Silver Dragon

Snow Icescale's page

70 posts. Alias of Zain Ashvale.


Full Name

Snow Icescale

Race

Lizardfolk

Classes/Levels

Hunter / Bolt Ace / Hawkguard 1

Gender

Female

Size

Medium

Age

13

Special Abilities

Low-Light Vision, Darkvision 60'ft, Swim 60'ft, Wild Empathy, Stance of Piercing Rays, Aegis(10'ft) +1

Alignment

NG

Languages

Draconic, Common

Strength 12
Dexterity 20
Constitution 16
Intelligence 18
Wisdom 18
Charisma 14

About Snow Icescale

---===Statistics===---:

Female Lizardfolk
Gunslinger (Bolt Ace) 1 // Warder (Hawkguard) 1 // Hunter 1
NG Medium Humanoid (Reptilian)
Init +7; Senses Perception +8(+10), Low-Light Vision, Darkvision 60'ft
-------------------------------=DEFENSE=-------------------------------
AC: 17, Touch: 15, Flat-Footed: 12 (+0 armor, +5 dex, +0 shield,+2 NA,+0 Magic)
HP: 18 {+1d12,+3Con, +3 Toughness}
Fort: +5, {+2 Base,+3 Con}
Reflex: +7, {+2 Base,+5 Dex}
Will: +6,{+2 Base,+4 Wis}
CMD 17 {+1 Base +1 Str +5 Dex + size + misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft.
CMB: +2; {+1 Base +1Str + size + misc}
Base Atk: +1;
Melee:+2{+1Base,+1Str}
Ranged:+6{+1Base,+5Dex}

--Melee:
2 Claws | +2 | 1d4+1 | 20, x2 | S/P/B
Bite | +2 | 1d3+1 | 20, x2
Tail Slap | +2 | 1d8+1 | Trip +2 | 20, x2

--Ranged:
Basic
Heavy Repeating Crossbow | +6(+7 in 30’ft) | 1d10(+1 in 30’ft) | 19-20, x2 | Piercing | 8 Bolt Cases (5 Bolts Each)

Mounted (Single Move)
Heavy Repeating Crossbow | +4(+5 in 30’ft) | 1d10(+1 in 30’ft) | 19-20, x2 | Piercing | 8 Bolt Cases (5 Bolts Each)

Mounted(Double Move)
Heavy Repeating Crossbow | +2(+3 in 30’ft) | 1d10(+1 in 30’ft) | 19-20, x2 | Piercing | 8 Bolt Cases (5 Bolts Each)
-------------------------------=STATISTICS=-------------------------------
Str: 12, Dex: 20, Con: 16, Int: 18, Wis: 18, Cha: 14

-------------------------=Traits=----------------------
Reactionary | Combat
+2 Initiative

Beast Bond | Social
+1 Handle Animal and Ride

The Thrush | Cosmic
+1 Perform(Sing), Perform(Sing) is a Class Skill

----------------=Race Traits=-------------------
+2 Str +2 Dex +2 Con

+2 Natural Armor

Swim 30
Hold Breath
Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Natural Attack: Bite
Natural Attack: Claws
Natural Attack: Tail

Slapping Tail
Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user's Strength modifier if Small, 1d8 points of damage plus the user's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the user's Strength modifier if Large.
Special: If a Large creature has the reach trait, its tail also gains reach.

Tripping Tail
When a member of this race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity.

Low-Light Vision
Members of this race can see twice as far as a race with normal vision in conditions of dim light.

Darkvision 60'ft
Members of this race can see in the dark up to 60 feet.

Scavenger
Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Flexible Bonus Feat

--------------=Feats=-----------------
Toughness (Bonus) +3 HP, +1 HP every level after 3

Mounted Combat (Level 1, Feat 1)
Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.

Gunsmithing (Gunslinger 1)

Point Blank Shot (Hawkguard Warder 1)
+1 to hit and damage with ranged weapons within 30’ft of the target.

Combat Reflexes (Hawkguard Warder 1)
Snow can make a number of Attacks of Opportunity each turn equal to her intelligence modifier.
Special: Uses Intelligence

Mounted Archery (Level 1, Feat 2)
Halve mounted archery penalties
-2 Single Move, -4 Double Move

Animal Affinity (Level 1, Feat 3)
+2 Handle Animal, +2 Ride (becomes +4 at 10 Ranks)

Totem Beast (Level 1, Feat 4)
Animal Companion always has the Bull Aspect advancing with the HD of the Companion.

