Iramine

Ryada's page

233 posts. Alias of BloodWolven.


Race

Vital:
HP: 43/63 | AC: 28_ T: 17_ FF: 21 | Perception +12, Initiative: +7 | Fort: +13 _ Ref: +16 _ Will: +11 (+2 vs. ench) | CMB: +5, CMD: 23, Speed: 40

Classes/Levels

Skills:
Acrobatics +14_Appraise +7_Bluff +14_Climb +5_Dip +9_EscArt +11_K (Nat) +13_K all +5, Perform (Sing) +14_ Ride +10_SM +14_Stealth +15_Survival +6_Swim +5_UsMag+14

Strength 13
Dexterity 24
Constitution 18
Intelligence 16
Wisdom 12
Charisma 22

About Ryada

+1 on str DM boon and roll out for Daily Tasks.

Vital:
HP: 63/63 | AC: 28_ T: 17_ FF: 21 | Perception +12, Initiative: +7 | Fort: +13 _ Ref: +16 _ Will: +11 (+2 vs. ench) | CMB: +5, CMD: 23, Speed: 40

ablilities:
Aura: Grace (Su)
Every nongood creature within 30 ft. of a holy creature automatically takes a –1 penalty on all attack rolls, checks, and saves. Grace is a mind-affecting effect.

Negative Energy Resistance (Su)
When a holy creature is struck by an attack using negative energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the holy creature may make a level check (1d20 + total HD) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds,the negative energy attack is canceled out in a bright flash. If the negative energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of damage.

Holy Spellcasting (Su)
A holy creature’s effective caster level for spells and spell-like abilities with from the healing subschool and those with the good or light descriptor increases by +1 over that of the base creature. This benefit stacks with itself, so the holy creature’s effective caster level for a spell with both good and light descriptors is higher by +2 than that of the base creature.

Holy Body (Su)
A holy creature gains double the normal amount of healing from positive energy. Thus, if a cure light wounds spell would normally restore 7 hit points, the holy creature would instead regain 14 hit points.

what other wands should I get?

Ryada Silverleaf

Action Description:
Collecting the sparkling electricity between her hands which soon the blue energy courses over the threads of her clothes to the sigils, and then up to her eyes.

RYADA:
Female elf bard 5/ Slayer 5
Medium humanoid (elf) (good subtype)
Init +7; Senses: darkvision 60 ft., low-light vision, Perception +12
NG
________
DEFENSE
________
AC 28, touch 17, flat-footed 21 (+7 mithril shirt +3, +7 Dex, +4 shield)
(+2 Def vs Evil)
hp 63/63 (5d10+20)(10,9,7,10,7) DR 5/evil

Protection from Evil (Su)
A holy creature gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks by evil creatures. Furthermore, it is immune to any attempt by an evil creature to possess, charm, or influence it.

Fort +13, (Class +4, Con +3, Cloak +5) (+2 vs Evil)
Ref +16, (Class +4, Dex +7, cloak +5) (+2 vs Evil)
Will +11, (Class +4, Wis +1, cloak +5)+2 vs. enchantment spells and effects (+2 vs Evil)

_______
OFFENSE

Speed 40 ft.

Sacredness (Su) +1d6 points of holy damage against creatures of evil alignment with melee attacks. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.

Ranged longbow +11 (1d8/x3)
Ranged [dice=electrical blast, touch] 1d20 + 12 [/dice] [dice=E damage] 1d6 [/dice]
Melee dagger +11 (1d4+7/19-20)
[Dice=+1 Silver short sword, E]1d20+12[/dice] [dice=damage]1d6+7+1d6+1d6[/dice]
[Dice=+1 Cold iron rapier, A]1d20+13[/dice] [dice=damage]1d8+8+1d6+1d6[/dice]

Lesser Weapon Augment Crystals: Acid and Electricity

Two-Weapon Fighting-2/-2

MC Cold iron mace
Ranged dagger (thrown) +12 (1d4+1/19-20)

Special Attacks
distraction, studied target (+1 attack, +1 damage, and +1 skills),
sneak attack +1d6,

three greater slaying arrows. The designated creatures for each of these three arrows is gnoll, giant, and dragon. The magic of these greater slaying arrows vanishes if they are sold, but they can be given to others in trade for goods or as a gift. If a worshiper of Erastil fires one of these greater slaying arrows and misses, the arrow vanishes and a slaying arrow of the same type appears in the gifted character’s quiver. If this regular slaying arrow is then fired, only to miss its target, it has a 50% chance to be lost, as normal.

