Adowyn

Yvla "Eve" Djacksdottir's page

104 posts. Alias of Hassan Ahmed.


Race

Vitals:
CG Human _ HP: 62/62, AC: 24 (H) _ T: 16 _ FF: 18 _ Perception +12, Init: +5, Fort +14 _ Ref +15 _ Will +11 (immune Disease, Fear), CMB: +12/+14G/+13T, CMD: 23/25G/24T, Speed: 30

Classes/Levels

Other:
Aura of Courage +4 (10 ft) _ Blade Sense +2, Lay on Hands 1d6 hp, 6/day _ Smite Evil (1/day)

Gender

Female

About Yvla "Eve" Djacksdottir

Female human (Kellid)

Brawler (Battle Dancer) 4 / Paladin (Warrior of the Holy Light) 3
Unchained Rogue (Knife Master, Scout)

NG Medium humanoid (human)

Init +5; Senses Perception +12

Aura courage (10 ft.)
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Defense
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AC 23, touch 15, flat-footed 18 (+6 armor, +5 Dex, +2 shield)

hp 62 (7d10+21)

Fort +14, Ref +15, Will +11

Defensive Abilities blade sense +2, evasion; Immune disease, fear
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Offense
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Speed 30 ft.

Melee
+1 starknife +13/+8 (1d4+6/×3) or
. . mwk elysian bronze starknife +13/+8 (1d4+5/×3) or
. . mwk cold iron war razor +13/+8 (1d4+1/19-20) or
. . mwk whip +14/+9 (1d3+5) or
. . unarmed strike +12/+7 (1d8+1) or
. . unarmed strike flurry of blows +10/+10/+5 (1d8+1)

Ranged light crossbow +12 (1d8/19-20)

Space 5 ft.; Reach 5 ft. (10 ft. w/mwk whip)

Special Attacks brawler's flurry, maneuver training (trip +1), martial flexibility 5/day, scout's charge, smite evil 1/day (+5 attack and AC, +3 damage), sneak attack (unchained) +4d4 (+4d8 with dagger)

Paladin Spell-Like Abilities (CL 3rd; concentration +8)
. . At will—detect evil

Rogue (Unchained) Spell-Like Abilities (CL 7th; concentration +12)
. . At will—minor magic Message
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Statistics
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Str 12, Dex 20, Con 15, Int 13, Wis 14, Cha 20

Base Atk +7; CMB +12 (+14 grapple, +13 trip); CMD 23 (25 vs. grapple, 24 vs. trip)

Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Deadly Aim, Divine Fighting Technique (Desna's Shooting Star), Exotic Weapon Proficiency (whip), Improved Whip Mastery, Power Attack, Quick Draw, Unarmed Combatant, Weapon Focus, Whip Mastery

Traits chance encounter, honest, strong arm supple wrist
Drawback mark of slavery

Skills
Acrobatics +15 (+22 to jump)
Appraise +5
Bluff +9
Climb +8
Craft (dollmaking) +7
Diplomacy +15 (+16 to influence friendly or helpful creatures)
Disable Device +7
Disguise +9
Escape Artist +9
Handle Animal +9
Heal +6
Intimidate +9
Kn (dungeoneering) +5
Kn (local) +10
Kn (nobility) +7
Kn (religion) +5
Linguistics +9
Perception +12
Perform (dance) +13
Ride +10
Sense Motive +8
Sleight of Hand +9 (+12 to conceal a light blade)
Stealth +13
Swim +7
Use Magic Device +9

Languages Common, Dwarven, Elven, Halfling, Hallit, Kelish, Orc, Sylvan

SQ dancer’s cunning, dancing dodge +5, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, finesse weapon attack attribute, hidden blade, lay on hands 6/day (1d6), mark of slavery, martial training, mercy (fatigued), rogue talents (combat trick, expert leaper, minor magic), rolling flurry, sparring partners

Combat Gear
feather token (tree)
potion of barkskin +2
potion of cat's grace
potion of cure moderate wounds (2)
potion of darkvision
potion of neutralize poison

Other Gear +2 mithral chain shirt, +1 mithral buckler, +1 starknife, mwk elysian bronze starknife, mwk cold iron war razor, crossbow bolts (10), light crossbow, mwk whip, blinkback belt, daredevil boots, prisoner's dungeon ring, ring of starlight, traveler's any-tool, buttons (0.1 lb), conditioning oil for leather (0.4 lb), file, small (0.1 lb), leather paring knife (0.5 lb), leather straps (0.4 lb), masterwork backpack, metal polish (0.3 lb), sewing needle, soft cloth (0.1 lb) (2), light horse (combat trained), bit and bridle, blanket, feed (per day), riding saddle, saddlebags

Money 763 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Blade Sense +2 (Ex) +2 dodge bonus to AC vs. attacks made against you with light blades.
Brawler's Flurry +5/+5/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dancer’s Cunning (Ex) Can use Perform (dance) instead of Bluff to feint, unarmed atk have performance spec qual.
Dancing Dodge +5 (2/day) (Ex) As imm act, use of AoO, move 5 ft & gain +5 dodge bon AC vs an atk. Can provoke AoO.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Fighting Technique (Desna's Shooting Star) Starknife att/dam is Charisma based. Advanced: full-rd thrown starknife deals 1d4 hits.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expert Leaper (Ex) Always running for jumps, add +7 to jump, and can negate more fall distance.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Hidden Blade +3 +3 bonus on Sleight of Hand checks to conceal a light blade.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Lay on Hands (1d6 hit points, 6/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Maneuver Training trip
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Martial Flexibility (move action, 5/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Minor Magic (Message, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rolling Flurry (Ex) Must move 5 ft before atk with brawler’s flurry but no AoO unless 5 ft step not allowed.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Smite Evil (1/day) (Su) +5 to hit, +3 to damage, +5 deflection bonus to AC when used.
Sneak Attack (Unchained) +4d4/+4d8 +4d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Sparring Partners (1/day) (Ex) While using rolling flurry ally gains flanking bon the turn after you move out of flanking position.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Weapon Focus (Flails)\
Whip Mastery Using a whip does not provoke attacks of opportunity

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Horse, light (combat trained) CR –
Horse (Pathfinder RPG Bestiary 177)

N Large animal

Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)

hp 15 (2d8+6)

Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves +3 (1d4+3)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7

Base Atk +1; CMB +5; CMD 17 (21 vs. trip)

Feats Combat Expertise, Deadly Aim, Endurance, Power Attack, Run

Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel

Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6

SQ combat riding, finesse weapon attack attribute

Other Gear bit and bridle, blanket[APG], feed (per day) (2), riding saddle, saddlebags
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Finesse Weapon Attack Attribute Finesse weapons use on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.