Adowyn

Raidh Angharad's page

159 posts. Alias of Oceanshieldwolf.


Full Name

Raidh Angharad

Race

Human (Amorean)

Classes/Levels

Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

Gender

Female

Size

Medium

Age

22

Special Abilities

Coherence (Cast = 3), Enable 3/day, Synergy 4/day, Technique

Alignment

NG

Deity

-

Location

Erien

Languages

Common

Occupation

Itinerant adventurer

Strength 14
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 14
Charisma 16

About Raidh Angharad

Quick View Stats for Combat:
Status:
HP: 19/19
AC: 17, 11 touch, 16 flat-footed
Saves: Fort: +3, Reflex: +1, Will +4
BAB +1
CMB +2; CMD 14

Initiative: + 1 (+1 Dex)
Conditions:
Spells in Effect:
Currently wearing: Scale Armor
Items in Hands: Longspear, Buckler

Raidh's Tale: PLACEHOLDER:

!

STATS:

Ability Scores
Score (modifier) (20 pt buy) (racial bonus)
Str : 14 (+2) [5]
Dex: 12 (+1) [2]
Con: 13 (+1) [3]
Int: 10 (+0) [0]
Wis: 14 (+2) [5]
Cha: 16 (+3) [5] [+2 human]

DEFENSE:

AC: 17, touch 11, flat-footed 16 (+5 armor, + 1 Dex, +1 shield, +0 size)
HP: 19 (Full first lvl = 8, 1/2 level +1 = 5, +2 Con, +2 Favored Class, +2 toughness)
Fort +4 (+3 + 1), Ref +1 (0 + 1), Will +5 (+3 + 2)

OFFENSE:

Initiative: +1 (+1 Dex)
Speed 20 ft.

Base Atk: +1

CMB: +3 (+1 BAB, +2 str) CMD: 14 (10, +1 BAB, +2 str, +1 dex)

Melee: Longspear + 3, 1d8 +2

Ranged:

Favored Class Bonus Synergist: Hit points

TRAITS:
[2]
Citizen of the Valley: Wilds
You were raised in the wild parts of the valley. This could mean you are a reclusive loner, a member of a tribal race, or even a villager who spends an inordinate amount of time exploring the wilderness. Your time in the wilds has made you wary and acutely aware of danger, granting you a +1 trait bonus to all Perception checks. Further, while in the valley, you gain a +2 trait bonus on Knowledge (Nature) checks, and Knowledge (Nature) is always a class skill for you.

Survivalist: You gain a +1 trait bonus on saving throws against natural environmental hazards.

FEATS:
[2 = 1 1st level, 1 Human, 1 2nd level Bonus feat]
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Tandem Trip
Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result.

Toughness +3 hp at 1st level, +1 at every level after 3rd.

SKILLS:

Class Skills:
The synergist’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis) and Swim (Str).

(2nd level choices) Bluff, Disguise, Intimidate, Sense Motive, Kn: Local,

Skills: (14 = 4 ranks x Synergist 2, +0 int, +2 human) xxx
Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)
Acrobatics (Dex)/No/xx/+1 = +x * #
Appraise (Int)/No/xx/+0 = +x
*****Bluff (Cha)/Yes, +3/1/+3 = +7
Climb (Str)/Yes, +3/xx/+2 = +x *
Craft (tattoos) (Int)/Yes, +3/x/+0 = +x
Diplomacy (Cha)/Yes, +3/x/+3 = +x
Disable Device (Dex)/No/xx/+1 =+x * #
*****Disguise (Cha)/Yes, +3/1/+3 = +7
Escape Artist (Dex)/No/xx/+1 = +x *
Fly (Dex)/No/xx/+1 = +x *
*****Handle Animal (Cha)/Yes, +3/1/+3 = +7 #
Heal (Wis)/Yes, +3/x/+2 = +x
*****Intimidate (Cha)/Yes, +3/1/+3 = +7
*****Knowledge (local) (Int)/Yes, +3/1/+0 = +4 #
*****Knowledge (nature) (Int)/Yes, +3/1/+0 = +4 # [+2 in the Valley]
Knowledge (others) (Int)/No/xx/+0= +x #
Linguistics (Int)/Yes, +3/x/+0 = +x #
*****Perception (Wis)/Yes, +3/1/+2 = +7 [+1 trait]
Perform (Cha) /No/xx/+3 = +x
Profession (Int) /Yes, +3/xx/+0 = +x #
*****Ride (Dex)/Yes, +3/1/+1= +5 *
*****Sense Motive (Wis)/Yes, +3/1/+2 = +6
Sleight of Hand (Dex)/No/xx/+1= +x * #
Spellcraft (Int)/No/xx/+0 = +x #
*****Stealth (Dex)/No/1/+1 = +2 *
*****Survival (Wis)/Yes, +3/1/+2 = +6
Swim (Str)/Yes, +3/xx/+2 = +x
Use Magic Device (Cha)/No/xx/+3 = +x #

