Adowyn

Surma Neamhain's page

502 posts. Alias of Rysky.


Full Name

Surma Neamhain

Race

| Death Vow 1/1 | Low Light Vision

Classes/Levels

Skills:
Acrobatics +7 Handle Animal +7 Knowledge (Geography) +4 Knowledge (Nature) +4 Perception +8 Stealth +7 Survival +6(7)

Gender

HP: 30/51(56) | AC: 18/12/15 CMD: | F: + R: + W: + | Initiative: +2

Strength 14
Dexterity 14
Constitution 19
Intelligence 8
Wisdom 12
Charisma 14

About Surma Neamhain

Vitals:

HP: 56
1: 10+4+1
2: 9+4+1
3: 7+4+1
4: 10+4+1

Acrobatics +7
+2 Rank
+3 Class
+2 Dexterity

Handle Animal +7
+2 Rank
+3 Class
+2 Charisma

Knowledge (Geography) +4
+2 Rank
+3 Class
-1 Intelligence

Knowledge (Nature) +4
+2 Rank
+3 Class
-1 Intelligence

Perception +8
+2 Rank
+3 Class
+1 Wisdom
+2 Witchwolf

Stealth +7
+2 Rank
+3 Class
+2 Dexterity

Survival +6(7)
+2 Rank
+3 Class
+1 Wisdom
(+1 Track)

Handle

Equipment:

Chain Shirt 100g
Greataxe 20g
Throwing Axe 8g x3
Longbow 75g
Arrows (20) 1g

Special Abilities:

~RANGER (SWORD DEVIL)~

Death vow (EX) At 1st level, a sword-devil may, as a swift action, focus all of her fury and determination on a single foe she swears to slay. She may do this once per day, plus one additional time per day at 4th and every 3 levels thereafter (7th, 10th, etc). The sword-devil gains a bonus on weapon attack and damage rolls equal to half her sword-devil level (minimum +1). The death vow effect remains until the target of her death vow is dead, or the next time the sword-devil rests and regains the use of this ability. This ability replaces favored enemy.Ex)

Track A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

~RACIAL~

Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.

Skill Modifiers Perception, wild empathy

Spell-Like Ability magic fang 1/day

Change Shape (Su, 5 RP): A skinwalker can change shape to and from a bestial form as a standard action. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
Bestial Features
Bite attack that deals 1d6 points of damage
2 claw attacks that each deal 1d4 points of damage
Darkvision 60 feet
+2 racial bonus on all saving throws
These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features.


Feats & Traits:

~FEATS~

Vengeful Death Vow Your death vow strikes terror into the hearts of your enemies, making them less likely to hit you in combat.
Benefit: Targets of your death vow take a -2 penalty on attacks made against you.

~TRAITS~

Ironfang Survivor Whether you were serving in the military or simply beset by a surprise attack, you barely survived an encounter with the Ironfang Legion, one of Molthune’s infamous monster regiments. Maybe you even survived the horrors of the Ramgate Massacre. You can’t scrub the memories of their brutality from your waking or sleeping mind, and you keenly recall their distinctive fighting styles. You gain a +2 dodge bonus to AC against goblinoids, and once per day when you attempt an Intimidate, Sense Motive, or Stealth check against a goblinoid, you can roll two dice and use the better result.)

Broken, Not Beaten You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.


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