Feb. 25th, 2020

graveflowers: (Ω talking)
ʜᴀʟғ ɢᴏᴅᴅᴇss, ʜᴀʟғ ʜᴇʟʟ

violet "vi" reedhym
level fourteen
fast hero level one
greenbond level seven
champion of life level six


strength 13 (+ 1)
dexterity 18 (+ 4)
constitution 14 (+ 2)
intelligence 11 (+ 0)
wisdom 20 (+ 5)
charisma 14 (+ 2)



ᴠɪᴛᴀʟ sᴛᴀᴛs

fort save +10
ref save +10
will save +17
action points 95
initiative +3
hit points 95 (95)
defense 21
base attack bonus +9/+4
melee +10/+5 ; ranged +13/+8
damage bow 1d8+4

sᴋɪʟʟs

*balance +10
*concentration +6
*diplomacy +2
*escape artist +16
*gather information +2
*handle animal +2
*heal +7
*hide +10
*k (nature) +0
*listen +19
*move silently +19
*spellcraft +0
*survival +9
*swim +3
*tumble +7
bluff +2
*climb +1
disable device +2
disguise +2
gamble +5
intimidate +2
*jump +3
read/write - latin
read/write - italian
search +5
sense motive +5
speak - latin
speak - italian
*spot +19
use rope +5

ᴀᴀsɪᴍᴀʀ sᴛᴀᴛs

dark vision 60'
acid resist +5
cold resist +5
elect. resist +5
allegiance good
daylight 1/day
speed 30'
size med

ᴛᴀʟᴇɴᴛs & ғᴇᴀᴛs

armor proficiency - light
+ add the armor's equipment bonus to her defense.
bond with green
+ greenbond gains the ability that gives her class its name. in a four-hour ritual that he conducts in a private setting, the greenbond gains an intuitive sense of the condition of the land -- a literal bond with the green. this means that if the land is harmed in any way (for instance, a forest fire, a famine, or a disease) within one mile per greenbond level, she becomes aware of it and gains a general understanding of what is happening. if she makes a caster power check (dc 25), she gains more details, such as distance and direction.
call or imbue shield
+ the champion can summon a shield appropriate to her size and emblazoned with a symbol related to her cause. no one can take this shield from her against her will, although it can be dispelled. the shield has a +1 enhancement bonus, with an additional +1 enhancement bonus per five champion levels. it lasts for one minute per champion level and can be called once per day. if the champion already holds a shield in her hand when she uses this ability, she increases the enhancement bonus of the shield by +1 (if no enhancement bonus, the bonus becomes +1) as she imbues it with power. the imbued shield takes on a symbol related to her cause. unlike a summoned shield, there is no increase of this additional enhancement bonus based on level.
call upon power
+ the 4th level and higher champion calls to her chosen cause or devotion, drawing power from it's name. the champion gains a +2 enhancement bonus to strength and constitution for up to one round per class level. the champion can do this a number of times per day equal to her (newly modified) constitution bonus. calling upon this power is a free action.
evasion
+ if the fast hero is exposed to any effect that normally allows a character to attempt a reflex saving throw for half damage, the fast hero suffers no damage if she makes a successful saving throw. evasion can only be used when wearing light armor or no armor.
infuse with life
+ a greenbond can call upon the positive energy of life and bestow that energy upon herself or another creature. with a touch, she can heal 3d8+7 hit points five of times per day.
life's healing
+ each day she can cure a total number of hit points equal to her constitution bonus times her level. the champion can cure herself. she may choose to divide this curing among multiple recipients and doesn’t have to use it all at once. using this ability is a standard action. since it involves positive energy, the champion can use this ability to damage undead for as many points as she normally would heal a living creature.
life's wrath
+ the champion gains a +2 luck bonus to attack and damage rolls against undead or when in a fight against creatures intending destruction against nature, the spread of disease, or mass slaughter.
martial weapon proficiency
+ takes no penalty on attack rolls when using any kind of martial weapon.
nature's gift
once per day, she gains a divine bonus equal to half her level. the greenbond can add this bonus to any d20 roll she makes in the following round. she can impart this gift to an ally she touches during the following round (the ally must use the bonus in that round).
nature's sense
+ a greenbond can identify plants and animals (their species and special traits) with perfect accuracy. the greenbond can determine whether water is safe to drink or dangerous.
percipience
+ greenbonds can see and hear nature spirits otherwise imperceptible to mortals (unless a spirit wishes to show itself). greenbonds sometimes become alerted to danger when the nature spirits of an area are upset or absent.
trackless step
+ a greenbond leaves no trail in natural surroundings and cannot be tracked.
acrobatic
+ 2 bonus on all jump checks and tumble checks.
alertness
+ 2 bonus on all listen checks and spot checks.
archaic weapon proficiency
+ takes no penalty on attack rolls when using any kind of archaic weapon.
archery master
+ by spending a full round action to fire a bow, you may double your dexterity bonus so long as you only fire one arrow.
body control
+ 4 competency bonus to all escape artist checks made to escape a grapple attack or to avoid being swallowed whole by a large monster.
bow master
+ 1 attack bonus gained from weapon focus can be applied when wielding any bow that you are proficient in.
bow sniper
+ you add half your dexterity modifier (rounding down) to your damage roll when making attacks with a bow. (2)
dead aim
+ before making a ranged attack, the character may take a full-round action to line up your shot. this grants the character a +2 circumstance bonus on his or her next attack roll. once the character begins aiming, he or she can’t move, even to take a 5-foot step, until after the character makes his or her next attack, or the benefit of the feat is lost. likewise, if the character’s concentration is disrupted or the character is attacked before his or her next action, the character loses the benefit of aiming.
dodge
+ during your action, you designate an opponent and receive a +1 dodge bonus to armor class against attacks from that opponent. you can select a new opponent on any action. a condition that makes you lose your dexterity bonus to armor class (if any) also makes you lose dodge bonuses.
far shot
+ when the character uses a firearm or archaic ranged weapon, its range increment increases by one-half (multiply by 1.5). when the character throws a weapon, its range increment is doubled.
focused
+ 2 bonus on all balance checks and concentration checks.
heightened manual dexterity
+ 1 bonus to all dexterity based skill checks
heightened senses
+ 2 bonus to all listen, search and spot checks.
heroic surge
+ may take an extra move action or attack action in a round, either before or after the character’s regular actions. the character may use heroic surge four times per day, but never more than once per round.
iron will
+ 2 bonus to all will saving throws.
keen senses
+ 3 bonus to all listen, search and spot checks.
master archer
+ 2 competence bonus on attack rolls with a bow and a +1 bonus to damage.
personal firearms proficiency
+ can fire any personal firearm without penalty.
point blank shot
+ character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.
precise shot
+ can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
rapid shot
+ you can get one extra attack per round with a ranged weapon. the attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. you must use the full attack action to use this feat.
self-improvement
+ permanently raise one ability score by +1 (dexterity).
self-sufficient
+ 2 bonus on all heal checks and survival checks. if you have 10 or more ranks in one of these skills, the bonus increases to + 4 for that skill.
simple weapon proficiency
+ makes attack rolls with simple weapons normally.
stealthy
+ 2 bonus on all hide checks and move silently checks.
weapon focus - bow
+ 1 bonus on all attack rolls she makes using the selected weapon.

ᴇǫᴜɪᴘᴍᴇɴᴛ

holy ghost touch longbow
lola -- 1d8+4, crit on 19-20

gladius
spring -- 1d8+1, crit on 19-20