Languages: Common

CLASS ABILITIES

Weapon and Armor Proficiency: Synergists are proficient with all simple weapons. Synergist are also proficient with light and medium armor, and with shields (except tower shields).

Coherence (Ex):
At 1st level, once per day as a full-round action, a synergist designates a number of allies into what she refers to as her cast. The number of cast members may not exceed her Charisma modifier, and she must include herself when designating her cast. After being selected, all cast members must remain within 30 feet of the synergist in order to gain the benefits granted by her other class abilities, as detailed below.

* For each member of her cast that is adjacent to the synergist, she gains a cumulative +1 shield bonus to her AC. If the synergist is using a shield, this additional bonus stacks with the bonus given from her shield.

* As a swift action, any cast member may warn another member that they are making a ranged attack. A cast member that is within 10 feet of a synergist that has given the warning and is firing into a melee combat that has a cast member as a participant, is treated as though they possessed the Precise Shot feat.

Enable (Ex):
At 1st level, when a synergist successfully uses the Aid Another action to help a member of her cast with either an attack action or a skill check, she grants them a more favorable bonus. The added bonus given from her aid another action is equal to half her synergist level (minimum 1) to a maximum bonus of +5. This ability only grants this bonus to that member’s attack roll or skill check and is not applicable to other aid another checks. The synergist can use this ability a number of times per day equal to her Charisma modifier.

Synergy (Ex):
Starting at 1st level, the synergist taps into the natural energies of camaraderie among her cast. In game terms, synergy is a measure of a synergist’s cult of personality that allows her to channel combat success to increase the effectiveness of all actions of her allies. A synergist can create synergy a number of times per day equal to 1+ her Charisma modifier. For every three levels she possesses of her synergist class, she receives one additional use of synergy.

When she expends a use of synergy as an immediate action, the synergist can feed off the momentum of her cast during a combat round and store it as synergy counters. For each successful attack action, saving throw or skill check made in the round by a member of her cast, the synergist gains a +1 bonus synergy counter. On a confirmed critical hit or a result of a natural 20 on a roll, she instead gains two +1 bonus counters. A synergist can store a maximum number of synergy counters equal to her synergist level + plus Charisma modifier.

As a move action, the synergist can bestow her absorbed synergy counters to members of her cast. The synergy benefits bestowed in this manner remain for a number of rounds equal to her Charisma modifier + 1⁄4 her synergist level (minimum 1). These counters can be distributed to a single member or among any number of members of her cast as she sees fit, however no single creature may receive a bonus greater than the synergist's Charisma modifier.

Any member of the cast that moves beyond 30 feet from the synergist immediately loses any benefits granted by synergy and the duration of the benefit granted ends.
Absorbed synergy counters can be stored for up to 24 hours, or until the synergist rests for 8 hours. A cast member can only benefit from one effect granted by synergy at time. If the synergist wishes to use the synergy ability to absorb successes again, previous uses of this ability immediately end. Any benefits that were granted to cast members immediately end. The synergist loses half of her stored counters (rounded down) and they are added to the new synergy.