BAB +5, CMB +6, CMD 23

Bardic Performance: Inspire Allies for 12 rounds a day, 12/12 used
An affected ally receives a +3 morale bonus on saving throws against charm and fear effects and a +3 competence bonus on attack and weapon damage rolls

Known Bard Spells (CL 2nd, concentration +3): 6,4,3
2nd (3/day)-
Allegro - haste for self as singing with bardic inspiration
Gallant inspiration +2d4 to an attack or skill check [immediate action]
Pugwampi's Grace
1st (2/day)—[dice=cure light wounds]1d8+2[/dice], grease (DC 14) 10 foot square and lasts 2 minutes, abundant ammunition (last 2 minutes) replaces nonmagical ammunition used in a container,
Liberating Command [immediate action]
0 (at will)—daze (DC 13), mage hand, message, read magic, detect magic, unwitting ally

_______
STATISTICS
Final: start, racial, holy, wish, level, Youthful Draught, Other
Str 13: 10, +0, +2, +1, +0, +0,
Dex 24: 14, +2, +2, +1, +1, +2, +2 Mayor Statue,
Con 18: 14, -2, +4, +1, +0, +0, +1 From blessed pool in desert
Int 16: 13, +2, +0, +1, +0, +0,
Wis 12: 08, +0, +4, +0, +0, +0,
Cha 22: 16, +0, +4, +0, +0, +2,
Lck 21

Feats:
1) Weapon Focus light blades
2) Slayer Talent: Quick Draw
3) Slashing Grace light blades
4) Slayer Talent: Two-Weapon Fighting
5) Double Slice
6) Slayer Talent: Improved Two-Weapon Fighting and Two-Weapon Defense
7)
8) Slayer Talent:
9)
10) Slayer Talent: Greater Two-Weapon Fighting and Two-Weapon Rend
11)

Skills (6+3)x5=45
Acrobatics +14 , (Ranks 5, CS +3, Dex +7) (ACP -1)
Appraise +7 , (Ranks 1, +3 CS, Int +3)
Bluff +14
Climb +5 , (Ranks 2, Str +1, CS +3) (ACP -1)
Diplomacy +9 , (Ranks 3, CS +3, Cha +3)
Escape Artist +11 , (Ranks 5, CS +3, Dex +3) (ACP -1)
Fly +2 ,
Handle Animal +7 , (Ranks 1, CS +3, Cha +3)
Knowledge (Nature) +13 , (Ranks 5, CS +3, Int +3, racial +1 (+2 in forest))
Knowledge all +5 , (Ranks 0, Int +3, bard +2)
Perception +13 , (Ranks 5, CS +3, Wis -1, racial +2, holy +4)
Perform (Sing) +14 , (Ranks 5, CS +3, Cha +6)
Ride +10 , (Ranks 1, CS +3, Dex +7) (ACP -1)
Sense Motive +14
Stealth +15 , (Ranks 5, CS +3, Dex +7) (ACP -1)
Survival +6 , (Ranks 1, CS +3, Wis +1, racial +1 (+2 in forest))
Swim +5 , (Ranks 2, Str +1, CS +3) (ACP -1)
Use Magical Device +14 , (Ranks 4, CS +3, Cha +7)

Skills: A holy creature gains a +4 sacred bonus on Perception and Sense Motive checks.
Languages Common, Elven, Gnome, Sylvan

Skills:
Acrobatics +14_Appraise +7_Bluff +14_Climb +5_Dip +9_EscArt +11_K (Nat) +13_K all +5, Perform (Sing) +14_ Ride +10_SM +14_Stealth +15_Survival +6_Swim +5_UsMag+14

Combat Gear:
Sash of the Great Performer (treat yourself as 5 levels higher when inspiring allies), scroll (cure light wounds) (2);

Other Gear Mithril shirt +3, cloak of Resist +5, longbow, dagger (2), entertainer's outfit, arrows (20), 43 gold

Wand of shield, CL 1, 8 charges


SPECIAL ABILITIES:

SQ: Versatile Performance (Ex): Sing (Bluff, Sense Motive), armored casting, bardic knowledge, bardic performance, cantrips, countersong, elven immunities, inspire courage, keen senses, weapon and armor proficiency, weapon familiarity, woodcraft

Armored Casting (Ex)
You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.

