About Kivuli GreyfeatherLanguages:
Abyssal Celestial Common Draconic Goblin Infernal Osirian Osirian, Ancient Shadowtongue Skald Sylvan Tien Wayang Racial Traits:
Standard Racial Traits Ability Score Racial Traits:
Languages: Wayangs begin play speaking Common and Wayang. Wayangs with high Intelligence scores can choose from the following: any human language, Abyssal, Aklo, Draconic, Goblin, Infernal, Nagaji, Samsaran, and Tengu.
Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.
Lurker: Wayangs gain a +2 racial bonus on Perception and Stealth checks.
Shadow Magic: Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Wayangs with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, and ventriloquism. The caster level for these effects is equal to the wayang's level. The DC for these spells is equal to 10 + the spell's level + the wayang's Charisma modifier.
Darkvision: Wayangs can see in the dark up to 60 feet.
Light and Dark (Su): Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options. Dissolution's Child: Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic. Weapons:
+1 Keen Adamantine Estoc (+16/+11 to hit, 1d6+8 damage or <<+14 to hit, 1d6+14 damage with Power Attack>> Threatens 15-20 Light Crossbow (+14 to hit, 1d6 damage) Masterwork Coldiron Light mace (+15/+10 to hit, 1d4+1 damage or <<+11 to hit, 1d4+5 damage with Power Attack>> Sling (+14 to hit, 1d3 damage) SNEAK ATTACK: +3d6
Armor:
+2 Mithral Chain Shirt Extracts Known:
1st 6/6 a day ~ Ant Haul, Crafter's Fortune, Endure Elements, Expeditious Retreat, Heightened Awareness, Long Arm, Monkey Fish, Reduce Person, Shield
Skills:
Acrobatics +18 Appraise +5 Bluff +4 Climb +8 Craft (Alchemy) +17 (+4 Competence bonus to create Alchemical items) Diplomacy +4 Disable Device +28 (10 ranks, 3 class, 5 INT, 2 Masterwork tools, 4 competence {Vest of Escape}, 2 Escapologist, 1 trait) Disguise +0 Escape Artist +32 (10 ranks, 3 class, 5 DEX, +6 competence {Vest of Escape}, 1 trait, 4 feat, +2 untyped {Ring}, 1 Escapologist) Fly +7 Heal +6 Intimidate +0 Knowledge Arcana +10 or +12* +1d8 *= With Clear Ear Dungeon +10 or +12* +1d8 *= With Clear Ear Engineering +10 or +12* +1d8 *= With Clear Ear Geography +10 or +12* +1d8 *= With Clear Ear History +10 or +12* +1d8 *= With Clear Ear Local +13 or +15* +1d8 *= With Clear Ear Nature +10 or +12* +1d8 *= With Clear Ear Nobles +10 or +12* +1d8 *= With Clear Ear Planes +12 or +14* +1d8 *= With Clear Ear Religion +10 or +12* +1d8 *= With Clear Ear Linguistics +14 +1d8 Perception +22 or +23* {+1 for traps, +1 to notice surprise} *= With Clear Ear Ride +5 Sense Motive +13 Sleight of Hand +10 Spellcraft +9 +1d8 Stealth +28 Survival +2 Swim +2 UMD +18 Feats:
Stealthy (1st) Exotic Weapon Proficiency ~ Estoc(3rd) Weapon Finesse (Free-Rogue) Power Attack (5th) Weapon Focus (Estoc) (7th) Accomplished Sneak Attacker (9th) TRAITS Pragmatic Activator Vagabond Child (urban) ~ Escape Artist Resilient {Bonus from Chronicle 9-00} Class Abilities:
Ceaseless Observation Evasion Fast Stealth (Free-Investigator 3rd level) Finesse Training - Estoc (3rd level) Trap Spotter (Free-Rogue 2nd level) Unfettered Mind (3rd level) Quick Study (4th Investigator ~ Studied Combat as a swift action) Studied Strike (4th Investigator ~ +1d6 damage as free action} Amazing Inspiration (7th Investigator ~ 1d8 when using inspiration) Gear:
Alchemist Fire (5) Antiplague (2) Antitoxin (2) Backpack, Masterwork Belt Pouch (x2) Caltrops (x4) Cleats Grappling Bolt (x4) Silk Rope, knotted (50') Smoked Goggles Small Tent Thieve's Ring Thieves' Tools, Masterwork Trail Rations (7 days) Weapon Cord (x3) Veil (5) Magic:
Belt of Physical Might +2 {Strength & Dexterity} Boots of Gusto (3/day) Boro Bead (1st level/ 1x/day) Headband of Mental Prowess (INT & WIS +2 {UMD}) Ioun Stone {Pale Green Prism, cracked, Attack} Ring of Serene Contortions {~Cast True Strike once per day} Scroll (bought with Prestige) {Bless Weapon x5 / Delay Poison / False Life / Mirror Image / Remove Paralysis / Restoration, Lesser} Scroll (bought with Prestige) {Fly / Heroism} Sleeves of Many Garments Swarmbane Clasp Vest of Escape Wand of Infernal Healing (35 charges) Wand of Longstrider (35 charges) Wand of Shield (49 charges) {Purchased with Prestige} Wayfinder Wayfinder, Vanishing {Invisibility 5 minutes a day, usable in 1 minute increments} pbp info blurb:
Player/Forum Name: Tim / TriShadow Character's Name: Kivuli Greyfeather Class and Level: Rogue 3/ Investigator 6 PFS#: 151777-15 Faction: Dark Archive Day job Roll: [dice=Craft (Alchemy]1d20+17+5[/dice] [ooc]{Includes Crafter's Fortune}[/ooc Just as a heads up, I have the Trap Spotter and Fast Stealth talents. I also receive a +1 bonus to Perception to detect an ambush (Danger Sense).
Sessions:
PFS#: 151777-15
# 1 - 3-21 The Temple of Empyreal Enlightenment
XP 27 / Fame 48 / PP 34 / Gold 8434 |