next turn. This ability replaces the slayer talent gained at 2nd level.

Feat 1 Water Skinned

Your touch extinguishes small flames.

Prerequisites: Undine.

Benefit: As a standard action, you can extinguish a small nonmagical fire with a touch, affecting anything up to the size of a large campfire. This ability does not affect fires with a total area greater than 5 square feet. Touching the fire in this way does not harm you.

Trait 1 Hard to Kill

Category Basic (Combat)

Your strong will to live and spread good combined with your pure physicality makes you a tough opponent to take down. You may have discovered this as a child after a tragic accident or during the course of your first battle. When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.

Trait 2 Passionate Inertia

Category Basic (Social)

Your passions drive your thinking so irresistibly that even magic struggles to change your mind. You gain a +2 trait bonus on Will saves to resist having your mind changed about something, but you take a –1 penalty on Will saves to resist temptation and compulsions you might reasonably be already inclined toward.

Deity: Chucaro, Maiden of Haze and Whimsy CG

Dreams

Hallucinations

Mists

Lucid dreamers

Oracles

shore-dwellers

Morningstar

Eye with a Rainbow Iris

White

Bird of Paradise

Perception (Wis) +2+3+3

Sense Motive (Wis) +2+3+3

Stealth (Dex) +2+3+2

Survival (Wis) +2+3+3

Swim (Str) +2+3+2+8

Knowledge (dungeoneering) (Int) +2+3-1

Knowledge (geography) (Int) +2+3-1

Equipment

Sunsilver Rhomphaia 565g 2d4x3 P or S, Brace, Reach (loses Fragile quality from masterwork/special Materials)

An advanced form of alchemical silver, sunsilver is the pride of the Padishah Empire’s war smiths. A weapon made of sunsilver counts as alchemical silver for all purposes. Items not primarily made of metal are not meaningfully affected by being partially made of sunsilver. (For example, a scimitar or breastplate can be made of sunsilver, while a quarterstaff or hide armor cannot.) In addition, items made of sunsilver are immune to rust effects (such as rusting grasp). While in an area of bright light, a shield or suit of armor made of sunsilver shines brightly, allowing the wearer to reflect light at nearby foes as a move action. When she does so, creatures adjacent to the wearer must succeed at a DC 12 Fortitude save or be dazzled for 1 round.

Breastplate with Armor Vents 300g +6 AC Max Dex 3 -4 ACP

Fancy Parasol 10g

Desert Kit 30g This kit contains tools necessary for staying cool and hydrated in hot, dry terrain. It includes a 10-foot-by-10-foot piece of canvas, 3 doses of blain bane, a hot weather outfit, a signal whistle, a scarf, and four waterskins.

Appearance

Standing tall with supernaturally blue eyes and a mouth full of sharp teeth Rahav walks on clawed feet while her hands hold a long curved sword, a trinket consisting of an eye with a rainbow iris dangling from the pommel. Her light blue skin is accented with scales of varying shades of darker blues. Her long messy hair is likewise a mess of cool blues with a few splashes of purple here and there. From her back sprout two long scarf like fins, and further down a long finned tail.