Kressle

Zero.'s page

56 posts. Alias of Ellioti.


About Zero.

Female Half-Elf ranger 1 / druid 6
NG Medium humanoid (elf, human)

Archetypes Tanglebriar Demonslayer / Ape Shaman
Mythic Tier 1 - Champion / Hierophant

Init +4, Senses low-light vision; Perception +14
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DEFENSE
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AC 22, touch 13, flat-footed 20 (+3 vs. Evil Outsider) (+6 armor, +1 deflection, +2 Dex, +3 natural) [with Barkskin]
hp 66 ((1d10)+(6d8)+20)
Fort +10, Ref +7, Will +10, +2 vs. enchantment, +4 vs. fey
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OFFENSE
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Speed 20 ft.
Melee cold iron masterwork earth breaker +9 (2d6+13/x3) [power attack]
Ranged masterwork composite (+5) longbow +8 (1d8+5/x3)
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SPELLS
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Prepared Spells
Druid (CL 6th; concentration +8)
3rd-rage*, burrow, mad monkeys
2nd-bull's strength*, barkskin, barkskin, resist energy, stone call
1st-true strike*, blend, faerie fire, longstrider, produce flame
0th-detect magic, detect poison, guidance, light
*=domain spell
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STATISTICS
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Str 20 (15+2+1+2), Dex 15, Con 14, Int 10, Wis 14, Cha 7
Base Atk +5; CMB +10; CMD 23 (+3 vs. Evil Outsider)
Feats Dual Path, Favored Defense (Evil Outsider), Natural Spell, Power Attack, Shapeshifting Hunter
Skills Climb +6, Fly +3, Heal +6, Intimidate +2, Knowledge (Dungeoneering) +4, Knowledge (Nature) +12, Knowledge (Planes) +10, Perception +14, Spellcraft +4, Stealth +3, Survival +8, Swim +6
Background Skill Handle Animal +8, Knowledge (Geography) +10
Traits Stolen Fury (Champion), Elven Reflexes
Languages Common, Druidic, Elven
SQ Favored Enemy (Evil Outsider +6, Undead +2, Human +2), Destructive Smite (5/day), Mythic Power (5/5)
Consumables 2x oil of bless weapon, oil of align weapon (good), 2x scroll of cure serious wounds
Gear huge +1 earth breaker, cold iron masterwork earth breaker, large cold iron masterwork earth breaker, dragonhide breastplate, ring of protection +1, traveler's outfit, cloak of resistance +1, belt of giant strength +2, bag of holding (type i), ranger's kit, 40 arrows, masterwork composite (+5) longbow, 479.0 gp
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SPECIAL ABILITIES
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Racial
Favored Class Bonus 1 hp, 6x 1/3 Bonus Wild Shape Natural Armor
Dual Minded The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait get a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Multitalented (Ex) Half-elves choose two favored classes at first level.

Tanglebriar Demonslayer Ranger
Favored Enemy (Ex) At 1st level, a Tanglebriar demonslayer must choose favored enemy (evil outsider). At 5th level and every time he advances his favored enemy bonus, the demonslayer must advance his bonus against evil outsiders. In addition to the normal benefits of favored enemy, a Tanglebriar demonslayer gains a bonus equal to 1/2 his favored enemy bonus on saving throws against spells, spell-like abilities, and supernatural abilities of evil outsiders. This ability is otherwise identical to and replaces the favored enemy ranger class ability.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+5 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, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Ape Shaman Druid
Nature Bond Destruction (Rage Domain)
Destructive Smite You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Resist Nature's Lure (Ex) You gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize and target plants, such as Blight, Entangle, Spike Growth, and Warp Wood.
Totem Transformation (Su) At 2nd level, an ape shaman may adopt an aspect of the ape while retaining her normal form. The druid gains one of the following sets of bonuses and abilities - movement (climb speed 20 ft., +4 racial bonus on Climb checks), senses (low-light vision, scent), natural weapons (2 slams [1d6 for a Medium shaman], +2 on combat maneuver checks to grapple), or toughness (+2 natural armor bonus to AC, Endurance feat). While using totem transformation, the ape shaman may speak normally and can cast speak with animals (primates only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The ape shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape. This ability replaces woodland stride.
Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Totemic Summons (Su) At 5th level, an ape shaman may cast summon nature's ally as a standard action when summoning primates, and these summoned creatures gain temporary hit points equal to her druid level. She can apply the young template to any primate to reduce the level of the summoning spell required by one. She can also increase the level of summoning required by one in order to apply either the advanced or the giant template, or increase it by two to apply both the advanced and giant templates. This ability replaces a thousand faces.
Wild Shape (Su) At 6th level, an ape shaman's wild shape ability functions at her druid level -2. If she takes on the form of an ape, she instead uses her druid level +2.
You can change shape 1/day for up to 5 hours normaly. You can change shape 3/day for up to 8 hours into any Diminutive, Tiny, Small, Medium, Large or Huge totem animal. When changing into an totem animal, this functions as Beast Shape III.

Champion / Hierophant
Fleet Charge As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding +1 to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Endless Hatred You can expend one use of mythic power as a free action to increase all of your favored enemy bonuses by 2 for 1 minute. When you use this ability, for the rest of your turn any attacks you make against a favored enemy bypass all damage reduction. You must have the favored enemy class feature to select this ability.
Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Inspired Spell As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level divine spell you can cast from that spellcasting class.
Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend 5 mythic power. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.

Traits
Stolen Fury (Champion) You were forced to take part in a demonic ritual as a youth after being captured by cultists. Whatever the ritual's purpose might have been, it didn't work out the way your captors envisionedrather than losing your soul, you absorbed the ritual's energy and made it your own before you escaped to safety. Today, when you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons.
Elven Reflexes One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick ref lexes. You gain a +2 trait bonus on initiative checks.
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BACKSTORY
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Zero's real name is Serena Yesmaris. But as a half-elf she doesn't share the longevity of her friends and peers. For them she was a never-stopping ball of flurry and zero patience. So that's what they called her. This is also, why she eventually left the elven lands. She just didn't have the time to sit around and do nothing.
Serena grew up in the Fierani Forest in southern Kyonin. As all elves, she loved the forest and its inhabitants. Her favourits were the apes that lived in the treetops. She developped an almost magical connection to them.
Because of the forests' proximity to the Tanglebriar, from the moment she could walk, she was trained to protect the lands against the demon lord Treerazer's hordes that dwelled in there. Since the elves have successfully been holding this border for centuries, she decided to use her skills elsewhere. Somewhere, where the danger was greater and more imminent: The Mendevian Crusade.
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PLANNED PROGRESSION
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1: Ranger
2-9: Druid
10-20: Ranger