Mordant Spire Elf

Elthaeron's page

338 posts. Alias of Grumbaki.


Languages

Common, Elven

Strength 13
Dexterity 20
Constitution 11
Intelligence 14
Wisdom 10
Charisma 10

About Elthaeron

To Hit: +6 (BaB) + 5 (Dex) + 1 (WF) + 3 (WT) +1 (Enchantment) -0/2 (PA) = +17/+10
Damage: 1d10 (Base) + 7 (Dex) + 2 (WS) +3 (WT) + 1 (Enchantment) + 6 (PA) +1 (LG) = 1d10+20
Sneak Attack: 1d6

[dice=Hit]1d20+17[/dice]
[dice=Damage]1d10+20[/dice]
[dice=Sneak Attack]1d6[/dice]

Defenses:
* AC: 10 (base) + 5 (armor) + 5 (dex)

Race, Traits, Stats:

Race: Elf
* Fey-Sighted You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic.
* Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
* Keen Senses: Elves receive a +2 racial bonus on Perception 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.

Traits
* +1 Will save
* Merchant Family (You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.)

Stats
Str: 13 (3pts)
Dex: 15 (7pts) + 2 (Race) + 1 (Lvl 4) + 2 (Belt) = 20
Con: 13 (3pts) - 2 (Race) = 11
Int: 12 (2 pts) +2 (Race) = 14
Wis: 10 (0 pts) = 10
Cha: 10 (0 pts) = 10

Feats
Lvl 1: Power Attack, Furious Focus
Lvl 2: Weapon Focus
Lvl 3: Arcane Armor Training
Lvl 4: Weapon Specialization
Lvl 5: Iron Will
Lvl 7: Advanced Weapon Training (Defensive Weapon Training (Ex) The fighter gains a +1 shield bonus to his Armor Class. The fighter adds half his weapon’s enhancement bonus (if any) to this shield bonus. When his weapon training bonus for weapons from the associated fighter weapon group reaches +4, this shield bonus increases to +2. This shield bonus is lost if the fighter is immobilized or helpless.)

Rogue Talents
*

Equipment
* Mithril Chain Shirt
* Liquid Glass Elven Curve Blade
* Gloves of Dueling

Unchained Eldritch Scoundrel Rogue (3):

Spellcasting
An eldritch scoundrel casts arcane spells drawn from the wizard spell list. An eldritch scoundrel must choose and prepare her spells ahead of time. She learns, prepares, and casts spells exactly as a wizard does, including adding new spells to her spellbook and gaining two additional spells known (of any level she can cast) each time she gains a rogue level with this archetype.

An eldritch scoundrel can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as the magus class.

Alarm Sense (Su)
At 3rd level, an eldritch scoundrel gains an intuitive sense that warns her when she is near a magic trap. This functions as the trap spotter rogue talent, but applies only if the eldritch scoundrel comes within 10 feet of a magic trap.

This ability replaces trap sense.

Sneak Attack (Ex)
The eldritch scoundrel doesn’t acquire the sneak attack class feature until 3rd level, when she gains a +1d6 sneak attack. This increases by 1d6 at 7th level, and again at every 4 rogue levels thereafter.

This modifies the rogue’s normal sneak attack progression.

Weapon Master Fighter (4):

Weapon Guard
At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd.

This ability replaces bravery.

Weapon Training (Ex)

At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd