Damiana Eveweed | |
Aliases: | Damiana |
Age: | 21 |
Hair: | Black |
Eyes: | Green |
Height: | 5 foot 2 |
Weight: | 98 lbs |
Race: | Beastfolk |
Class: | Ardent 1 |
Alignment: | Chaotic Neutral |
Level: | 1 |
Experience: | 700 |
Hit Points: | 8 |
Gold: | 700gp 7sp 4cp |
Current Status: | Pending |
Played by Starwind |
Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 12 | +1 | +0 | +0 |
Dexterity | 15 | +2 | +0 | +0 |
Constitution | 15 | +2 | +0 | +0 |
Intelligence | 16 | +3 | +0 | +0 |
Wisdom | 17 | +3 | +0 | +0 |
Charisma | 11 | +0 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | |
Total | Base 10 + 3(studded leather) +2(heavy wooden shield) + 2(Dexterity) = 17 |
Flat-Footed | 10+3+2 = 15 |
Touch | 10+2 = 12 |
Saving Throws | Base | Bonus | Total |
Fortitude | +0 | +2 | +2 |
Reflex | +0 | +2 | +2 |
Will | +2 | +3 | +5 |
BAB | Mod | Total Range/Melee |
+0 | +Dex(2)/+Str(1) | +2/+1 |
Initiative |
Dex = +2 |
Skills | Ranks | Stat Bonus | Synergy | Magical Bonuses | Total | |
X | Appraise (Int) | +0 | +3 | +0 | +0 | +0 |
C | Autohypnosis (Wis) | +3 | +3 | +0 | +0 | +0 |
X | Balance (Dex) | +0 | +2 | +0 | +0 | +0 |
X | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Climb (Str) | +0 | +1 | +0 | +0 | +0 |
C | Concentration (Con) | +3 | +2 | +0 | +0 | +0 |
C | Craft (Int) | +0 | +3 | +0 | +0 | +0 |
X | Decipher Script (Int) | +0 | +3 | +0 | +0 | +0 |
C | Diplomacy (Cha) | +1 | +0 | +0 | +0 | +0 |
X | Disable Device (Int) | +0 | +3 | +0 | +0 | +0 |
X | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Escape Artist (Dex) | +0 | +2 | +0 | +0 | +0 |
X | Forgery (Int) | +0 | +3 | +0 | +0 | +0 |
X | Gather Information (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Heal (Wis) | +3 | +3 | +0 | +0 | +0 |
X | Hide (Dex) | +0 | +2 | +0 | +0 | +0 |
X | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Jump (Str) | +0 | +1 | +0 | +0 | +0 |
C | Knowledge (Psionics) (Int) | +3 | +3 | +0 | +0 | +0 |
X | Knowledge (Nature) (Int) | +1 | +3 | +0 | +0 | +0 |
X | Listen (Wis) | +1 | +3 | +0 | +0 | +0 |
X | Move Silently (Dex) | +0 | +2 | +0 | +0 | +0 |
X | Open Lock (Dex) | +0 | +2 | +0 | +0 | +0 |
X | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Profession (Wis) | +0 | +3 | +0 | +0 | +0 |
C | Psicraft (Int) | +3 | +3 | +0 | +0 | +0 |
X | Ride (Dex) | +0 | +2 | +0 | +0 | +0 |
X | Search (Int) | +0 | +3 | +0 | +0 | +0 |
X | Sense Motive (Wis) | +0 | +3 | +0 | +0 | +0 |
X | Sleight of Hand (Dex) | +0 | +2 | +0 | +0 | +0 |
X | Speak Language (n/a) | +0 | +0 | +0 | +0 | +0 |
X | Spellcraft (Int) | +0 | +3 | +0 | +0 | +0 |
X | Spot (Wis) | +0 | +3 | +0 | +0 | +0 |
X | Survival (Wis) | +0 | +3 | +0 | +0 | +0 |
X | Swim (Str) | +0 | +1 | +0 | +0 | +0 |
X | Tumble (Dex) | +0 | +2 | +0 | +0 | +0 |
X | Use Magic Device (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Use Rope (Dex) | +0 | +2 | +0 | +0 | +0 |
Where C is Class and X is a Cross Class Skill
Languages Known: Sylvan & Common + Auran, Squeak Speak & Wildlander
Skill Point Total: 20
1st : 2+Int mod(3) x4 = 20, 2nd-Onward : 2+Int mod(3) = 5
Quick Class Skill Reference
Autohypnosis (Wis)
You have trained your mind to gain mastery over your body and the mind’s own deepest capabilities.
