Kulgara

Yuumka Flint-Eye's page

12 posts. Alias of gyrfalcon.


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About Yuumka Flint-Eye

Yuumka Flint-Eye
Female grendle zealot (void prophet, *soldier) 1
N Medium humanoid (giant, orc)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +8
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Defense
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AC 23, touch 19, flat-footed 20 (+3 STR, +6 defense bonus, +2 natural, +2 shield)
Wounds 32 [16 threshold] (Constitution *2)
Vigor 24 (HD *2 +CON)
Fort +6, Ref +2, Will +5 (+2 vs spells & abilities from Chaotic foes, +2 vs mind-affecting, +2 vs. charm and compulsion, +1 vs fear)
Weaknesses vulnerability to fire
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Offense
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Speed 30 ft., climb 30 ft., swim 40 ft.
Melee Ophid Glaive +6 (1d10+4)
. . Spiked Shield +5 (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Zealot Powers Readied (power points 3, ML 1st; concentration +5)
. . Harmony-Shattering Strike, Minute Hand, Spilled Salt
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Statistics
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Str 18, Dex 10, Con 16, Int 10, Wis 14, Cha 18
Base Atk +1; CMB +5; CMD 15
Feats Awareness[F], Combat Expertise[E], Combat Stamina[C], Deadly Aim[E], Diehard[Z], Expanded Collective [Z], Muscular Reflexes, Power Attack[E], Unwilling Participant[Z]
Traits agile dancer (social), defensive strategist (religion), xa hoi solder (region), disgraced guard (campaign), irrepressible (faith), reactionary (combat),
Skills (for each level: 4 class, 1 oath, 2* background)
Acrobatics +8 (use perform dance)
Climb +16 (1 rank, 3 class, 4 STR, 8 race),
Diplomacy +8 (1 rank, 3 class, 4 CHA),
Handle Animal +8 (1* rank, 3 class, 4 CHA),
Intimidate +10 (1 rank, 3 class, 4 CHA, 2 competence),
Perception +8 (1 rank, 3 class, 2 WIS, 2 untyped),
Perform (Dance) +8 (1* rank, 3 class, 4 CHA),
Swim +16 (1 rank, 3 class, 4 STR, 8 race),
Languages Common, Giant
Gear heavy wooden shield, ophid glaive

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Special Abilities - Zealot (Void Prophet)
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Collective (7 members, 110 Feet) (Su) You have a collective of up to (CHA || (LVL/2)) + PtS + 2) individuals within medium (100’ +10/lvl) range
. . Unwilling Participant (DC 14) DC 10 +CHA +LVL/2. May add unwilling members to her collective as a move action, and may expend her psionic focus to add an unwilling member as a swift action instead. A void prophet never loses power points as a result of an unwilling member of her collective dying.
Hollow Faith (Su) At 4th level, the void prophet may designate any number of creatures in her collective as a free action at the beginning of her turn. Those creatures suffer a –2 penalty to armor class, attack rolls, skill checks, caster level checks (such as those made to overcome spell resistance), and manifester level checks (such as those made to overcome power resistance). These penalties persist until those creatures leave the void prophet’s collective or she is rendered unconscious or dead, or else chooses to rescind the penalties as a free action at the beginning of her turn.

Starting at 8th level, a void prophet’s hollow faith grants her the ability to augment her maneuvers by spending power points. A void prophet can spend a maximum number of power points augmenting a maneuver equal to one plus one additional power point for every four initiator levels she possesses (up to a maximum of 6 at 20th level). If the void prophet has the ability to augment her maneuvers in other ways, such as from another class feature or the maneuver itself, this cannot be combined with the augments granted by this ability; she must choose which augmentation type to use when initiating the maneuver.

* For every power point the void prophet spends when initiating a strike, the target of the strike has any insight and morale bonuses affecting them reduced by 1 for the duration of the bonus or 24 hours, whichever is shorter. This can reduce a bonus below 0 (effectively creating a penalty), but only if such a bonus is already affecting the creature. If the strike allows a saving throw, a successful save against it negates this effect. If it does not allow a saving throw, then the target can make a Will save (DC 10 + 1/2 the void prophet’s initiator level + the void prophet’s initiation modifier) to negate this effect.
* If the void prophet spends 3 power points when initiating a counter and that counter successfully negates an attack against the void prophet (either through making the attack miss or otherwise preventing the attack from occurring), the void prophet may have the attack target a member of her collective instead. The redirected attack uses the same attack and damage rolls as the initial attack against the void prophet, but can target the member of the collective regardless of the range.
Preach the Silence +1 (4 rounds) (Su) Whenever a creature fails a saving throw to be added to her collective, the void prophet’s allies in the collective gain a +1 morale bonus to attack rolls and saving throws for a number of rounds equal to her initiation modifier, or until the creature leaves her collective, whichever happens first. This bonus increases by +1 at 5th level and again every five void prophet levels thereafter.

