Damiel

Jon-Wyn's page

500 posts. Alias of Dax Thura.


Classes/Levels

Half Elf Arc Trick 1/Rogue 3/Arcanist 4| AC 17 FF 13 T14| HP 46/46| Fo +3 Re +8 Wi +5| Init +7| Percep +10| Arcane Pool 7/7

About Jon-Wyn

Jon-Wyn
Male half-elf arcane trickster 1/arcanist 4/unchained rogue (knife master) 3 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
NE Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +10
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Defense
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AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 natural)
hp 46 (8 HD; 5d6+3d8+8)
Fort +5, Ref +10, Will +7; +2 vs. enchantments
Defensive Abilities blade sense +1, evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee +1 cold iron kukri +7 (1d4+6/18-20) or
. . +1 silver kukri +7 (1d4+3/18-20)
Ranged mwk composite shortbow +8 (1d6+3/×3)
Special Attacks arcane reservoir (2/7), arcanist exploits (dimensional slide[ACG], quick study[ACG]), consume spells, sneak attack (unchained) +2d6
Arcanist Spells Prepared (CL 7th; concentration +11)
. . 2nd (4/day)—glitterdust (DC 16), invisibility
. . 1st (5/day)—disguise self, obscuring mist, ray of enfeeblement (DC 15), shield
. . 0 (at will)—detect magic, disrupt undead, mage hand, message, open/close (DC 14), prestidigitation
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Statistics
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Str 12, Dex 17, Con 12, Int 18, Wis 9, Cha 14
Base Atk +4; CMB +5; CMD 18
Feats Arcane Strike, Improved Initiative, Two-weapon Fighting, Weapon Finesse, Weapon Focus (kukri)
Traits magical knack, - custom trait -
Skills Acrobatics +13, Appraise +9 (+11 for small or highly detailed items when using a magnifying glass), Bluff +12, Climb +6, Diplomacy +9, Disable Device +12, Disguise +13, Escape Artist +10, Intimidate +6, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (engineering) +9, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +11, Knowledge (nature) +8, Knowledge (nobility) +9, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +9, Perception +10, Sense Motive +4, Sleight of Hand +10 (+11 to conceal a light blade), Spellcraft +15, Stealth +10; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Hallit, Infernal, Red Hand, Tien, Undercommon
SQ elf blood, hidden blade, ranged legerdemain, rogue talent (bleeding attack +2)
Combat Gear lesser silent metamagic rod, mask of the mantis[ISWG], potion of cure moderate wounds, potion of gaseous form (2), potion of haste (2), potion of invisibility (2), wand of infernal healing (49 charges), antiplague[APG] (2), antitoxin (2), smoke pellet[APG] (2), smokestick (3), tanglefoot bag (2), thunderstone (2), weapon blanch (adamantine)[APG] (2), weapon blanch (ghost salt) (2); Other Gear dark mantis armor, +1 cold iron kukri, +1 silver kukri, mwk composite shortbow (+1 Str), amulet of natural armor +1, boots of elvenkind, cloak of resistance +2, handy haversack, headband of vast intelligence +2, rope of climbing, traveler's any-tool[UE], candle (4), candle lamp[UE], canteen[UE], chalk (3), cheat sheath[ACG], disguise kit, ink, inkpen, magnifying glass, marbles[APG], masterwork thieves' tools, mirror, silk rope (50 ft.), spell component pouch, spellbook, compact[ARG], swarmsuit[APG], twine (50')[APG], weapon cord[APG], weapon cord[APG], wrist sheath, spring loaded, wrist sheath, spring loaded, 1,220 gp, 5 sp, 2 cp
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Tracked Resources
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Antiplague - 0/2
Antitoxin - 0/2
Arcane Reservoir +1 DC or CL (7/day) (Su) - 0/7
Consume Spells (2/day) (Su) - 0/2
Disguise kit (10 uses) - 0/10
Mask of the mantis (3 charges) - 0/3
Potion of cure moderate wounds - 0/1
Potion of gaseous form - 0/2
Potion of haste - 0/2
Potion of invisibility - 0/2
Silent metamagic rod (lesser, 3/day) - 0/3
Smoke pellet - 0/2
Smokestick - 0/3
Tanglefoot bag - 0/2
Thunderstone - 0/2
Wand of infernal healing (49 charges) - 1/49
Weapon blanch (adamantine) - 0/20
Weapon blanch (ghost salt) - 0/20
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Special Abilities
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Arcane Reservoir +1 DC or CL (7/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dimensional Slide (40 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hidden Blade +1 +1 bonus on Sleight of Hand checks to conceal a light blade.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Sneak Attack (Unchained) +2d8/+2d4 +2d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
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** Jon-Wyn grew up on the streets of Maginimar. His pilfering hands and easy con was a major reason why his gang was as successful as it was. In time he came to the attention of the local thief’s guild and was given a test to initiate him. Jon had successfully broken in and retrieved the item he was sent for, along with a few other choice items. On his way out, though, Jon felt he was being watched. He stopped and moving as little as possible, searched his surroundings. There was someone above him. He did his best to stay calm and did not make any sudden movements as he continued leaving the house. Jon was sure that the only reason he was still alive was that he did not turn around.
He soon heard that his mark had been killed. The guild master was furious. He did not want to hear about Jon’s creepy feeling, and threw Jon out of the guild. As he was ducking the thugs sent to make sure he stayed quiet, he had that creepy feeling again. This time he did look around. He saw a man standing in a hidden door. Jon went for it. After escaping, the man, Caldwell, offered to help Jon reach his full potential. With little in the way of real options, he accepted and has not regretted it one day since.

** Raised in Secrecy You had a typical life, in a mundane part of the world doing mundane things. Except that one or both of your parents were Red Mantis assassins and you were trained to follow in their footsteps. One of these days, you hope to see the island of Mediogalti and visit the Crimson Citadel, but for now, you need to prove yourself. You gain a +1 trait bonus on Bluff, Disguise, and either Knowledge (local) or Knowledge (nobility) and one of these skills is always a class skill for you.

****SPELLBOOK****
- 2nd Lvl: Glitterdust, Invisibility, Knock
- 1st Lvl: Charm Person, Comprehend Languages, Disguise Self, Expeditious Retreat, Grease, Infernal Healing, Mage Armor, Obscuring Mist, Pattern Recognition, Ray of Enfeeblement, Shadow Weapon, Shield, Sleep, True Strike, Vanish
- Cantrip: Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue

Mask of the Mantis: 3 daily charges; each charge lasts 30 minutes; more than one effect can be active at a time.
*darkvision to a range of 60 feet
*the effects of see invisibility
*the effects of deathwatch
*a +5 competence bonus on Perception checks.

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Dice Rolls
[dice=Initiative]1d20+7[/dice]

[dice=Perception]1d20+10[/dice]

[dice=Stealth]1d20+10[/dice]

Sneak Attack: dagger, bleed 2
[dice=Damage]2d8[/dice]

Kukri, mw, cold iron: 2 wpn, arcane strike
[dice=To Hit]1d20+9-2[/dice] [dice=To Hurt]1d4+6[/dice]

Kukri, mw, silver: 2 wpn, off hand, arcane strike
[dice=To Hit]1d20+9-2[/dice] [dice=To Hurt]1d4+3[/dice]