Check: The DC and the effect depend on the task you attempt.
Task | DC |
Ignore caltrop wound | 18 |
Memorize | 15 |
Resist dying | 20 |
Resist fear | Fear effect DC |
Tolerate poison | Poison’s DC |
Willpower | 20 |
Concentration (Con)
Special : Gain Psionic Focus
Merely holding a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost—they can become psionically focused as a special use of the Concentration skill.
If you have 1 or more power points available, you can meditate to attempt to become psionically focused. The DC to become psionically focused is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are psionically focused, you can expend your focus on any single Concentration check you make thereafter. When you expend your focus in this manner, your Concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your Concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way.
Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep (or enter a meditative trance, in the case of elans), or until your power point reserve drops to 0.
Diplomacy
You can change the attitudes of others (nonplayer characters) with a successful Diplomacy check
*Changing others’ attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase. A rushed Diplomacy check can be made as a full-round action, but you take a –10 penalty on the check.
Heal (Wis)
You are trained in the mundane/natural ways of healing
*A healer’s kit gives you a +2 circumstance bonus on Heal checks.
** Check**: The DC and effect depend on the task you attempt.
Task Heal | DC |
First aid | 15 |
Long-term care | 15 |
Treat wound from caltrop, spike growth, or spike stones | 15 |
Treat poison | Poison’s save DC |
Treat disease | Disease’s save DC |
Quicken recovery | 50 |
Perfect recovery | 100 |
Knowledge (psionics) (Int)
ancient mysteries, psionic traditions, psychic symbols, cryptic phrases, astral constructs, and psionic races. You can use this skill to identify psionic monsters and their special powers or vulnerabilities.
Knowledge (nature) (Int)
Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
Psicraft (Int)
Use this skill to identify powers and psionic effects as they are manifest or powers already in place.
Check: The DC depends on the task you attempt.
Psicraft DC | Task |
15 + power level | Identify a power being manifested. (You must sense the power’s display, or see some visible effect, to identify a power.) No action required. No retry. |
15 + power level | When manifesting detect psionics, determine the discipline involved in the aura of a single item or creature you can see. (If the aura is not a power effect, the DC is 15 + 1/2 manifester level.) No action required. |
15 + power level | Address a power stone to figure out what power or powers it contains. |
20 + power level | Identify a power that’s already in place and in effect. You must be able to see or detect the effects of the power. No action required. No retry. |
20 + power level | Identify materials created or shaped by psionics, such as noting that a particular object was created using a metacreativity power. No action required. No retry. |
25 + power level | After rolling a saving throw against a power targeted on you, determine what that power was. No action required. No retry. |
25 Identify a psionic tattoo. | Requires 1 minute. No retry. |
20 | Draw a diagram to enhance manifestation of psionic dimensional anchor on a summoned creature. Requires 10 minutes. No retry. The DM makes this check. |
30 or higher | Understand a strange or unique psionic effect, such as the effects of an outcrop of psionically resonant crystal. Time required varies. No retry. |
Synergy:
- If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Knowledge (psionics) checks.
- If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks.
- If you have 5 or more ranks in Knowledge (psionics), you get a +2 bonus on Psicraft checks.
- If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks made in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains).
- If you have 5 or more ranks in Psicraft, you get a +2 bonus on Use Psionic Device checks related to power stones.
Feats:
- Rapid Metabolism - naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.
Class Abilities:
- Dark Vision @ 60ft (Light&Darkness Mantle)
- Wild Empathy (Natural World Mantle) : can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Result is determined by 1d20 + manifester level + Cha modifier. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.
Racial Abilities:
- Low-light Vision.
- Steathly : +2 on Hide and Move Silently checks.
- Hardy: +2 on saves versus poison and disease, as well as on saves versus magical effects.
- Mimickry: Jackalopes are able to mimic the voices of others on a successful Bluff check, opposed by Sense Motive
- Tireless: Large rodents and lapids gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold their breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, large rodents and lapids may sleep in light or medium armor without becoming fatigued. This stacks with the Endurance feat, which also allows large rodents of lapids to sleep in heavy armor without becoming fatigued.
