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Tikaiya (zerenza) Pathfinder Society

Updated: 6:00 AM 21 February, 2015 View: CHARACTER SHEET, text [stripped]

Name:   Tikaiya        Faction:                                Alignment: True Nuetral
Race:   Skin-walker    Deity:   Cybele, Goddes of the earth    Class:     Feral Shifter 1
Age:    21             Height:  6"0                            Weight:    145
Gender: Female         Size:    Medium                         Prestige:  
Exp:    /              PFS#:    
Coffee milk skin, covered in scars across her body, short black hair.

 Statistics                                                                
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Str: 12  +1                   HP:          10/
Dex: 16  +3                   Initiative:  
Con: 14  +2                   Speed:       
Int: 10  +0                   BAB:          0   (BAB) (STR) (SIZE) (DEX)
Wis: 13  +1                   CMB:         +0  =  0    STR                         
Cha: 10  +0                   CMD:         10  =  0    STR           DEX 

Fortitude:  2 = 2 CON (con)  
Reflex:     0 = 0 DEX (dex)  
Will:       2 = 2 WIS (wis)  
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 Attack      Totals  =  Base  Abil    Size  Misc                           
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Melee          +0    =   0    STR(str)       
Ranged         +0    =   0    DEX(dex)       
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 Total AC       =  Base  Shield  Dex  Armour  Size   Misc                  
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14 (standard)   =   10           +3     +1             
13 (vs touch)   =   10     --    +3     --             
10 (flatfooted) =   10           --     +1              
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 Weapons                  TAB     DMG     Crit    Rng  Size  Type          
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 Armour                         AC   Dex  ASF  ACP  Type                   
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 Padded                           1   +8   5%   0         
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 Combat Notes and Modifiers                                                
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Weapon Finesse: You may use your DEX modifier for combat strength checks instead of your STR modifier while using light or natural weapons.
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 Skills                       Abil Mod  Abil  Rnk  Msc (details)           
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 Acrobatics                   dex   4  = +3    1   
 Appraise                     int   0  = +0        
 Bluff                        cha   0  = +0        
#Climb                        str   1  = +1        
 Diplomacy                    cha   0  = +0        
 Disable Device               dex   3  = +3        
 Disguise                     cha   0  = +0        
 Escape Artist                dex   3  = +3        
#Fly                          dex   3  = +3        
#Handle Animal                cha   3  = +0    1   +2
#Heal                         wis   2  = +1    1   
 Intimidate                   cha   0  = +0        
 Knowledge (arcana)           int   0  = +0        
 Knowledge (dungoneering)     int   0  = +0        
 Knowledge (engineering)      int   0  = +0        
#Knowledge (geography)        int   0  = +0        
 Knowledge (history)          int   0  = +0        
 Knowledge (local)            int   0  = +0        
#Knowledge (nature)           int   0  = +0        
 Knowledge (nobility)         int   0  = +0        
 Knowledge (planes)           int   0  = +0        
 Knowledge (religion)         int   0  = +0        
 Linguistics                  int   0  = +0        
#Perception                   wis   2  = +1    1   
 Perform                      cha   0  = +0        
#Ride                         dex   3  = +3        
 Sense Motive                 wis   1  = +1        
 Sleight of Hand              dex   3  = +3        
 Spellcraft                   int   0  = +0        
 Stealth                      dex   3  = +3        
#Survival                     wis   1  = +1        
#Swim                         str   1  = +1        
 Use Magic Device             cha   0  = +0        
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 Feats and Features                                                        
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Animal Focus (Su):A druid can take on the Aspects of an animal for 1 minute increments an infinite number of times a day and can use it a number of minutes a day equal to her druid level. At 9th level she can use two at the same time.
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Spontaneous Casting

A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
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A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
--------------------------------------------------------------------------------------------------------------Orisons (Sp)

Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
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Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
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Wild Empathy (Ex)

A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier 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, 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.
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Animal-Minded (2 RP): Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks.
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When Tikaiya becomes her bestial form she gains a small protruding snout and black not very thick fur covering her body. She hates wearing clothes do to it never working well with her beastial form, she often wears leaves or wood as armor and clothes so its easier on her Shape Changing.
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Change Shape (Su, 5 RP): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
2 claw attacks that each deal 1d4 points of damage
Darkvision to a range of 60 feet.
+1 racial bonus to natural armor.
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.

A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level.

Spell-Like Ability: Skinwalkers with a Wisdom score of 11 or higher can use speak with animals once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker's character level.
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 Inventory                                                                 
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Worn (excluding arms and armor)
 Head      | 
 Face      | 
 Throat    | 
 Shoulders | 
 Body      | 
 Torso     | 
 Arms      | 
 Hands     | 
 Ring      | 
 Ring      | 
 Waist     | 
 Feet      | 

( 1) Padded armor                                  ( 1ibs)
( 1) bed roll                                      ( 5ibs)

Carrying Capacity
 Light Load:  <=         
 Medium Load: <=         
 Heavy Load:  <=         
 Carrying                
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 Wealth                                                                    
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pp    
gp    75
sp    
cp    
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 Spells                                                                    
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0-Level DC -- 3/day
      Virtue
      Create Water
      Resistance
      
1-Level DC -- 1/day
      Magic Fang
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 Languages                                                                 
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Druidic, Common
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