Wight

Understudy's page

134 posts. Alias of Tilnar.


Race

(Your Name Here)

About Understudy

Your Name Here
Male Halfling Slayer (Sniper) 1/Wizard (Teleportation) 2
NG Small Humanoid (Halfling)
Init: +4, Perception: +8 [+10 when near familiar]
Languages: Common, Draconic, Dwarven, Goblin, Halfling.
Deity: Desna
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DESCRIPTION/BACKGROUND
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Stuff. Flashy dude. Big Hat.

Also, per his traits, raised in part by some fey. Maybe they told him about the artefact?

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DEFENSE
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AC 13 [17], Touch 13, Flat-footed 11 [15], CMD 13
(+1 size, +2 dex, [+4 mage armour])
HP 23/23 (3HD - 11, 6, 6)
Fort: +4, Ref: +5, Will: +4 [+2 v fear]
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee:

  • Halfling Sling-Staff +3 1d4 [Bludgeoning]
  • Dagger +3 1d3 (19-20/x2) [Slashing/Piercing]

    Ranged:

  • Halfling Sling-Staff +5 1d6, 80' increment (+1/+1 within 30')
  • Dagger (thrown) +5 1d3 (19-20/x2), 10' increment +1/+1 within 30')
  • Ray/Ranged Touch +5 (+1 within 30')

    Special: Range penalties with the sling-staff are halved; Studied Combat +1/+1

    Base Atk: +2, CMB: +1
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    STATISTICS
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    Str 10, Dex 14, Con 13, Int 17, Wis 10, Cha 12
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    TRAITS
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    Seeker of Mysteries (Campaign)
    You came to Lastwall in order to gain access to the ruins of the fortresses that once composed the Sunwall – the ancient border that was the first to fall to the Orcish hordes. Whether a result of legends and stories, personal research, or an old family secret that has been passed down, you know that the defenders had an ancient artefact of power which they could not bring with them – and so they sealed away rather than allow it to fall into Orcish hands... You believe that it’s still there, and you want it (whether to study it or to gain its powers, that's up to you, I don't judge). You gain a +1 trait bonus to Knowledge (Arcana) and Knowledge (History) checks, one of which automatically becomes a class skill for you. If you are an arcane caster, your familiarity with ancient arcane lore assists your spellcasting, granting you a +1 trait bonus on concentration checks and caster level checks made to overcome spell resistance.

    Magical Knack (Magic) [Wizard]
    You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.
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    FEATS
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    Armour Proficiencies: Light, Medium, Shield (not tower).
    Weapon Proficiencies: Simple, Martial + Halfling Weapons.

    Standard Feats: Point Blank Shot, Spell Focus (Conjuration).

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    SKILLS 9/5/5
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    Trained are marked with *, italics for class skills.

    Adventuring Skills
    Skill Name [Total] = Rank + Stat + Misc (Description)
    Acrobatics [+2] = 0.0 + 2 + 0
    Bluff [+1] = 0.0 + 1 + 0
    Climb [+0] = 0.0 + 0 + 0
    Diplomacy [+1] = 0.0 + 1 + 0
    Disguise [+1] = 0.0 + 1 + 0
    Escape Artist [+2] = 0.0 + 2 + 0
    Fly [+2] = 0.0 + 2 + 0
    Heal* [+4] = 1.0 + 0 + 3
    Intimidate [+1] = 0.0 + 1 + 0
    Knowledge (Untrained) [+3] = 0.0 + 3 + 0
    Knowledge (Arcana)* [+9] = 2.0 + 3 + 3 + 1 (trait)
    Knowledge (Dungeoneering)* [+8] = 2.0 + 3 + 3
    Knowledge (Local)* [+8] = 2.0 + 3 + 3
    Knowledge (Nature)* [+8] = 2.0 + 3 + 3
    Knowledge (Planes)* [+8] = 2.0 + 3 + 3
    Knowledge (Religion)* [+7] = 1.0 + 3 + 3
    Perception* [+8|+10] = 3.0 + 0 + 3 + 2 (keen senses) [+2 alertness due to familiar]
    Ride [+2] = 0.0 + 2 + 0
    Sense Motive [+0|+2] = 0.0 + 0 + 0 [+2 alertness due to familiar]
    Spellcraft* [+9] = 3.0 + 3 + 3
    Stealth* [+10] = 1.0 + 2 + 3 +4 size

    Background Skills
    Skill Name [Total] = Rank + Stat + Misc (Description)
    Craft (Alchemy)* [+7] = 1.0 + 3 + 3
    Craft (Leatherworking)* [+7] = 1.0 + 3 + 3
    Craft (Jewelry)* [+7] = 1.0 + 3 + 3
    Craft (Weapons)* [+7] = 1.0 + 3 + 3
    Knowledge (Engineering)* [+7] = 1.0 + 3 + 3
    Knowledge (History)* [+7] = 1.0 + 3 + 3

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    SPELLS (Wizard, CL 3) -- Arcane Failure: 0%
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    Apprentice's Spellbook (64 pages remaining):

    1st Level: ant haul (DC 14) , burning hands (DC 14) , corrosive touch , enlarge person (DC 14) , expeditious retreat (DC ) , feather fall (DC 14) , grease (DC 15) , identify , mage armor (DC 15) , magic missile , magic weapon (DC 14) , mindlink (DC 14) , reduce person (DC 14) , shield (DC ) , shocking grasp , summon monster i , true strike (DC )
    Cantrips:acid splash , arcane mark , bleed (DC 13) , dancing lights , detect magic , detect poison , disrupt undead , flare (DC 13) , light , mage hand , mending (DC 13) , message , open/close (DC 13) , prestidigitation (DC 13) , ray of frost , read magic (DC ) , resistance (DC 13) , spark (DC 13) , touch of fatigue (DC 13)

    Prepared Spells (Concentration: +6) [4 -- (3+1)/0/0/0/0/0/0/0/0]

    Cantrips: Detect Magic, Guidance, Light, Message.
    Level 1: 1, 2, 3, Summon Monster I

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    RACIAL ABILITIES
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    Fearless (Ex)
    Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

    Fleet of Foot
    Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This replaces sure-footed.

    Halfling Luck (Ex)
    Halflings receive a +1 racial bonus on all saving throws.

    Keen Senses (Ex)
    Halflings receive a +2 bonus on Perception skill checks.

    Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

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    SPECIAL ABILITIES
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    Accuracy (Ex) A sniper halves all range increment penalties when making ranged attacks with a bow, crossbow, sling or firearm.

    Familiar (Arcane Bond) (Squeaky the Rhamphorrhynchus, see below)
    A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

    A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.

    If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

    Favoured Class: Wizard
    - Bonus Familiar Level (2x): Add +1/2 to the wizard's effective class level for the purposes of determining his familiar's natural armor adjustment, Intelligence, and special abilities.

    Opposition Schools
    You have chosen illusion and enchantment as opposition schools. Preparing an enchantement or illusion spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an enchantment or illusion spell as a prerequisite.

    Shift (Su) (ooooo o)
    At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet. You can use this ability 6 times per day.

    Studied Target (Ex)
    A slayer can study an opponent to gain a +1 bonus on Bluff, Knowledge, and Sense Motive; a +1 bonus on Perception, and Survival checks attempted against that opponent; and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against 1 opponents at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. A slayer can study an opponent he can see as a move action.

    Summoner's Charm (Su)
    When casting Conjuration (summoning) spells the duration is increased by 1 rounds.

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    EQUIPMENT
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    traveler's outfit (small); dagger (small); bullet, sling (small) (x30); Halfling Sling Staff ; Spell Component Pouch ;

    Backpack (Masterwork) (Small) [ Spellbook; Waterskin, Filled (Small); Rations, Trail (Small) (x5); Bedroll (Small); Mess Kit; ];

    Waterproof Bag (Small) [ Ink; Inkpen; ];

    Scroll Case [ Parchment (x10); ];

    Coinpurse: 21gp, 12sp, 10cp.

    Current load: Light
    Limits: 28 (Light), 56(Medium), 85 (Heavy).

    Squeaky:

    Male Familiar Pterodon (Rhamphorhynchus) animal 1
    TN tiny magical beast (augmented animal)
    Init +3; Senses Darkvision (60 ft.), Low-Light Vision, Scent; Perception +9 [+2 when near his master]
    Communication Empathic Link
    AC 17, touch 15, flat-footed 14; CMD 10
    hp 11 (1HD)
    Fort +2, Ref +8, Will +5 Defensive Abilities: Improved Evasion
    Speed 10 ft. (2 squares) Fly 40 ft. (good)
    Melee bite +2 (1d3-2) Reach: 0ft
    Base Atk +2; [/b]CMB[/b] +3;
    Special Actions: Sudden Swoop
    Abilities:[b] Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 11
    [b]Special Qualities:
    Alertness, Darkvision, Empathic Link, Intelligence Score, Low-Light Vision, Natural Armor Bonus, Scent, Share Spells,
    Feats: Lightning Reflexes
    Skills: Escape Artist +3, Fly: +11, Heal +2, Intimidate -3, Knowledge (Arcana) +2; Knowledge (Nature) +0, Knowledge (Planes) +1, Knowledge (Arcana/Dungeoneering/Local/Nature/Planes) +0; Perception +7, Stealth +20

    Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

    Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

    Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

    Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

    Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

    Share Spells (Ex) The witch may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A witch may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

    Sudden Swoop (Ex) If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.