Bardic Knowledge (Ex)
You add +2 to all Knowledge checks and may make all Knowledge skill checks untrained.

Cantrips
You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.

Bardic Performance
You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired.

Countersong (Su)
You can counter magic effects that depend on sound (but not spells that have verbal components).

Distraction (Su)
You can use your performance to counter magic effects that depend on sight.

Inspire Courage (Su)
You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities.

Weapon and Armor Proficiency A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.

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[spoiler=Slayer]
Studied Target (Ex)
[Errata] A slayer can study an opponent he can see as a move action. The slayer then gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +2 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 2. 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).

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

Slayer Talents:

https://www.d20pfsrd.com/classes/hybrid-classes/slayer/archetypes/paizo-sla yer-archetypes/grave-warden/


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Racial:

Elf
Elven Immunities (Ex)
Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses (Ex)
Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Weapon Familiarity (Ex)
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Woodcraft (Ex)
Elves know the deep secrets of the wild like no others, especially those of the forests. Elves with this racial trait gain a +1 bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.

Holy Template

Alignment: Any good.

Type: A holy creature gains the good subtype.

Senses: A holy creature gains darkvision +60 ft.

Aura: A holy creature gains the following.

Grace (Su)
Every nongood creature within 30 ft. of a holy creature automatically takes a –1 penalty on all attack rolls, checks, and saves. Grace is a mind-affecting effect.

Defensive Abilities: A holy creature gains DR 5/good and the following:

Negative Energy Resistance (Su)
When a holy creature is struck by an attack using negative energy, energy drain, ability damage or drain, or hit point damage such as that from an inflict spell, the holy creature may make a level check (1d20 + total HD) against a DC equal to 11 + the attacking creature’s total Hit Dice. If the level check succeeds,the negative energy attack is canceled out in a bright flash. If the negative energy attack was dealt by a melee or melee touch attack, the creature that delivered it takes 2d6 points of damage.

Protection from Evil (Su)
A holy creature gains a +2 deflection bonus to AC and a +2 resistance bonus on saves against attacks by evil creatures. Furthermore, it is immune to any attempt by an evil creature to possess, charm, or influence it.

Speed: Each of a holy creature’s speeds increases by 10 ft.

Special Attacks: A holy creature retains all the base creature’s special attacks and gains those described here.

Holy Spellcasting (Su)
A holy creature’s effective caster level for spells and spell-like abilities with from the healing subschool and those with the good or light descriptor increases by +1 over that of the base creature. This benefit stacks with itself, so the holy creature’s effective caster level for a spell with both good and light descriptors is higher by +2 than that of the base creature.

Sacredness (Su)
Each of a holy creature’s melee attacks with a natural or manufactured weapon deals +1d6 points of holy damage against creatures of evil alignment. All of its natural and manufactured weapons are treated as good-aligned for overcoming damage reduction.

Abilities: Str +2, Dex +2, Con +4, Wis +4, Cha +4.

Skills: A holy creature gains a +4 sacred bonus on Perception and Sense Motive checks.

Special Abilities: A holy creature retains all the base creature’s special qualities and gains those described here.

Holy Body (Su)
A holy creature gains double the normal amount of healing from positive energy. Thus, if a cure light wounds spell would normally restore 7 hit points, the holy creature would instead regain 14 hit points.

She does her best to put on a smile, but it just looks pitiful. She does her best to let the words come out calm, [b]"I have the highest regard for humans, especially since it was the other race of my brother. But if possible I would not want someone let alone my child to go through what Tradeon went through.