Andorean Falconry (Level 1, Feat 5)
You improve your affinity with birds of prey, such as eagles, falcons, hawks, and owls. You gain a +2 bonus on Animal Handling checks made to train or control birds of prey. In addition, if you have a bird of prey as an animal companion, your animal companion gains one of the following bonuses chosen at the time this animal companion is gained: a +1 dodge bonus to AC, a +1 morale bonus on all attack rolls, or a +2 morale bonus on all Will saves.
(+1 on Attack Rolls Chosen for Aurora)

Undersized Mount (Racial Bonus Feat)
Ride Mounts that are your size.

---------------=Skills=- (11 points; 6 class, 3 INT, 1 favored, 1 extra)---------------
With Ranks
Craft (Weapons) (Int)____+8{+1rank,+4Int, +3CSkill}
Handle Animal (Cha)____+9{+1rank,+2Cha,+2Affinity, +1 Trait, +3CSkill}
-Handle Animal(Birds)(Cha)____+11{+1rank,+2Cha,+2Feat, +1 Trait, +3CSkill, +2Falconry }
Knowledge (Geography)(Int)____+8{+1rank,+4Int, +3 CSkill}
Knowledge (Nature)(Int)____+8{+1rank,+4Int, +3 CSkill}
Knowledge (Martial) (Int)____+8{+1rank,+4Int, +3 CSkill}
Linguistics(Int)____+8{+1rank,+4Int, +3 CSkill}
Perception(Wis)____+8{+1rank,+4Wis, +3 CSkill}
Perception + Scavenger(Wis)____+10{+1rank,+4Wis, +3 CSkill, +2 Racial}
Perform (Sing)(Cha)____+7{+1rank,+2Cha, +3 CSkill, +1Trait}
Profession (Cook) (Wis)____+8{+1rank,+4Wis, +3 CSkill}
Ride*(Dex)____+12{+1rank,+5Dex, +3 CSkill, +1trait, +2Affinity}
Survival(Wis)____+8{+1rank,+4Wis, +3 CSkill}
Swim*(Str)____+13{+1rank,+1Str, +3 CSkill, +8racial}

No Ranks
Acrobatics*(Dex)____+5{+0rank,+5Dex}
Appraise(Int)____+4{+0rank,+4Int}
Bluff(Cha)____+2{+0rank,+2Cha}
Climb*(Str)____+1{+0rank,+1Str}
Diplomacy(Cha)____+2{+0rank,+2Cha}
Disable Device____+5{+0rank,+5Dex}
Disguise (Cha)____+2{+0rank,+2Cha}
Escape Artist*(Dex)____+5{+0rank,+5Dex}
Fly*(Dex)____+5{+0rank,+5Dex}
Heal(Wis)____+4{+0rank,+4Wis}
Intimidate(Cha)____+2{+0rank,+2Cha}
Knowledge (Arcana)(Int)____+4{+0rank,+4Int}
Knowledge (Dungeoneering)(Int)____+4{+0rank,+4Int}
Knowledge (Engineering)(Int)____+4{+0rank,+4Int}
Knowledge (History)(Int)____+4{+0rank,+4Int}
Knowledge (Local)(Int)____+4{+0rank,+4Int}
Knowledge (Nobility)(Int)____+4{+0rank,+4Int}
Knowledge (Planes) (Int)____+4{+0rank,+4Int}
Knowledge (Religion) (Int)____+4{+0rank,+4Int}
Sense Motive(Wis)____+4{+0rank,+4Wis}
Sleight of Hand*(Dex)____+5{+0rank,+5Dex}
Spellcraft(Int)____+4{+0rank,+4Int}
Stealth* (Dex)____+5{+0rank,+5Dex}
Use Magic Device(Cha)____+2{+0rank,+2Cha}

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
Scavenger
+2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

The Thrush(Trait)
+1 Perform(Sing)
-=Languages=- Draconic, Common

---===Special Abilities===---:

-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------

Warder
Archer Training: Heavy Crossbow
Retain Buckler Shield Bonus’ when wielding a Heavy Crossbow
Ranged Defensive Focus
When taking a full-round action to recover maneuvers the warder threatens an area within 15 ft. of himself, except for adjacent squares. The bowman threatens this space only if he's wielding a ranged weapon, and may make attacks of opportunity with ranged weapons as long as Ranged Defensive Focus is active. Additionally, while using defensive focus, the warder adds her Intelligence modifier plus her class level to her CMD for the purposes of defending against enemies trying to use the Acrobatics skill to prevent her from getting attacks of opportunity against them.

