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About Ziva SuadelaBackstory:
Born in the rather lawlessness nation of the Shackles, Ziva hadn't really known her parents. Clearly, she was the bastard child of someone, but the Shackles was a big place, and the nature of such an exotic port meant that her parents realistically could have been anyone. The chaotic nature of the Shackles had an effect though on Ziva as a girl, installing her a strong sense of adventure. From a young age she had a strong desire to travel, as well as a love of any various artifacts, and she eventually fell in with a group of treasure hunters that desired to search for valuable items in the vast Mwangi Expanse. While the job itself went bad, it was in that vast jungle that Ziva met her companion Vernai, the Giant Mantis that stands at her side. No-one entirely knows what brought the two of them together - but ever since the two have been inseparable. Spending most of her time roaming the lands with her friend, Ziva is remarkably well-travelled, usually preferring isolated area's where Vernai might get less stares - but perfectly comfortable mingling in urban zones where she knows the value of a good tip. Crunch:
Ziva Suadela Female human hunter (verminous hunter) 4 (Pathfinder RPG Advanced Class Guide 26, 98) CN Medium humanoid (human) Init +4; Senses darkvision 60 ft.; Perception +9 (+11 while benefit from concealment or full concealment due to darkness or dim light) -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 31 (4d8+8) Fort +7 (+5 circumstance bonus vs. cold weather), Ref +7, Will +4 Resist cold 2 -------------------- Offense -------------------- Speed 30 ft. Melee mwk cold iron greatsword +10 (2d6+9/19-20) Hunter (Verminous Hunter) Spells Known (CL 4th; concentration +6) 2nd (2/day)—acute senses[UM] (DC 14), barkskin, summon nature's ally II 1st (4/day)—endure elements, entangle (DC 13), lead blades[APG], magic fang, summon nature's ally I 0 (at will)—create water, detect magic, guidance, know direction, light, stabilize -------------------- Statistics -------------------- Str 23, Dex 14, Con 12, Int 10, Wis 14, Cha 8 Base Atk +3; CMB +9; CMD 21 Feats Combat Reflexes, Mounted Combat, Outflank[APG], Paired Opportunists[APG] Traits northern ancestry, reactionary Skills Bluff +2, Handle Animal +6, Intimidate -1 (+1 while benefit from concealment or full concealment due to darkness or dim light), Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (nature) +7, Linguistics +1, Perception +9 (+11 while benefit from concealment or full concealment due to darkness or dim light), Ride +7, Sense Motive +4, Stealth +0 (+2 while benefit from concealment or full concealment due to darkness or dim light), Survival +9; Racial Modifiers +2 Sense Motive Languages Common, Skald SQ animal companion (mantis, giant named Vernai), animal focus (4 minutes/day), dimdweller, hunter tactics, improved empathic link, nature training, track +2, wild empathy +3 Other Gear chain shirt, mwk cold iron greatsword, belt of giant strength +2, cloak of resistance +1, cold weather outfit, training harness[ARG], 384 gp -------------------- Special Abilities -------------------- Animal Companion (animal companion (mantis, giant named Vernai)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time. Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them. Ant +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str. Beetle (Su) When assuming this aspect, gain listed enhancement bonus to natural armor. Centipede (Su) When assuming this aspect, gain listed enhancement bonus to Climb & CMD for some maneuvers. Cockroach (Su) When assuming this aspect, gain listed enhancement bonus many environmental dangers. Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Crab +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & grapple CMB. Darkvision (60 feet) You can see in the dark (black and white only). Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness. Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks. Flea +4 (Su) When assuming this aspect, gain listed competence bonus to save vs. disease & Acrobatics to jump. Fly +2 (Su) When assuming this aspect, gain listed bonus to Perception & Acrobatics to balance or fall safely. Hunter Tactics (Ex) Animal companion also gains the bonus teamwork feats, but doesn't need to meet pre-reqs. Improved Empathic Link (1 mile) (Su) As the familiar ability, but as a swift action can see through companion's eyes (but not own). Leech +2 (1 bleed damage) (Su) When assuming this aspect, gain listed competence bonus to grapple CMB & grapple bleed dam. Mantis +2 (Su) When assuming this aspect, gain listed competence bonus to AoO & grapple CMB. Moth (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels. Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat. Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions. Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO. Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target. Phasmid +4 (Su) When assuming this aspect, gain listed competence bonus to stealth in forests or plains Scorpion +2 (Su) When assuming this aspect, gain listed competence bonus to Stealth & grapple CMB. Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells. Spider +2 (Su) When assuming this aspect, gain listed competence bonus to Stealth & saves vs. web. Track +2 Add the listed bonus to survival checks made to track. Vermin Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy. Vermin Focus (4 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots. Wasp +4 (Su) When assuming this aspect, gain listed competence bonus to Perception. Worm (Su) When assuming this aspect, gain listed competence bonus to Perception. Vernai:
Vernai Giant mantis (Pathfinder RPG Ultimate Magic) N Medium vermin Init +3; Senses darkvision 60 ft.; Perception +1 -------------------- Defense -------------------- AC 21, touch 13, flat-footed 18 (+3 armor, +3 Dex, +5 natural) hp 24 (4d8+4) Fort +4, Ref +7, Will +4 Defensive Abilities evasion -------------------- Offense -------------------- Speed 30 ft., climb 30 ft., fly 40 ft. (average) Melee 2 claws +5 (1d4+2 plus grab) Special Attacks hunter tricks (3/day; vengeance strike) -------------------- Statistics -------------------- Str 13, Dex 16, Con 10, Int 3, Wis 12, Cha 7 Base Atk +3; CMB +4 (+8 grapple); CMD 17 (25 vs. trip) Feats Iron Will, Outflank[APG], Paired Opportunists[APG], Toughness Tricks Attack, Attack Any Target, Come, Defend, Down, Flank, Maneuver (Grapple) Skills Climb +9, Fly +10 SQ animal focus, attack any target, come, defend, down, flank, lunge, maneuver Other Gear mwk studded leather, amulet of mighty fists +1 -------------------- Special Abilities -------------------- Ant +2 (Su) When assuming this aspect, gain listed enhancement bonus to Str. Attack Any Target [Trick] The animal will attack any creature on command. Beetle (Su) When assuming this aspect, gain listed enhancement bonus to natural armor. Centipede (Su) When assuming this aspect, gain listed enhancement bonus to Climb & CMD for some maneuvers. Climb (30 feet) You have a Climb speed. Cockroach (Su) When assuming this aspect, gain listed enhancement bonus many environmental dangers. Come [Trick] The animal will come to you on command. Crab +4 (Su) When assuming this aspect, gain listed competence bonus to Swim & grapple CMB. Darkvision (60 feet) You can see in the dark (black and white only). Defend [Trick] The animal will defend you. Down [Trick] The animal will break off combat on command. Evasion (Ex) No damage on successful reflex save. Flank [Trick] Attempts to attack and flank indicated enemy. Flea +4 (Su) When assuming this aspect, gain listed competence bonus to save vs. disease & Acrobatics to jump. Fly (40 feet, Average) You can fly! Fly +2 (Su) When assuming this aspect, gain listed bonus to Perception & Acrobatics to balance or fall safely. Grab: Claw (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Hunter Tricks Leech +2 (1 bleed damage) (Su) When assuming this aspect, gain listed competence bonus to grapple CMB & grapple bleed dam. Lunge (Ex) A giant mantis's limbs are capable of reaching much farther than normal for a creature of its size. As a full attack action, it can make a single attack with its claws at double its normal reach. When a giant mantis attacks with a claw in this manner Maneuver [Trick, Grapple] Attempts specified maneuver against target. Mantis +2 (Su) When assuming this aspect, gain listed competence bonus to AoO & grapple CMB. Moth (60 feet) (Su) When assuming this aspect, gain darkvision with listed range, or blindsense at higher levels. Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO. Paired Opportunists +4 to hit for AoOs if you and adj ally with this feat both threaten the target. Phasmid +4 (Su) When assuming this aspect, gain listed competence bonus to stealth in forests or plains Scorpion +2 (Su) When assuming this aspect, gain listed competence bonus to Stealth & grapple CMB. Spider +2 (Su) When assuming this aspect, gain listed competence bonus to Stealth & saves vs. web. Vermin Focus (Su) As a swift action, gain bonuses from emulated animal(s). Wasp +4 (Su) When assuming this aspect, gain listed competence bonus to Perception. Worm (Su) When assuming this aspect, gain listed competence bonus to Perception. |