Abra Lopati

Damiel Morgethain's page

294 posts. Alias of Papa-DRB.


Race

CG Male Human rogue 13 Archetype(Scout) / Trickster 5

About Damiel Morgethain

Damiel Morgethain
Male Human rogue 13 Archetypes Scout, Trickster 5
CG Medium humanoid (human)
Init +13, Senses darkvision (60 ft.); Perception +17

=================================================
DEFENSE
=================================================
AC 25, touch 19, flat-footed 19 (+6 armor, +3 deflection, +6 Dex, )
hp 114 ((13d8)+46)
Fort +5, Ref +18, Will +5, +2 luck bonus on all Fortitude saves against poison from spiders., +4 Reflex to avoid traps
Defensive Abilities hard to kill, improved evasion, mythic saving throws, trap sense +4

=================================================
OFFENSE
=================================================
Speed 30 ft.
Ranged +2 composite longbow (corrosive/+1) +21/+16 (1d8+3/19-20/x4), within 30 ft. +23/+18 (1d8+5)
Ranged javelin of lightning +17/+12 (1d6+1), within 30 ft. +19/+14 (1d6+3)
Melee cold iron/+2/frost rapier +19/+14 (1d6+3/18-20)
Special Attacks Fleet Charge, Mythic Power (13/day, surge +1d8), Scout's Charge, Skirmisher, Sneak Attack 7d6, Surprise Strike,
Ring of Feather Falling Spell-Like Abilities feather fall (DC 10,at will)
Cloak of Arachnida Spell-Like Abilities web (DC 10,1/day)

=================================================
STATISTICS
=================================================
Str 12, Dex 26, Con 12, Int 14, Wis 12, Cha 12,
Base Atk +9; CMB +10; CMD 31
Feats Clustered Shots, Deadly Aim, Deadly Aim (Mythic), Improved Critical (Longbow), Improved Critical (Mythic), Martial Weapon Proficiency (Longbow), Point-Blank Shot, Point-Blank Shot (Mythic), Precise Shot, Rapid Shot, Rapid Shot (Mythic), Toughness, Weapon Finesse, Weapon Focus (Longbow)
Skills Acrobatics +29, Appraise +18, Bluff +17, Disable Device +30, Knowledge (Dungeoneering) +18, Knowledge (Local) +18, Linguistics(Celestial) +6, Perception +17, Perception (Trapfinding) +27, Sense Motive +17, Stealth +24, Survival +18, Use Magic Device +17,
Traits Chance Encounter, Poverty-Stricken,
Languages Abyssal, Celestial, Common, Infernal
SQ additional trick, amazing initiative, bonus feat, bonus rogue talent (12x), canny observer, darkvision, enhanced ability (dex), extra mythic feat, hide in plain sight, humanoid traits, mythic tier, pierce the darkness, recuperation, shadow stealth, skilled, snap shot, surge, surprise attack, trapfinding, trap spotter, trickster, , , , , , , , , , , ,
Combat Gear Wand of Invisibility (50 charges), Wand of Fly (50 charges), potion of cure serious wounds (4),
Other Gear +2 composite longbow (corrosive/+1), ring of feather falling, ring of protection +3, lesser bracers of archery, +2 mithral shirt, cloak of arachnida, boots of elvenkind, efficient quiver, arrows (20) (5), javelin of lightning, pouch, belt, masterwork thieves' tools, terendelev scale - sacred weaponry, cold iron/+2/frost rapier, 2204.0 gp

