Female Human Fighter (Unbreakable) 2 | 23/23 HP | AC 17 T 13 FF 14 | Fort +6 (+10 nonlethal environmental) Ref +4 Will +2 (+3 Mind affecting) | Initiative +3 | Perception +1, Sense Motive +2| low-light vision
Size
6'1 187lbs
Deity
Erastil
About Rhiann Sokol
Female Fighter (Unbreakable) 2
NG Medium humanoid (human)
Hero points: 2
Init +3 Senses. low-light vision; Perception +4
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Defense
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AC 17 touch 13, flat-footed 14 (+3 Dex, +4 Armor. + Shield) Armor: Chain shirt hp: 23 (1d10+2) Current:23
Fort +6 (+10 nonlethal environmental/suffocation), Ref +4, Will +2 (+3 vs Mind affecting)
Defensive Abilities
Special Attacks
+1 trait bonus to attack with Cold Iron
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Statistics
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Str 14, Dex16, Con 14, Int13 , Wis 12, Cha10
Base Atk +2; CMB +4 ; CMD 17
Feats Light/Medium/Heavy Armor Proficiency, Shield Proficiency, Martial Weapon Proficiency, Endurance*, Diehard*, Exotic weapon proficiency (Fauchard), Weapon Focus (Fauchard), Weapon Trick (Polearm).
Traits.
Rostlander -You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land's influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
Ancestral Weapon
You have inherited a sacred tribal weapon wielded by your forebears, and you were trained in its use from a young age.
Benefit(s) Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp.
You gain a +1 trait bonus on attack rolls with weapons made of the selected material.
Primary Skills Acrobatics +4 (+2 in armor), Bluff +, Climb +3, Diplomacy +, Disguise +, Heal + Intimidate +, Knowledge (Dungeoneering) +5 , Perception +4 , Ride +4(+2 in armor), Sense motive +4, Stealth +3 (+1 in armor), Swim +6 (+4 in armor), Survival +2 ; Knowledge Nature +4
Racial Modifiers
• Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score (Dex) of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS
• Bonus Feat: Humans select one extra feat at 1st level.
• Heart of the Fey You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
Languages Common, Elven
Gear/ Possessions
Explorer's outfit , Fighter’s kit: backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (7 days), and a waterskin, grooming kit.
Bounty hunter's kit: basic maps showing major landmarks, caltrops, common manacles with an average lock, a net, a sap, and a 10-foot chain.
Cold weather outfit
Cold weather gear for horse
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Special Abilities
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Tough as Nails An unbreakable gains Endurance and Diehard as bonus feats. (Staggered and auto stabilizes at 0hp. +4 bonus on Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Sleep in light or med armor without becoming fatigued.)
Unflinching (Ex)
At 2nd level, an unbreakable gains a +1 bonus on Will saves against mind-affecting effects. This bonus increases by +1 for every four levels after 2nd level (to a maximum of +5 at 18th level).
This ability replaces bravery
Description:
Appearance
Relatively tall for a human woman at just over 6’1, and blessed with lean yet well-defined muscle, while maintaining a degree of shapeliness, Rhiann carries herself with the predatory grace of a hunting cat. Her hair is raven black, which creates a stark contrast with her pale complexion. Though by far, her most notable attribute would be her steel grey eyes, lending her a cold, penetrating gaze that some find unnerving
Most often dressed in black or grey when indoors, commonly simple breeches and a bodice, she is usually found in leather armor when outdoors, still trending towards darker colors., her weapons and armor notably immaculately maintained.
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personality:
Bold and focused, occasionally prone to bouts of solemn intensity, Rhiann can come off as a bit foreboding to strangers. To those who get to know her, the is one of the most dependable, fiercely protective people one could ever know. Her training and upbringing instilling her with a strong protective streak, which she often displays quite boldly, often with little regard for her own safety.
Background:
Raised in the South of Brevoy (with her younger sister Larelle) by her retired soldier father, their mother having succumbed to illness, Rhiann and her sister grew up as the apples of their father’s eye, the bond between father and daughters a remarkably strong one. Rhiann especially, idolized her father, regaling in his old war stories, taking to handling physical tasks, and working to help him through their shared grief, while helping to take care of her younger sister.
As she grew older, her penchant for physicality led to the beginning of her training in the unique fighting style that made her father moderately famous in combat circles, especially in a region heavily dominated by swordlord lore and legend. Hour after hour, was spent training her mind and body, becoming the consummate warrior, and honing her skill with the fauchard, a heavy curving blade on the end of a two handed polearm, it’s cutting edge along the concave side, like that of a sickle or scythe.
As she came of age, a burgeoning wanderlust, coupled with the desire to have adventures of her own, and put her skills to the test, made the call to adventure, ever stronger. With her father’s blessing, she set out, her younger sister staying to help their father, though making her promise to check in on them once she’d found her destiny.
Spending time with the occasional caravan or defending a community from the numerous bandits that dotted the landscape of the stolen lands like mushrooms, never staying one place too long, Rhiann eventually took up the profession of being a bounty hunter, going after the many minor criminals and ruthless bandits that took advantage of folk trying to survive. It was during one of her stops to drop off a bandit she'd apprehended in Restov, that she accepted a charter to explore and settle the Stolen Lands.
Light Horse:
Light Riding Horse CR 1
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +6
SQ docile
SPECIAL ABILITIES
Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill), a horse’s hooves are treated as secondary attacks.
Planned progression:
Table: Fighter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Endurance and Diehard, Exotic weapon proficiency (Fauchard), Weapon Focus (Fauchard).
2nd +2 +3 +0 +0 Weapon Trick(Polearm), Unflinching +1
[spoiler=Weapon Tricks]
Polearm Tricks
Special: You can use these tricks only while wielding a weapon from the polearm weapon group.
Choke Up
Additional Prerequisite(s): Acrobatics 1 rank, Climb 1 rank
You can take a –2 penalty on attack rolls and damage rolls until the beginning of your next turn in order to choke up on and wield a two-handed polearm sized for you in one hand, as long as you do not make attacks with your other hand.
Close Sweep
Additional Prerequisite(s): Improved Bull Rush, Improved Reposition, or Improved Trip
You can attempt a bull rush, reposition, or trip combat maneuver check one for which you have the matching prerequisite feat) against an adjacent foe, even if wielding a weapon with the reach quality.
Haft Bash
Additional Prerequisite(s): Weapon Focus
You can accept a –2 penalty on attack rolls with a reach polearm for which you have Weapon Focus in order to treat the weapon as if it lacked the reach quality until the start of your next turn. If you do, the polearm functions as a club. Any qualities such as trip) or special abilities such as keen) of the weapon that a club could not have, and any feats or abilities you can’t apply to a club, don’t apply to attacks with the weapon during this time.
You can use a polearm to improve your balance. Any round in which you do not make a melee attack, you can take 10 on an Acrobatics check even when distraction would normally prevent you from doing so.
Pole Vault
Additional Prerequisite(s): Acrobatics 3 ranks)
You gain a +4 bonus on Acrobatics checks to jump, and you count as having a running start if you move at least 5 feet before jumping.
Quick Brace
Additional Prerequisite(s): Base attack bonus +6
While taking a full-attack action with a polearm with brace, you can ready an attack with the polearm in place of your final attack. The readied attack uses the attack bonus of the attack you used to ready it.