Female Human Fighter (Unbreakable) 6 | 52/52 (58/58) HP | AC 22 T 13 FF 19 | Fort +8 (+9) Ref +8 Will +4 (+3)(6 (5) mind affecting) | Initiative +7 | Perception +4, Sense Motive +1| Heroic Recovery* (1x/day 2nd save vs ongoing effect)
Dazzling Display Intimidate check to demoralize all within 30 ft
Str 15, Dex16 , Con 14, Int13 , Wis 12, Cha14
Base Atk +6/+1; CMB +8 ; CMD 21
Feats Light/Medium/Heavy Armor Proficiency, Shield Proficiency, Martial Weapon Proficiency, Endurance*, Diehard*, Exotic weapon proficiency (Estoc), Weapon Focus (Heavy Blades), Improved Initiative, Dazzling Display, Lightning Reflexes, Heroic Recovery* (1x/day 2nd save vs ongoing effect), Quick Draw
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.
Killer - Benefit: You deal an amount of additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
• 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, Sylvan
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.
Magical Gear Armor +1 Agile Breastplate
Body Chest Eyes Feet: Boots of the Cat (always land on feet/min falling damage)
Hands: Head: Headband Neck: Rings Shoulders: WaistHeavyload Belt(carrying capacity 198 lbs.light 199–399 lbs med .400–600 lbs.heavy)
1 Potions CLW
1 Potion CMW
2 Bandages of Rapid Recovery
2 Alchemist's fire
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 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).
Armor Training Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
Heroic Recovery At 5th level, an unbreakable gains the Heroic Recovery feat as a bonus feat, if he does not have it already. If he already has this feat, the unbreakable can choose any combat feat instead. In addition, he may use this feat one additional time per day for every four levels after 5th (to a maximum of 4 times per day at 17th level).
Relatively tall for a human woman and quite athletically built, Rhiannon cuts a rather heroic figure, her lean, well-muscled frame landing her the predatory grace of a hunting cat. Mid-length raven black hair, usually kept loose, and a sun-tanned complexion, make her amber eyes (the visible manifestation of some faint fey heritage), stand out all the more.
Unless at ease and in relative safety, she’d most commonly encountered wearing armor, her enchanted breastplate as comfortable to her as a cloak to most, most often accompanied by an assortment of weapons, the most notable of them being the impressive estoc worn across her back.
Raised in the South of Brevoy by her retired soldier father, after her mother died of illness, Rhiannon grew up as the apple of her father’s eye, the bond between father and daughter a remarkably strong one. With only the two of them, Rhiannon idolized her father, regaling in his old war stories, taking to handling physical tasks, and working to help him through their shared grief.
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 estoc, a long heavy piercing blade that merged the skill of a rapier with the power of a heavy longsword, made even more exotic by her ability to handle it one handed.
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 eventually set out, spending time with the occasional caravan or defending a community form the numerous bandits that dotted the landscape of the stolen lands like mushrooms, never staying one place too long as she felt the pull toward something greater.
Heavy Horse (Combat Trained) Jet Black Stallion
N Large animal
Init +4; Senses low-light vision, scent; Perception +8
AC 15, touch 13, flat-footed 11 (+2 Dex, +2 natural, –1 size)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3
Speed 50 ft.
Melee 2 hooves +5 (1d4+5)
Space 10 ft.; Reach 5 ft.
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8