=================================================
SPECIAL ABILITIES
=================================================
Additional Trick (Ex) You learn an additional trickster attack ability. You can select this ability twice.
Amazing Initiative (Ex) You gain a +5 bonus on initiative checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Rogue Talent (12x) The human gains +1/6 of a new rogue talent.
Canny Observer (Ex) When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.
Chance Encounter Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. You gain a +2 trait bonus on Reflex saves. By expending one use of mythic power, you can take 20 on an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check without an increase in the time required to make the check.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Enhanced Ability (DEX) (Ex) You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score.
Evasion
Extra Mythic Feat (Ex) You gain an extra mythic feat. You can take this ability a number of times equal to half your mythic tier (minimum 1). Each time you do, you gain another mythic feat.
Fleet Charge As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding +5 to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Hard to Kill (Ex) Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Hide in Plain Sight (Ex) A rogue with this talent can select a single terrain from the ranger's favored terrain list. She is a master at hiding in that terrain, and while within that terrain, she can use the Stealth skill to hide, even while being observed. A rogue may take this advanced talent more than once, each time selecting a different terrain from the favored terrain list.
Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.
Improved Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.
Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Mythic Power (Su) Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend 13 mythic power. This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Mythic Saving Throws (Ex) Whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
Mythic Tier You are a 5th-tier mythic character.
Pierce the Darkness (Sp) You gain permanent darkvision with a 60-foot range, as the universal monster ability. If you possess darkvision, the range increases by 60 feet.
Poverty-Stricken Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Recuperation (Ex) You are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain 75 hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Scout's Charge (Ex) Whenever you make a charge, your attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
Shadow Stealth (Ex) Whenever you're in darkness, you can move at full speed within that area without taking a penalty on Stealth checks. As a move action, you can expend one use of mythic power to teleport from one area of darkness to another within 100 feet as if using greater teleport. You must have line of effect to the destination.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Skirmisher (Ex) Whenever you move more than 10 feet in a round and make an attack action, the attack deals sneak attack damage as if the target was flat-footed. If you make more than one attack this turn, this ability only applies to the first attack.
Snap Shot (Ex) A rogue with this talent may treat her initiative roll as a 20 for a surprise round, regardless of her initiative, but she may only take an attack action with a ranged weapon. Her normal initiative roll is used in subsequent rounds. If two or more rogues possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a rogue is prevented from acting in the surprise round, this talent has no effect.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 7d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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 weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d8 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Surprise Attack (Ex) During the surprise round, opponents are always considered flat-footed to you, even if they have acted.
Surprise Strike As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add +5 to the attack roll. Damage from this attack bypasses damage reduction.
Trapfinding (Ex) You add +6 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trap Sense (Ex) You gain a +4 bonus on Reflex saves made to avoid traps, and a +4 dodge bonus to AC against attacks made by traps.
Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Trickster Seen only when they choose to be seen, tricksters manipulate kings and peasants alike, usually without anyone sensing their inf luence. Characters who rely upon their skills and wit find themselves drawn to the trickster's path. The mythic power of these heroes allows them to perform tasks that most would consider impossible. They can climb any wall, swim any current, and move without being seen by even the most observant guard. When they strike at their foes, they do so with unmatched accuracy.
Role: As a trickster, your role in the party is one of deception and manipulation. You have access to a number of abilities that empower you to confound your foes, both physically and mentally. With a subtle jest or twist of phrase, you can steer entire cities and even nations to do your bidding--but should that fail, you can always rely on a dagger from the shadows.
Classes: Members of any class that relies on skills would make good tricksters, as would those who heavily utilize ranged combat or magical methods of subterfuge. The alchemist, bard, and rogue all have a number of abilities that fit well with the trickster. Gunslingers, monks, and rangers will also find that the trickster has more than a few interesting options.

=================================================
FEATS
=================================================
Clustered Shots
You take a moment to carefully aim your shots, causing them all to strike nearly the same spot.
When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction.
[Special]If the massive damage optional rule is being used (Core Rulebook 189), that rule applies if the total damage you deal with this feat is equal to or exceeds half the opponent's full normal hit points (minimum 50 points of damage).
Deadly Aim
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
You can choose to take a -3 penalty on all ranged attack rolls to gain a +6 bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Improved Critical (Longbow)
Attacks made with your chosen weapon are quite deadly.
When using the weapon you selected, your threat range is doubled.
Martial Weapon Proficiency (Longbow)
You understand how to use your chosen martial weapon in combat.
You make attack rolls with the selected weapon normally (without the non-proficient penalty).
Point-Blank Shot
You are especially accurate when making ranged attacks against close target.
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot
You are adept at firing ranged attacks into melee.
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Rapid Shot
You can make an additional ranged attack.
When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using Rapid Shot.
Toughness
You have enhanced physical stamina.
You gain +13 hit points.
Weapon Focus (Longbow)
You are especially good at using your chosen weapon.
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Other Information:

PbP stats
Race Line in Profile:
CG Male Human
rogue
13
Archetypes(
Scout,
)
Class Line in Profile
(HP 150 AC:25 T:19 F:19 Saves F:+5 R:+18 W:+5 CMB:+10 CMD:29 Init:+13 Perc: +17)

Created using PCGen 6.08.00 RC8 on Dec 29, 2020