About Yulanda Kynard
Yulanda Kynard is a Kellid woman who was orphaned by one of the many demon raids from the worldwound. She grew up as a ward of the state of Mendev, raised by the church of Iomedae.
As a young adult, she tired of working as church guard in Mendev, and applied to the Pathfinder Society out of an idealistic sense of adventure. The bright young woman was accepted, and now works tirelessly to defend her fellow pathfinders.
Yulanda Kynard
Female Human (Kellid) fighter(phalanx soldier) 2
LG Medium humanoid (human)
Init +2, Senses Perception +1
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DEFENSE
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AC 22, touch 12, flat-footed 20 (+5 armor, +2 Dex, +5 shield, ), Combat Expertise
hp 22 ((2d10)+6)
Fort +5, Ref +2, Will +2; +1 reflex vs. trample
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OFFENSE
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Speed 20 ft.
Melee gauntlet +3 (1d3+3)
Melee dagger +3 (1d4+3/19-20)
Melee light mace +3 (1d6+3)
Melee spiked armor +3 (1d6+3)
Ranged acid (flask) +2 (1d6)
Ranged alchemist's fire (flask) +2 (1d6)
Ranged dagger +2 (1d4/19-20)
Ranged javelin +2 (1d6)
Without shield:
Melee masterwork nodachi +5 (1d10+4/18-20)
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STATISTICS
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Str 17, Dex 14, Con 14, Int 13, Wis 12, Cha 8,
Base Atk +2; CMB +5 (+7 to trip, +8 to trip with nodachi); CMD 17 (18 vs bull rush, drag, overrun; 20 vs trip)
Feats Combat Expertise, Combat Reflexes, Improved Trip, Power Attack
Skills Climb -5, Intimidate +3, Knowledge (Dungeoneering) +5, Knowledge (Religion) +2, Survival +5, Swim -5, ACP -4, -13 with shield
Traits Indomitable Faith, Threatening Defender,
Languages Abyssal, Common, Hallit
SQ bonus feat, bonus feats, skilled, stand firm, weapon and armor proficiency
Combat Gear Wand of Cure Light Wounds (50 charges), sunrod (2), alchemist's fire (flask) (3), acid (flask), potion of jump (2), potion of touch of the sea
Other Gear gauntlet, uniform (soldier's), scale mail, shield +1 (tower), belt pouch, flint and steel, weapon cord, dagger, mace (light), javelin (4), masterwork nodachi, spiked armor, grappling hook, common, backpack, common, bedroll, rope (hemp/50 ft.), sack, rations (trail/per day) (5), waterskin (filled), 23.2 gp
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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Current Prestige Points (2x) The character has 2 current prestige points.
Fame (4x) The character has accumulated 4 Fame. Maximum Item Cost: 0 gp
Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it. +1 trait bonus to will saves
Free purchase up to 750 gp Free purchase up to 750 gp (2 PP): cure light wound wands.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Stand Firm (Ex) At 2nd level, a phalanx soldier gains a +1 bonus to CMD against bull rush, drag, overrun, and trip attempts. This bonus also applies on saves against trample attacks. The bonus increases by +1 for every four levels beyond 2nd. This ability replaces bravery.
Threatening Defender You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.
Weapon and Armor Proficiency A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).