Weapon | Attack Bonus | Damage | Crit | Range | Damage Type |
sling | +2 | 1d4+2 | x2 | 50 ft. | Bludgeoning |
dagger | +1 | 1d4+1/2 | 19-20/x2 | 10 ft. | Piercing or Slashing |
shortspear | +2/+1 | 1d6+1/2 | x2 | 20 ft. | Piercing |
longspear | +1 | 1d8+1 | x3 | 10 ft. Radius | Piercing |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Studded Leather | +3 | +5 | -1 | 15% | 30ft | 20lb |
Shield, heavy wooden | +2 | - | -1 | 15% | - | 10lb |
Slot | Item | Description |
Head | N/A | N/A |
Face | N/A | N/A |
Neck | N/A | N/A |
Shoulders | N/A | N/A |
Torso | N/A | N/A |
Arms | N/A | N/A |
Hands | N/A | N/A |
Right Ring | N/A | N/A |
Left Ring | N/A | N/A |
Waist | N/A | N/A |
Feet | N/A | N/A |
Pack | N/A | N/A |
List of Items Here:
Outfit (equivalent to an Explorer's Outfit-8lb) including;
- A simple leather tunic; dyed a warm brown-purple
- A long split skirt of natural fibre cloth; dyed a rich forest green
- A long sleeved shirt of natural fibre cloth; dyed a rich forest green
- Soft but well crafted leather gloves; dyed a deep brown
- A wide brown leather belt with multiple loops stitched upon it for the use of tying pouches and such
- A medium length cloak of natural fibre cloth; dyed with a mottling of forest greens and stone greys
- A scarf of fine woven natural fibres; dyed a gentle grey-blue (usually worn either about her throat or upon her head)
A Belt Pouch (1lb) containing;
- 10/10 sling bullets (-)
A Belt Pouch (1lb) containing;
- Stuff (2lb)! Mostly natural items, leaves, roots, berries, mosses…. (especial useful ones) and bits of shells, rocks and minerals (especially ones that catch the light well or are useful by nature as the plants are) For IC concept purposes, these items will be used in conjunction with or as aspects of her Healer's kit.
A Basic Adventurer's Backpack (2lb) containing;
- 1 bedroll (5lb)
- 1 Healer's kit (1lb) 10/10 uses remaining
- 1 Waterskin (1lb)
- 1 Whetstone (1lb)
- 10 Tindertwigs (-)
- 5 Candles (-)
At Hand
- A Long Spear Most often in use as a walking stick; one with a point that proves handy from time to time
- A Short Spear usually held upon her back in a simple leather holster. If needed for close combat or throwing it is easily pulled out/over her left shoulder
- A dagger found at her belt; handy for survival of various types
Unsorted
- Masterwork Dastana(Emblazoned with a stylized key)
- Masterwork Heavy Crossbow
Natural World 1st Primary Mantle
Granted Ability: You gain the wild empathy class feature, except the result is determined by 1d20 + manifester level + your Cha modifier.
- 1 Chameleon: Gain +10 enhancement bonus on Hide checks.
- 1 Metaphysical Claw: Your natural weapon gains +1 bonus.
- 1 Stone Mind : Gain bonuses on Search checks while standing on stone or earth.
- 2 Animal Affinity: Gain +4 enhancement to one ability.
- 2 Psionic Scent: Gain the scent ability.
- 4 Metamorphosis: Assume shape of creature or object.
- 5 Oak Body: Your body becomes as hard as oak.
- 7 Animate Plants, Psionic: One or more plants animate and fight for you.
- 9 Earthquake, Psionic: Intense tremor shakes 5-ft./level radius.
Light and Darkness 2nd Primary Mantle
Granted Ability: When you gain this mantle, choose whether you gain low-light vision or darkvision out to 60 feet. If you already have both, you can double the range of your low-light vision or add 30 feet to the range of your darkvision.
- 1 Control Light: Adjust ambient light levels.Spend 4 additional power points to create the effect of a daylight or darkness spell.
- 1 Elfsight: Gain low-light vision, +2 bonus on Search & Spot checks & notice secret doors.
- 1 My Light: Your eyes emit 20-ft. cone of light.
- 2 Claws of Darkness: Gain claw attacks and slow grappled targets.
- 4 Light Beam: Deal 5d6 damage in 120-ft. line.
- 5 Shadow Walk, Psionic: Step into shadow to travel rapidly.
- 8 Light Burst: Blinds all within 10 ft., deals 6d6 damage.
Powers per Day: 2 (+1 bonus due to Wis)=3
Power DCs:
10+Power Level+Wis Mod=10+1+3=13
Powers Known:
Level 1:
- Chameleon (NW): Gain +10 enhancement bonus on Hide checks
- Control Light (L&D): Adjust ambient light levels.Spend 4 additional power points to create the effect of a daylight or darkness spell.
Character History:
coming soon! …