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Special Abilities - Path of War
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Disciplines: Black Seraph, Cursed Razor, Eternal Guardian, Riven Hourglass, Sleeping Goddess
Tradition: Speakers of the Void (reskinned from Black Thorn Knights)
. . Benefit: trade Piercing Thunder for Black Seraph. Gain +2 profane bonus on saving throws vs. spells and abilities that originate from chaotic beings, as well as a +2 profane bonus on saving throws vs. mind-affecting spells and abilities.
Maneuver Recovery: Void prophet recovers one expended maneuver whenever she adds an unwilling creature to her collective, and recovers expended maneuvers equal to her void prophet initiation modifier (minimum 2) whenever a member of her collective is reduced to 0 or fewer hit points. Alternatively, the void prophet may focus inwards, meditating and recovering a single maneuver as a standard action.
Maneuvers Known:
L1
Stance: [BS] Black Seraph’s Glare - While in this stance, the disciple may make Intimidate checks to demoralize foes as a free action, but only against those that he has damaged that turn. He gains a +4 profane bonus (see Intimidate skill description for details) to these Intimidate checks.
Counter: [CR] Spilled Salt - initiate this counter when a creature within Med range makes an attack roll or skill check. That creature takes a –4 penalty on that attack roll or skill check.
Strike: [EG] - Terrifying Blow (DC 15 Will) - Normal damage, or +1d6 if target is cursed, and your target must make a will save or be frightened for 1 round.
Counter: [RH] Clockwatcher - can act in surprise round
Boost: [RH] Minute Hand - roll add’l attack at -2 to hit
Strike: [SG] Harmony-Shattering Strike - Make an attack. If it hits, it deals weapon damage as normal, and the target must succeed at a Will save (DC 11 + your initiation modifier) or for one round, any attacks from your allies against the target deal an additional 1d6 points of damage. Augment: You can augment this maneuver in one or more of the following ways:
• For every 2 power points you spend, the additional damage your allies deal to the target increases by 1d6.
• If you expend your psionic focus while initiating this strike, your target does not get a saving throw against it.

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Special Abilities - Soldier (bonus Archetype)
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Combat Training (DC 14) You have training in one or more combat spheres
Tradition - Fearsome Fighter (Equip x2, Gladiator Sphere, Guardian Sphere)
Beastmastery - with Companionship Drawback (no package)
Beastmastery: Pet Gain a compsognathus familiar
Equipment: Force Redirection Technique use STR in place of DEX for AC, up to a max of 3 + ½ BAB.
Equipment: Spear Dancer You may wield spear and polearm weapons as one-handed and finesse weapons
Gladiator: Strike Fear Demoralization - Full-round action and expend martial focus to demoralize all targets within 30 feet
. . Humble Combatant You do not gain the boast ability nor the Prowess boast and cannot select (boast) talents. You gain Uncowed with this drawback. You may not possess both this and the Braggart drawback.
Gladiator: Uncowed +1/+1 Gain morale bonus to demoralize DC and fear saves; may expend martial focus to maktre a demoralize check against creature who fails to Intimidate you
Guardian Sphere 8 pt delayed damage (4 * BAB+1)
.. Indifferent Defender You do not get to select a Guardian package. You gain Greater Delayed Damage with this drawback. You may not possess both this and the Without Delay drawback.
Guardian: Endure Pain damage delayed via delayed pool is nonlethal.

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Special Abilities - Racial
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Types: Giant, Orc
. . Darkvision (60 feet) You can see in the dark (black and white only).
. . Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Adrenaline (Ex) If they would be panicked or cowering, they are shaken instead. Additionally, they increase their morale bonus to Strength by +4 while they are shaken or sickened (even if they don’t have a morale bonus to Strength).
Climb (30 feet) You have a Climb speed.
Imperious Bearing (Ex) Target all hostile creatures within 30 feet when using the Intimidate skill to demoralize their enemies (rather than only one enemy) and benefit from a +2 competence bonus to Intimidate checks.
Swim (40 feet) You have a Swim speed.
Scrag Troll Blooded When submerged in water, recover hp every hour as though they rested for 8 hours. They also regrow any lost limbs in 1d4 days.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

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Special Abilities - Oaths
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Oath of Offerings (7 Oath Points) You donate ½ your wealth to Speakers of the Void
Accelerated Recovery (3 Oath points) You gain fast healing equal to half your character level (minimum 1).
Skillful (Ex) (1 Oath points) You treat all skills as class skills. For every Oath point you spend on this Oath boon, you gain a number of skill ranks equal to your character level.
Bonus Talents (3 Oath Points) Gain a bonus talent at 2nd, 6th, 10th, 14th, and 18th levels.

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Special Abilities - Feats, Traits, & Misc
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Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Community Minded Morale bonuses I grant last +2 rounds.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Diehard When your current wound point total is below your wound threshold, you do not need to succeed at the DC 10 Constitution check to stay conscious..
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Muscular Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.