|Female Human Barbarian 6 / Wildhunter 6|
|NG Medium Humanoid|
|Init/Senses||+7/Listen +16, Spot +16|
|AC|| 27, touch 16, flat-footed 27|
(+5 Dex, +8 armor, +3 shield, +1 dodge)
|hp||204 (12 HD); DR 2/-|
|Immune||Nonmagical disease, poison|
|Speed||45 ft. (9 squares)|
|Melee||Godspeed +21/+16/+11 melee (2d6+14/19-20 plus holy) or|
|Melee||Unarmed strike +18/+13/+8 melee (1d10+6)|
|Space/Reach||5 ft./5 ft.|
|Atk Options||Blade Beam 2/day, Power Attack|
|Special Actions||Adrenaline rush 4/day|
|Abilities||Str 23, Dex 20, Con 20, Int 10, Wis 12, Cha 8|
|SQ||Camouflage, improved trap sense, improved uncanny dodge, natural synergy +3, swift tracker|
|Feats||Diehard (Tome), Dodge (Sulacu Variant), Improved Grapple, Overbear, Power Attack, Pugilist, Reckless Rage, Steadfast Determination, Track, Weapon Focus Eiji (greatsword)|
|Skills||Acrobatics +20 (+24 Jump) (15), Climb +14 (6), Craft (natural) +6 (3), Heal +6 (5), Intimidate +15 (9), Knowledge (geography) +18 (15), Knowledge (nature) +10 (5), Perception +16 (15), Survival +19 (15), Swim +14 (6)|
|Possessions|| Armbands of MightMIC: These metal armbands, etchings patterned with a symbol of a Gorgon’s horns, allow Maya to better focus her great strength. She gains a +2 bonus on Strength checks and Strength-based skill checks. Furthermore, if she uses Power Attack with at least a -2 penalty, she gains a +2 bonus on all melee damage rolls.
Purified Blade of Godspeed: If anything is worthy of being called Maya's weapon, this is it. Despite being abnormally heavy at 25 pounds and sporting a very broad tang, she wields it with the ease of a swordmaster, as if she is bred to it. She has had a lingering communion with the blade ever since she ripped it from the undead hands of its former owner. Previously cursed, it is now blessed. While wielding this +1 holy greatsword, she gains a +2 circumstance bonus to Initiative checks and her land speed increases by 5 ft. Due to her sword skills, the sword doubles as a +1 shield.
Godspeed grants its wielder the ability to use its blade beam attack twice per day.
Ring of Adamantine TouchMIC: Three strips of adamantine form this simple band. The inner strip has a brushed metal finish, while the outer strips are polished to a shine. This ring makes all Maya's melee attacks adamantine for the purpose of overcoming damage reduction.
Skirmisher’s Plate: This dark-silvery +3 breastplate is so light and perfectly interlocked around the wearer’s chest that it allows a high agility warrior like Maya to move without impediment. It has a maximum Dexterity bonus of +9, an armor check penalty of -1, and an arcane spell failure chance of 10%. It is considered light armor and weighs 15 pounds. This item is a modified and reflavoured celestial armor.
Currency: 0 gp.
|Adrenaline Rush|| Maya has learned to subvert the primal fury of her barbarian rage into a more focused, more powerful physical boost called an adrenaline rush. When Maya enters an adrenaline rush, she gains the following bonuses and penalties:
|Blade Beam||As a standard action, Maya can concentrate her strength and focus to unleash an attack with Godspeed that tears through the battlefield. When doing so, she performs an attack roll at her full base attack bonus against every creature and object within a 60-foot line. This counts as a spell-like ability and is usable twice per day.|
|Improved Trap Sense||Maya has a +5 bonus to Reflex saves and Armor Class against traps, as well as a +5 competence bonus to Craft and Disable Device checks related to traps. Maya is always considered trained in these skills when they are related to traps.|
|Natural Synergy|| For every 5 ranks she has in the Survival skill, Maya gains a cumulative +1 synergy bonus to checks made with the following skills and abilities: Knowledge (geography), Knowledge (nature), Survival, Move Silently (in natural areas) and Search (in natural areas).
Maya is able to fashion natural traps, as well as use a DC 15 Craft (natural materials) check to create natural tools such as crude curatives or disinfectants that give the user a +5 bonus to any Heal checks to speed recovery (1 hit point per hour per character level) or remove non-magical diseases or poisons. Creating such agents requires 2d4 minutes, if the check succeeds and the resources are readily available in the wild. Similarly, she can fashion antitoxins or aseptic with a DC 20 Craft check that grant the user a +5 bonus to Fortitude saves against disease or poison respectively.
|Physical Prowess||Throughout her life, Maya has relentlessly hardened and trained her body to the peak of human capability, giving her extraordinary core and limb strength, agility, speed and physical resilience. She has a +4 enhancement bonus to Strength, Dexterity and Constitution. These bonuses are a training that takes away Maya's belt slot for worn magic items, and are extraordinary in nature.|
|Swift Tracker||Maya can move at her normal speed while following tracks without taking the normal –5 penalty. She takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.|
|War Wound (Eye)||Maya got her left eye gouged out in a recent battle. Her lid has been stitched shut until she can find a healer powerful and skilled enough to regenerate it. She takes a -2 penalty to all ranged attack rolls, due to lack of proper depth perception. In the mean time, while this flaw remains, she has access to one bonus feat.|
|Maya Bloodfang, Adrenaline Rushed|
|Size/Type:||Medium Humanoid (Human)|
|Hit Dice:||12d12+108 (252 hp)|
|Speed:||45 ft. (9 squares)|
|Armor Class:||29 (+9 Dex, +8 armor, +3 shield, +2 dodge, -3 rage), touch 18, flat-footed 29|
|Attack:||Godspeed +25 melee (2d6+20/19-20 plus holy) or unarmed +22 melee (1d10+10)|
|Full Attack:||Godspeed +25/+20/+15 melee (2d6+20/19-20 plus holy) ot unarmed +22/+17/+12 melee (1d10+10)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Adrenaline rush 4/day, blade beam 2/day|
|Special Qualities:||Camouflage, DR 2/-, immune to poison and nonmagical disease, improved trap sense, improved uncanny dodge, natural synergy +3, swift tracker|
|Saves:||Fort +19, Ref +15, Will +15|
|Abilities:||Str 31, Dex 28, Con 28, Int 10, Wis 12, Cha 8|
|Skills:||Acrobatics +24 (+28 Jump), Climb +18, Craft (natural) +6, Heal +6, Intimidate +19, Knowledge (geography) +18, Knowledge (nature) +10, Perception +18, Survival +19, Swim +18|
|Treasure:||Stuff and things|
|Level Adjustment:||No wai|