| | Leonis | |
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Number of posts : 1299 Localisation : RBDM with a heart of gold Registration date : 2006-09-11
| Subject: Leonis Sat Nov 27, 2010 11:26 am | |
| Race: Elf Class: Rogue1/Wizard4 HD: 1d8+4d6+9; 41 hp Initiative: +7 Speed: 30 feet AC: 14 (+1 armor +3 Dex), touch 13, flatfooted 11 BAB: +2 CMB: +2 (+2 BAB +0 Str) CMD: 15 (+2 BAB +3 Dex) Melee attacks: Short sword +2 (1d6/19-20) Ranged attacks: +1 Longbow +6 (1d8+1/x3) or +7 (1d8+2/x3) at 30 feet Saves: F +3, R +7, W +6 Alignment: N Abilities: Str 10 (+0), Dex 16 (+3), Con 11 (+0), Int 19 (+4), Wis 12 (+1), Cha 10 (+0) [Int 21 (+5) w. Ring; Con 12 (+1) w. transmuter enhancement bonus]
Languages: Common, Celestial, Draconic, Elven, Goblin, Orc
Skills (36 pts + 5 from ring): Acrobatics +7 (1 rank +3 Dex +3 class skill) Diplomacy +4 (1 rank +3 class skill) Disable Device +11 (5 ranks +3 Dex +3 class skill) or +12 vs. traps (+1 trapfinding) Escape Artist +7 (1 rank +3 Dex +3 class skill) Knowledge – Arcana +11 (3 ranks +5 Int +3 class skill) Knowledge – Dungeoneering +9 (1 rank +5 Int +3 class skill) Knowledge – History +9 (1 rank +5 Int +3 class skill) Knowledge – Nature +9 (1 rank +5 Int +3 class skill) Knowledge – Nobility +9 (1 rank +5 Int +3 class skill) Knowledge – Planes +9 (1 rank +5 Int +3 class skill) Knowledge – Religion +9 (1 rank +5 Int +3 class skill) Perception +12 (4 ranks +1 Wis +2 racial +3 class skill +2 competence) or +13 vs. traps (+1 trapfinding) Sense Motive +5 (1 rank +1 Wis +3 class skill) Sleight of Hand +11 (5 ranks from Ring of Vast Int +3 Dex +3 class skill) Spellcraft +13 (5 ranks +5 Int +3 class skill) Stealth +11 (5 ranks +3 Dex +3 class skill) Use Magic Device +8 (5 ranks +3 class skill)
Feat (4): Improved Initiative, Point-Blank Shot, Precise Shot, Scribe Scroll
Traits (2): Brigand, Magical Knack
SA/Q: Low-light vision, elven immunities (immune to magic sleep; +2 racial bonus to saves vs. enchantment spells/effects), elven magic (+2 racial bonus vs. SR, +2 on Spellcraft to identify magical items), weapon familiarity, sneak attack +1d6, trapfinding, arcane bond (ring), arcane school (transmutation; opposed: enchantment/evocation), cantrips, physical enhancement (gain a +1 enhancement bonus to one physical ability score), telekinetic fist (8/day, as a standard action, strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack, doing 1d4+2 pts of bludgeoning damage)
Cantrips prepared (DC 15): Acid Splash, Detect Magic, Message, Read Magic
Spells per day (+1 from Arcane Bond; CL 5; DC 15 + spell level): 1st level (6): Enlarge Person, Mage Armor, Lesser Orb of Acid, Ray of Enfeeblement, Spirit Worm, Vanish 2nd level (4): Belker Claws, Curse of Impending Blades, Scare, Snake’s Swiftness
Spells in spellbook (* = transmutation): 0th level: All except Enchantment and Evocation 1st level (20): Accelerated Movement*, Benign Transposition, Buzzing Bee, Color Spray, Dispel Ward, Enlarge Person*, Guided Shot, Identify, Mage Armor, Lesser Orb of Acid, Ray of Enfeeblement, Reduce Person*, Silent Image, Sniper’s Shot, Spirit Worm, Stumble Gap, Targeting Ray, True Strike, Unseen Servant, Vanish 2nd level (4): Belker Claws, Curse of Impending Blades, Scare, Snake’s Swiftness
Equipment: Stag helm (special), Ring of Vast Intelligence +2, Cloak of Resistance +1, Composite Longbow +1, Bracers of armor +1, Pearl of Power (1st level), Animal-bane +1 arrows (6), short sword, silk rope, 10 pitons, 10 spikes, 10 caltrops, compass, wizard’s spellbook
Wands: Cure Light Wounds (35 charges)
Potions: Cure Light Wounds, Cure Moderate Wounds
Money: 188 gp
Stag Helm (special): Aura: Faint divination; CL 5th; Slot: Head; Price 3,500 gp; Weight 3 lbs This striking helmet is crafted to resemble the skull of a mighty stag. Although made from bone, the antlers and helm are as strong as metal. When worn, the helm greatly enhances eyesight and hearing, granting a +2 competence bonus on Perception checks. In addition, once per day the helm may be called upon to enhance any ranged attack made by the wearer to make an insightful shot. Activating this ability is a free action, and once activated, your next ranged attack against a target within 30 feet is made as if that target were flat-footed against you—this allows a rogue to gain the benefit of sneak attack with this shot. If you don’t make a ranged attack within 1 round of activating this power, the insight fades and is wasted for that day. A worshiper of Balinor who wears this helm may utilize the insightful shot ability up to 3 times per day. | |
| | | Leonis
Number of posts : 746 Age : 47 Registration date : 2006-09-11
| Subject: Re: Leonis Sun Dec 12, 2010 2:37 pm | |