Aegis
Allies within 10'ft of Snow gain a +1 Morale bonus to AC and Will Saves

Gunslinger
Grit Pool: 4 (Wisdom Mod)

Deeds -
Sharp Shoot (Ex) At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed's cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed).

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.

Hunter
Wild Empathy (Ex)
A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

---===Spells===---:

-------------------------------=Spells=-------------------------------
-----------------------------=0th (at will)=--------------------------------
Create Water, Detect Magic, Light, Guidance
------------------------------=1st (2/day)=------------------------------
Ant Haul, Aspect of the Falcon, Summon Natures Ally 1
-------------------------------=Manuvers=-------------------------------
-----------------------------=Stances=--------------------------------
Stance of the Solar Wind
A Solar Wind disciple learns to cause his ammunition to pierce like the burning rays of the sun itself. While in this stance, the initiator's ranged attacks inflict an additional 1d6 points of fire damage. This bonus damage increases by an additional 1d6 points of fire damage every eight initiator levels.
------------------------------=Level 1 (3 Readied)=------------------------------
Solar Wind
Curving Ray Shot
| Standard | Ranged Attack | 1 Creature | Strike
The disciple's keen eyes allow him to fire his weapon around his foe's cover. The initiator makes an opposed Perception check against target's armor class before making a single ranged attack; if successful then the foe's cover is negated.
Horizon Wind Lancet

| Swift | Personal | You | Boost
The tenets of the Solar Wind have taught the disciple how to place more force behind his attacks. The initiator inflicts an additional 1d6 points of damage on a single ranged attack he makes this round. If the initiator is making multiple attacks in this round, this bonus applies to the first attack the initiator makes.

Solar Sting
| Standard | Ranged Attack | 10'ft by 10'ft Square | 1 Round / 2 Initiator Levels | Strike
The Solar Wind disciple readies his attack and launches it into the sky. The weapon crashes down into the targeted area and creates a semi-real field of phantom caltrops. The initiator chooses a target area within range of his ranged attack, and makes an attack roll to hit that location (AC 5 plus any range penalties). The target area (one 10-ft. by 10-ft. square) becomes covered with phantom caltrops of softly glowing light that cause the area to be considered difficult terrain and act as vicious caltrops, using the initiator's initiation modifier as their attack bonus and inflicting 1d2 points of damage and halving the base speed of any they manage to hit. Targets are denied their armor bonus, shield bonus, and deflection bonus to AC against this attack, but if they're wearing boots or heavy foot gear they have a +2 armor bonus to their AC against this attack.

Golden Lion
Encouraging Roar
| Swift | 30'ft Burst on Self | Allies | 1 Round | Boost
The disciple lets out shouts of encouragement to bolster his allies in battle. All allies within 30-ft. of the Golden Lion disciple gain a +2 morale bonus to attack and damage rolls for one round.

Pride Movement
|Swift | Adjacent Ally | Instant | Boost
By having a watchful eye on the flow of combat, the disciple knows when to spur an ally into a better position. As a swift action, the initiator may grant a move action to an adjacent ally. This ally may then use this move action immediately to move up to his base speed, as if it were a free action taken on the initiator's turn.

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Heavy Repeating Crossbow (12 lbs)
8 Bolt Boxes 1 Lbs each.
-=Carrying Capacity=-
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
-=Current Load Carried=- 20 lb.

-=Money=- 0 GP 0 SP 0 CP

---===Background===---:

Snow is a particularly strange example of a Lizardfolk, prior to being taken in by Goodwin her egg was discovered by a tribe of Kobolds, initially expecting it to be a rather grand feast the Kobolds prepared to cook her egg only for Snow to begin hatching quite swiftly putting the plans to eat her on hold. The Kobolds initially knew not what to make of the tiny Lizardfolk but as she bore the colors of there patron 'deity' (A particularly nasty white Dragon) they decided she was some form of 'gift' a powerful warrior that would lead them to greatness.

