Raydair Rabkca | |
---|---|
Age: | 30 |
Hair: | Pale Blonde |
Eyes: | Icy Blue |
Height: | 5'2" |
Weight: | 100 lbs |
Race: | Elf |
Class: | Rogue 1, Cleric 4, Shadowbane Stalker 1 |
Alignment: | Lawful Good |
Level: | 6 |
Experience: | 17,110 |
Level up: | 21,000 |
Hit Points: | 58/58 |
Gold: | 7,430g |
Current Status: | Active |
Played by Obsidian |
Ability | Score | Mod | Temp | Mod |
---|---|---|---|---|
Strength | 10 | +0 | - | +0 |
Dexterity | 18 | +4 | - | +0 |
Constitution | 14 | +2 | - | +0 |
Intelligence | 17 | +3 | - | +0 |
Wisdom | 18 | +4 | - | +0 |
Charisma | 10 | +0 | - | +0 |
Defense | - | - | Saves | Total | Bonus |
---|---|---|---|---|---|
AC | 19 | - | Fort | 6 | 2 |
Flat | 15 | - | Reflex | 9 | 4 |
Touch | 14 | - | Will | 10 | 4 |
Init | BAB | Grapple |
---|---|---|
+6 | +3 | +3 |
C | U | Skills | Ttl | Rnk | Abi | Msc |
---|---|---|---|---|---|---|
C | P | Climb (Str) | +1 | +1 | +0 | +0 |
C | P | Jump (Str) | +2 | +0 | +0 | +2 |
C | PP | Swim (Str) | +0 | +0 | +0 | +0 |
C | P | Balance (Dex) | +11 | +5 | +4 | +2 |
C | P | Escape Artist (Dex) | +8 | +4 | +4 | +0 |
C | P | Hide (Dex) | +5 | +1 | +4 | +0 |
C | P | Move Silently (Dex) | +5 | +1 | +4 | +0 |
C | X | Open Lock (Dex) | +7 | +1 | +4 | +2 |
- | - | Ride (Dex) | +4 | +0 | +4 | +0 |
C | PX | Sleight of Hand (Dex) | - | +0 | +4 | +0 |
C | PX | Tumble (Dex) | +12 | +6 | +4 | +2 |
C | - | Use Rope (Dex) | +4 | +0 | +4 | +0 |
C | - | Concentration (Con) | +3 | +1 | +2 | +0 |
C | - | Appraise (Int) | +3 | +0 | +3 | +0 |
C | - | Craft (Int) | +3 | +0 | +3 | +0 |
C | X | Decipher Script (Int) | - | +0 | +3 | +0 |
C | X | Disable Device (Int) | +9 | +4 | +3 | +2 |
C | - | Forgery (Int) | +3 | +0 | +3 | +0 |
C | X | Knowledge (Int) | +12 | +9 | +3 | +0 |
C | - | Search (Int) | +14 | +9 | +3 | +2 |
C | X | Spellcraft (Int) | - | +0 | +3 | +0 |
C | - | Heal (Wis) | +9 | +5 | +4 | +0 |
C | - | Listen (Wis) | +11 | +5 | +4 | +2 |
C | X | Profession (Wis) | - | +0 | +4 | +0 |
C | - | Sense Motive (Wis) | +9 | +5 | +4 | +0 |
C | - | Spot (Wis) | +11 | +5 | +4 | +2 |
- | - | Survival (Wis) | +4 | +0 | +4 | +0 |
C | - | Bluff (Cha) | +0 | +0 | +0 | +0 |
C | - | Diplomacy (Cha) | +8 | +4 | +0 | +4 |
C | - | Disguise (Cha) | +0 | +0 | +0 | +0 |
C | - | Gather Information (Cha) | +10 | +8 | +0 | +2 |
- | X | Handle Animal (Cha) | - | +0 | +0 | +0 |
C | - | Intimidate (Cha) | +0 | +0 | +0 | +0 |
C | - | Perform (Cha) | +0 | +0 | +0 | +0 |
C | X | Use Magic Device (Cha) | - | +0 | +0 | +0 |
Skill Points | 73/73 |
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1st 44, 2nd 5, 3rd 5, 4th 5, 5th 5, 6th 9,
-X = not usable untrained
-C = class skill
-P = armor check penalty
+2 synergy survival following tracks
-Not flatfooted while balancing
Languages
- Common Undercommon
- Sylvan Goblin
- Celestial Discordian
- Draconic Literacy
- Aquan Ignan
- Terran Carnivon
Knowledges
- Local
- Nobility
- Religion
Feats:
Level 1 - Master Linguist
Level 3 - Imbued healing Augments healing spells
Level 6 - Quick reconnoiter: spot and listen as free actions. +2 on inits.
Level 9 - Feat: Description
Level 12 - Feat: Description
Level 15 - Feat: Description
Level 18 - Feat: Description
Class Abilities:
Rogue
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Cleric
Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Healing - You cast healing spells at +1 caster level.
Sun - 1/day Greater Turning (Undead turned are auto destroyed)
Shadowbane Stalker
Detect Evil (sp): At will can use detect evil, as the spell.
Swift action: A shadowbane Stalker may give up a potential Divine spell slot
He then gains +4 to hide and move silently rolls for that spell level + Charisma bonus mins.
Racial Abilities:
• +2 Dexterity, +2 Intelligence, –2 Constitution
• Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
• Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
• Keen Senses: Elves receive a +2 racial bonus on Listen, Spot and Search skill checks.
• Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Weapon | +Attack | Damage | Crit | Damage Type | Range |
---|---|---|---|---|---|
Sap +1 | +4 | 1d6+1 | x2 | Blunt | - |
Dagger | +3 | 1d4 | 19-20 x2 | P/S | 10' |
Spectral Dagger | +3Touch | 1d6* | 19-20 x2 | -Energy | - |
Rod | +8 | 1d6+ | x2 | b | 30' |
Arrows | +8 | 1d8 | x3 | P | 110' |
Ironshod arrow | +8 | 1d10 | 19-20 x3 | P | 50' |
*Spectral dagger: Fort save, DC11 or 1 strength damage as well.
*as chill touch vs undead
Armour/ Shield | AC Bonus | Max Dex | Armour Check | Move Limit | Weight |
---|---|---|---|---|---|
Mstrwrk Chain shirt | +4 | 4 | -1 | - | 25lb |
Mstrwrk Dastana | +1 | - | - | - | 5lb |
Slot | Item | Description |
---|---|---|
Head | - | - |
Face | - | - |
Neck | - | - |
Shoulders | - | - |
Torso | Mstrwrk chain shirt | - |
Arms | mstrwrk dastana | - |
Hands | - | - |
Right Ring | - | - |
Left Ring | - | - |
Waist | - | - |
Feet | Acrobat boots | - |
Pack | - | - |
List of Items Here:
Sap +1 2lbs
Dagger 2lbs
Spectral Dagger 1lbs (6,000g value)
Masterwork Chain shirt 25lbs
Mstrwrk Dastana 5lbs
Masterwork Composit Longbow 3lbs
20 arrows 1lbs
4 Ironshod arrows 4lbs
Backpack
Mstrwrk Thieves Tools -2lbs
Waterskin 4lbs
Crystal of Arrow Deflection: least (not equipped)
2 platinum rings (spell focus, shield other 50g value each)
Holy symbol chrono charm -celestial wanderer (500g value)
Redcap tooth (1000g value) +2 fey related rolls (+4 vs redcaps)
Feyfriend (status) Start friendly with any good fey encountered
-Unlimited wine. delivered in casks every now and then as
thanks from a mission. kept at home.
Mic p85. Immediate mental action. Each charm 1/day
• Charm of the celestial wanderer - Re-roll 1 spot or listen check
• Charm of the laughing rogue - Re-roll 1 disable device check
Mic p160. A master work or better weapon with this attached deals an extra 1d6 damage to constructs.
Mic p160. Every morning at sunrise this pouch creates a days worth of trail rations.
Mic p163. Full round action to get in/out. Endure Elements active while you lay in it. Heal an extra 1hp/level if you sleep 8 hours in it.
(900g value, MIC pg. 67)
+2 competence on tumble checks
-3 charges per day. 1/2/3 to gain 10/15/20' bonus to movement speed for 1 round
Complete Scoundrel p116 4,000g value.
Move action for each use
• Button 1 Extend/retract 60' of rope per round
• Button 2 Grapple hook launches 300' (or less). second press retracts 60' per round and halls up to 1000 lbs
-Can launch 30' or less away as a ranged attack. Deals 1d6 damage + a bull rush (1d20+5) vs opponents strength check. shoves 5' on success +5' for every 5 points over opponents roll.
• Button 3 two grapple hooks launch 300' (or less) each, one from each end. Center part of the rod acts as a zip line to allow you to slide down it. Holds 1000 lbs with out sag.
-button 3 can bull rush 2 opponents, one on each side of you, as per button 2.
*note light load.
Spellcaster level 5 (cleric+4, Shadowbane +1)
God - Sol Invictus
1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
1 Endure Elements: Exist comfortably in hot or cold environments.
2 Heat Metal: Make metal so hot it damages those who touch it.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
5 Flame Strike: Smite foes with divine fire (1d6/level damage).
Favored Cleric Spells:
Cantrips: Save DC 14 4/day
Level 1: Save DC 15 4+1/day
vigor, lesser - fast healing 1 for 15rounds. often used in preference to cure light wounds.
Level 2: Save DC 16 3+1/day
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Divine Insight: Insight bonus 5+caster level on a single skill check
Shield Other F: You take half of subject’s damage.
Close wounds: Immediate, Cure 1d4+5 damage 25+5/2levels' range
Level 3: Save DC 17 2+1/day
Knight's Move: You instantly move to flank a subject.
Heart's Ease: Heals emotional and mental problems; heals 2d4 Wisdom damage.
Vigor, Mass Lesser: As vigor, lesser, but multiple subjects (max 25 rounds)
Theme Music
[http://www.youtube.com/watch?v=aBE3c9X0BoA&feature=related]
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Character History:
Being born to the noble Rabkca family is all well and good, but when your 9th in line for the family inheritance its not hard to realize your not getting a penny. Unlike most elven family's it seems his lineage is very fertile, and Raydair was told that he even has another little sister on the way. Its left Raydair with a bit of a melancholy outlook on life and he often just shambles along unlike most rather energetic elves.
With mom and dad so 'busy' with family issues they are happy to urge the young ones to go sate their wanderlust. In fact they even offered to pay for a boat trip across the world for Raydair. Avalon being one of the biggest citys seemed like a good place to drop their son off at and Raydair just went along with it. Unfortunately his parents didnt tell him that they booked him in a cargo cabin and he had to pay out of his own money for food. Now in Avalon hes alone, mostly broke, and hopefully mom and dad wont check up and make demands on him.