Priestess of Nethys

Urrnir the God-Born's page

12 posts. Alias of Johnnycat93.


About Urrnir the God-Born

Female human warlord 11
LN medium humanoid (human)
Init +0; Senses Perception +10
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DEFENSE
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AC 15, touch 10, flat-footed 15 (+5 armor)
hp 43 (1d10+3d8+16)
Fort +6, Ref +5, Will +6
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OFFENSE
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Speed 30 ft
Melee mwk cestus +9 (1d4+9/19-20)
Special Attacks devastating touch (1d6+3), stunning fist (DC 15) 1/day, spell pool (9/day)

Warlord Maneuvers Known (IL 11th)
Stances-mithral current stance, running hunter's stance, golden commander stance, circular stance, ready the draw
Strikes-raging hunter pounce*, quicksilver wave*, roar of battle
Boosts-demoralizing roar*, encouraging roar*, rushing wake, defending the pride, solar wind lancet*
Counters-sanguine perfection*, following wake, calm the storm*, disruptive wave*
(*Readied Maneuvers)
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STATISTICS
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Str 16, Dex 10, Con 16, Int 10, Fth 16, Cha 8
Base Atk +3; CMB +6; CMD 16
Traits Unorthodox Method (Mithral Current), Natural-Born Leader, Pride, Inspiring Rush
Feats Noble Scion (War), Quick Draw, Big Game Hunter, Molten Silver Strike, Dynasty Founder, Leadership, Chain Challenge, Outflank, Broken Wing Gambit, Dazzling Display
Skills Acrobatics +6, Autohypnosis +10, Intimidate +10, Perception +10, Sense Motive +10, Sleight of Hand +7, Stealth +6
Languages Common
SQ Bonus Feat, Social Ties, Warlord's Gambit (Acrobatic, Brave, Unbreakable, Victory), Tactical Presence (Indomitable, Rallying, Victory), Warleader, Force of Personality, Tactical Flanker, Battle Prowess +1, Dual Boost 1/day, Tactical Assitance, Dual Tactical Presence, Order of the Cockatrice, Challenge, Braggart, Tactician
Gear +1 brawling chainshirt, mwk cestus, uncanny flame, worn ribbon, wand of cure light wounds, font of divinity, fighter's kit
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SPECIAL ABILITIES
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Maneuvers (Ex or Su) A nightmare begins his career with knowledge of three martial maneuvers from the following disciplines: Broken Blade, Black Seraph, and Sleeping Goddess. The nightmare adds the associated skill for these disciplines to his list of class skills. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by a nightmare is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table 1-1: Archetype Maneuver Progression. The maximum level of maneuvers gained through mind's eye disciple levels is limited by the those listed in that table as well; this restriction does not apply to maneuvers gained through other methods, such as through other classes or the Advanced Study feat. The nightmare must meet a maneuver's prerequisite to learn it. Upon reaching 4th level, and at every even numbered level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the nightmare loses the old maneuver in exchange for the new one. The nightmare need not replace the old maneuver with a maneuver of the same level. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The nightmare can swap only a single maneuver at any given level. A nightmare’s primary initiator attribute is Charisma, and each nightmare level is counted as a full initiator level.