However Snow's hatching was a bit premature, brought on by the Kobolds attempts to cook her and this left her physical attributes underdeveloped, compared to her Kobold family she often managed to compare favorably in strength due to her size but when pitted against anything larger than a Kobold Snow found herself easily outmatched.

The tribe quickly began to resent Snow for not being the great draconic entity that they believed she would be, however luckily for her the arrival of Goodwin prevented things from progressing any more poorly for her. Goodwin brought Snow to his demiplane and it was there that the young Lizardfolk thrived for the first time in her life, proper food, proper instruction, she now had everything available to her and it was all thanks to Goodwin.

In spite of her years being raised and taught by Goodwin and the Golems Snow often still maintains mannerisms learned from her time with her tribe, when idle she is often either hunched over slightly or actively crouching all done in a manner to make herself look smaller.

Due to her lack of proper nourishment early in life and her early hatching Snow has somewhat diminished physical traits though these are somewhat mitigated by the natural physical power and resilience of her species, where once her scales were an almost sickly white they have since taken on a far more healthy color making Snow in many ways appear far more like the Dragon that her former tribe believed she might be sent from.

While her body has since grown stronger and more healthy under Goodwin’s care Snow’s aptitude for most forms of direct physical conflict is almost nonexistent rather under Goodwin’s training she developed an aptitude for the use of a crossbow and a love for Birds and flying in general. Her favorite place aside from Goodwin’s side is anywhere high in the sky with her companion Aurora.

---===Appearance and Personality===---:

Eyes: Gold
Scales: White
Height: 5’3”
Weight: 145

Aurora

---===Statistics===---:

Aurora
Female Roc Animal Companion
N Medium Animal
Init +4; Senses Perception +5, Low-Light Vision
-------------------------------=DEFENSE=-------------------------------
AC: 20, Touch: 15, Flat-Footed: 15 (+0 armor, +4 dex, +0 shield,+5 NA,+0 Magic, +1Dodge*)

*When within 10ft of Snow which is mostly always.
HP: 16 {+2d8,+0Con}
Fort: +3, {+3Base,+0Con}
Reflex: +7, {+3Base,+4Dex}
Will: +2,{+0Base,+1Wis, +1 aegis*}
*When within 10ft of Snow which is mostly always.
CMD 17 {+1Base +2Str +4Dex + size + misc}
-------------------------------=OFFENSE=-------------------------------
Speed: 20 ft. Land / 80ft Fly
CMB: +3; {+1Base +2Str + size + misc}
Base Atk: +1;
Melee:+3{+1Base,+2Str, +1 Falconry}
Ranged:+5{+1Base,+4Dex}

--Melee:
2 Talons | +4 | 1d4+2 | 20, x2 | S
Bite | +4 | 1d6+2 | 20, x2 | B/P/S

-------------------------------=STATISTICS=-------------------------------
Str: 14, Dex: 19, Con: 11, Int: 2, Wis: 13, Cha: 11

----------------=Tricks and Skills=-------------------
Attack

Fly: +1 Rank, +4 Dex, +3 CSkill | +8
Perception: +1 Rank, +1 Wis, +2 Cskill | +5

----------------=Bonuses and Abilities=-------------------
Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Totem Beast: Bull
The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8 HD l and +6 at 15 HD and is visually represented by a pair of bull horns on Aurora's head.

Animal Aspect: Bear
The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 when Snow is level 8 and to +6 when she is at level 15, this can be changed by snows as a swift action. Visually represented by Aurora having a bulkier frame.

Andorean Falconry
Snow's feat provides Aurora with a +1 on all Attack Rolls.
--------------=Feats=-----------------
Flyby Attack
When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

--------------=Tricks=-----------------
Attack, Come, Defend, Down, Guard, Heel, Flank

---===Gear/Possessions===---:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

-=Carrying Capacity=-
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.

-=Carrying Capacity with Ant Haul=-
Light 0-174 lb. Medium 175-348 lb. Heavy 349-525 lb.

-=Current Load Carried=- 0 lb.
-=Load When Mounted by Snow=- 165 lb.

---===Appearance and Personality===---:

Eyes: Brown
Feathers: Brown and Black
Height: 6'2"
Weight: 240lbs