When distributing her stored synergy counters, the synergist may choose from the following list of synergies to bestow to the member of her cast. These benefits need not be the same for each cast member:

Aptitude: Counters given to a cast member grant a competence bonus to skill checks equal +2 for every counter bestowed.
Battle Acuity: The cast member receives a morale bonus to attack rolls.
Battle Surge: The synergist can grant the chosen member of her cast a bonus of 5 temporary hit points for each counter she has channeled. These temporary hit points disappear once the synergy duration ends.
Calm: The cast member gains a morale bonus to all Concentration skill checks.
Defense: This synergy grants the chosen cast member an insight bonus to Armor Class.
Elusive: The chosen cast member receives a morale bonus to CMD.
Fate: For every 2 points of synergy channeled, the cast member is granted +1 luck bonus to all saving throws.
Fleet: A cast member gains a morale bonus of +5 feet to their land speed for each counter that is bestowed.
Maneuver Expertise: The synergist can grant chosen members of her cast a morale bonus to CMB.
Swift Surge: A cast member is granted a circumstance bonus to initiative rolls. If used after a combat has started, the beneficiary (only) gains a bonus to initiative equal to the channeled bonus, allowing them to move up the initiative order. If this bonus moves the recipient ahead of the synergist in the initiative order, then the recipient acts before the synergist and the synergist acts after their action has finished. When this synergy ends, the beneficiary returns to their original initiative order.
The ability to use of synergy is replenished each morning after 8 hours of rest; these hours do not need to be consecutive.

Technique (Ex)::
At 1st level, a synergist can choose to learn one technique. Some techniques function only when assigning herself synergy, while others are considered automatically in effect. Unless otherwise noted, when the synergist distributes synergy to herself and she possesses multiple techniques that rely on her receiving synergy, all of the effects come into play for the normal duration.
The synergist selects a new technique at 3rd level and every 3 levels thereafter. At 1st level, the synergist can select from the following techniques:

Mettle: The synergist chooses one type of save, until the duration of her synergy ends, when using the chosen save, if she is successful using it from an attack or effect that deals half damage on a successful save, she instead takes no damage. If she selects her Reflex save, she can only use this ability if she is wearing light or no armor.

[Chosen] Studied Strike: While synergy is in effect and when a synergist confirms a critical hit against an enemy, it then becomes flat-footed to the other members of her cast for the duration of the effect.

Tutelage: The synergist gains proficiency with any martial weapon used by a member of her cast during combat. For each new martial weapon used by her cast, she gains proficiency. This technique does not require the use of synergy to function.

GEAR:

Weapons:
Longspear, 1d8, 9 lbs, 5 gp
Masterwork Spiked Gauntlet, 1d4, 1 lb., 5 gp
Javelin, 1d6, 1 gp, 2 lbs, 30 ft.
Dagger, 1d4, 2gp, (19-20) x2
(12 lbs.)

Armor:
Scale Armor +5 AC, +3 Max Dex, -4 ACP 50 gp, 30 lbs
Buckler +1 AC, -1 ACP 5 gp, 5lbs

(35 lbs.)

Skill Equipment:

Magic Miscellaneous:

Mundane Miscellaneous
Blanket (5 sp) (3 lbs)
Candles (10) (1 sp)

Fishhook, 1 sp

Beast whistle (canine) 5 gp
Signal Whistle 1 gp

Rations 5 days, 2 gp, 5 sp, 5 lbs.

(8 lbs.)

Total equipment cost: 75 gp, 2 sp. spent. (of 140 starting funds)
Weapons 11 gp., Armor 55 gp., Magic Misc. 0 gp, Mundane Misc. 9 gp., 2 sp.

Remaining Gold
Weight: 55 lbs
Weapons 12 lbs., Armor 35 lbs., Misc.8 lbs.,

Capacity: light: 58 lbs. or less Medium: 59-116 lbs. Heavy: 117-175 lbs.
Load: Medium