| LEONIS CR 5 Male Elf Rogue 1 Unseen Seer 1 Wizard 4 NN Medium Humanoid (Elf) Init +7; Senses Low-Light Vision; Perception +14 -------------------- DEFENSE -------------------- AC 15, touch 14, flat-footed 12 (+1 armor, +3 Dex, +1 deflection) hp 48 (1d8+5d6+6) Fort +3, Ref +7, Will +7 Immune sleep; Resist Elven Immunities -------------------- OFFENSE -------------------- Spd 30 ft. Melee +1 Shortsword +3 (1d6+1/19-20/x2) and Touch Attack +2 (As Spell/20/x2) and Unarmed Strike +2 (1d3/20/x2) Ranged +1 Longbow, Composite (Str +0) +6 (1d8+1/20/x3) and Ranged Touch Attack +5 (As Spell/20/x2) Special Attacks Sneak Attack +2d6 Wizard Spells Known (CL 6, 2 melee touch, 5 ranged touch): 3 (2/day) Blink, Haste (DC 18), Mage Armor, Greater 2 (3/day) Web (DC 17), Web (DC 17), Blinding Color Surge (DC 17), Snake's Swiftness 1 (5/day) Color Spray (DC 16), Color Spray (DC 16), Enlarge Person (DC 16), Benign Transposition, Orb of Acid, Lesser, Vanish 0 (at will) Detect Magic, Acid Splash, Message, Read Magic -------------------- STATISTICS -------------------- Str 10, Dex 16, Con 11/12, Int 19/21, Wis 12, Cha 10 Base Atk +2; CMB +2; CMD 16 Feats Elven Weapon Proficiencies, Improved Initiative, Point Blank Shot, Precise Shot, Rogue Weapon Proficiencies, Scribe Scroll, Silent Spell, Wizard Weapon Proficiencies Traits Brigand, Magical Knack: Wizard Skills Acrobatics +7, Bluff +5, Disable Device +15, Escape Artist +7, Knowledge: Arcana +12, Knowledge: Dungeoneering +9, Knowledge: History +9, Knowledge: Nature +9, Knowledge: Nobility +9, Knowledge: Religion +9, Knowledge: The Planes +9, Perception +14, Sense Motive +5, Sleight of Hand +12, Spellcraft +14, Stealth +12, Use Magic Device +9 Modifiers Brigand Languages Celestial, Common, Draconic, Elven, Gnoll, Orc, Sylvan SQ Bonded Object: Ring (1/day) (Sp), Compass, Elven Magic, Enchantment, Evocation, Physical Enhancement +1: Constitution (Su), Ring of Feather Falling, Robe of Vermin, Stag's Helm, Telekinetic Fist (8/day) (Sp), Transmutation, Trapfinding +1 Combat Gear +1 Longbow, Composite (Str +0), +1 Bane Arrows (50), Touch Attack, Ranged Touch Attack, +1 Shortsword; Other Gear Backpack (4 @ 8.5 lbs), Bracers of Armor, +1, Caltrops, Cloak of Resistance, +1, Compass, Elemental Gem, Earth, Headband of Vast Intelligence, +2: Sleight of Hand, Iron Spike, Pearl of Power, 1st Level, Piton, Potion of Cure Light Wounds, Potion of Cure Moderate Wounds (3), Ring, Ring of Feather Falling, Ring of Protection, +1, Robe of Vermin, Rope, silk (50 ft.), Scroll: Sound Burst, Scare, Stag's Helm, Thieves' tools, masterwork, Wand of Burning Hands, Wand of Cure Light Wounds, Wand of Magic Missile -------------------- SPECIAL ABILITIES -------------------- Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free. Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc. Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to Sleep effects. Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Evocation You must spend 2 slots to cast spells from the Evocation school. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Magical Knack: Wizard +2 CL for a specific class, to a max of your HD. Physical Enhancement +1: Constitution (Su) +1 bonus to physical ability, +1 per 5 levels (change per day). Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into combat. Ring of Feather Falling This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp. Robe of Vermin The wearer notices nothing unusual when the robe is donned, and it functions normally. However, as soon as he is in a situation requiring concentration and action against hostile opponents, the true nature of the garment is revealed: the wearer immediately suffers a multitude of bites from the insects that magically infest the garment. He must cease all other activities in order to scratch, shift the robe, and generally show signs of the extreme discomfort caused by the bites and movement of these pests. The wearer takes a –5 penalty on initiative checks and a –2 penalty on all attack rolls, saves, and skill checks. If he tries to cast a spell, he must make a concentration check (DC 20 + spell level) or lose the spell.
Creation Magic Items robe of the archmagi, robe of blending, robe of bones, robe of eyes, robe of scintillating colors, robe of stars, robe of useful items Silent Spell Cast a spell with no verbal components. +1 Level. Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed. Stag's Helm 1/day, count a target within 30' as flat-footed against your ranged attack. Telekinetic Fist (8/day) (Sp) 30' ranged touch attack, 1d4+2 Transmutation Transmuters use magic to change the world around them. Trapfinding +1 +1 to find or disable traps. | |
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