EPIC GAME - SAVE THE CITY (Inactive)

Game Master Johnny_Panic

EPIC GAME - 21st level PCs.

CURENT MAP


A game of save a CITY out in the great sands from a horror that could end the world.

GM notes:

The phaerimm are theoretically one of the foundationally important monsters in the Forgotten Realms setting, being tied closely to the Netherese, the sharn and other bits of lore. But they always struck me as kind of boring. They’re yet another magically gifted aberration that views humanoids as slaves and cattle. And their stats seem to get more pared down and less interesting with every edition. I went back to their first mechanical appearance in AD&D 2e for inspiration.]

Phaerimm
CR 12 NE Aberration
This creature floats in the air, looking something like a flying sea anemone. It has a circular maw with eyes dotting its rim, four arms with clawed hands, and its body tapers into a long tail, ending in a stinger.

The phaerimm are strange aberrant creatures native to a deadly desert world in another galaxy. Phaerimm have not mastered planetary travel, and are found on other worlds typically as the descendants of captives and experimental test subjects enslaved by wizards looking for alternatives to celestials and fiends. It may be that the phaerimm sowed the seeds of their own calling, as they can be summoned through magic much more easily than other aberrant creatures. Most of these itinerant phaerimm are interested in converting other planets into worlds more like their own, and seek powerful magic items and ritual spells in order to drain the vitality from ecosystems and render them deserts.

Even a newly born phaerimm is a powerful magic user, and they use their spells preferentially over their formidable physical talents. Phaerimm are spontaneous casters, but can convert some of their spells into spell-like abilities to make them easier to cast and harder to counterspell. The vast majority of phaerimm are sadists, which can be used against them; a phaerimm will often make suboptimal tactical choices if it has an opportunity to spread more pain. Phaerimm are slavers, and view enslaved or magically controlled minions as utterly disposable.

The phaerimm are simultaneous hermaphrodites, able to both fertilize the eggs of other phaerimm and be fertilized in turn. Phaerimm courtship is more akin to a business exchange than anything romantic, and the eggs are kept in suspended animation until they can be inserted into a host—mammalian creatures are preferred, but anything living of Small or larger size can provide sufficient nutrients for the parasitoid embryo. Phaerimm keep their incubators secure, stocking their lairs with galleries of floating, insensate victims, each one growing a new horror inside.

An adult phaerimm is about twelve feet in length and weighs six hundred pounds. They fly magically, and are practically immobile in an antimagic field or similar effect.

Phaerimm CR 12
XP 19,200
NE Large aberration
Init +5; Senses all-around vision, arcane sight, darkvision 60 ft., Perception +20, see invisibility

Defense
AC 25, touch 10, flat-footed 24 (-1 size, +1 Dex, +15 natural)
hp 150 (12d8+96)
Fort +11, Ref +7, Will +12
DR 15/magic; Immune petrifaction and polymorph; SR 23
Defensive Abilities absorb magic; Weakness callable

Offense
Speed 5 ft., fly 30 ft. (good)
Melee bite +14 (2d6+6), 4 claws +14 (1d6+6), sting +14 (1d8+6 plus paralysis)
Space 10 ft.; Reach 10 ft. (5 ft. with bite)
Special Attacks implant, paralysis, prepare spell-like abilities
Spell-like Abilities CL 13th, concentration +18
Constant—arcane sight, see invisibility
3/day—blur, shield
1/day—enervation, haste, waves of fatigue
Spells CL 11th, concentration +17
5th (5/day)—dominate person (DC 21), waves of fatigue
4th (7/day)—crushing despair (DC 20), enervation, terrible remorse (DC 20)
3rd (7/day)—fireball (DC 18), haste, inflict pain (DC 19), ray of exhaustion (DC 18)
2nd (8/day)—blindness/deafness (DC 17), blur, bull’s strength, paranoia (DC 18), scorching ray
1st (8/day)—charm person (DC 17), mage armor, magic missile, ray of enfeeblement (DC 16), shield
0th—acid splash, detect poison, disrupt undead, light, mage hand, open/close, prestidigitation, resistance, touch of fatigue (DC 15)

Statistics
Str 22, Dex 13, Con 26, Int 18, Wis 19, Cha 21
Base Atk +9; CMB +16; CMD 27 (cannot be tripped)
Feats Arcane Strike,Empower Spell, Eschew Materials (B), Flyby Attack, Improved Initiative, Lightning Reflexes, Spell Focus (enchantment)
Skills Fly +18, Intimidate +20, Knowledge (arcana) +19, Knowledge (dungeoneering, nature) +16, Perception +23, Spellcraft +19, Stealth +12; Racial Modifiers +4 Perception
Languages Aklo, Common, Undercommon, telepathy 100 ft.
SQ undersized weapons

Ecology
Environment any deserts and underground
Organization solitary, pair or enclave (3-12)
Treasure double standard

Special Abilities
Absorb Magic (Su) Whenever a spell fails to overcome a phaerimm’s spell resistance, the phaerimm heals an amount of damage equal to the spell’s caster level.
Callable (Ex) A phaerimm is treated as an extraplanar outsider for the purposes of calling spells like planar binding.
Flight (Su) A phaerimm’s fly speed is supernatural in nature.
Implant (Ex) As a full round action, a phaerimm can lay an egg in a paralyzed or helpless target. The egg gestates for one week, whereupon a young phaerimm bursts from the host, killing it. While implanted with an egg, a host is unaffected until the final 24 hours of incubation, during which time it is treated as suffering a -10 penalty to all ability scores (minimum 1). A successful remove disease or similar effect against DC 23 removes the pellet, as does a successful DC 25 Heal check performed over the course of 10 minutes. Regardless of whether the Heal check succeeds or fails, it deals 1d4 damage to the host.
Paralysis (Su) A creature stung by a phaerimm must succeed a DC 24 Fortitude save or be paralyzed for one minute. After this duration elapses, the creature must succeed a second DC 24 Fortitude save or be paralyzed for 1 week. While paralyzed, the afflicted creature floats five feet off the ground.
Prepare Spell-like Ability (Su) When a phaerimm regains its spells, it may choose to prepare one of its known spells of each level above 0th as a spell-like ability with a caster level equal to its Hit Dice. 1st and 2nd level spells may be used 3/day as a spell-like ability, and spells of 3rd level or higher may be used 1/day.
Spells A phaerimm can cast spells as an 11th level sorcerer. A phaerimm does not gain other sorcerer class abilities, such as a bloodline, unless it takes levels in sorcerer.

====

Huge Aberration
Alignment: Usually neutral evil
Initiative: -1 (Dex); Senses: full vision (true seeing)
Languages: telepathy 100 ft.

AC: 33 (-2 size, -1 Dex, +26 natural), touch 7, flat-footed 33
Hit Dice: 19d8+57 (142 hp); DR: 15/magic and silver
Fort +9, Ref +5, Will +17
Speed: Fly 30 ft. (perfect)
Space: 15 ft./15 ft. (5 ft. with bite)
Base Attack +14; Grapple +28
Attack: 6 claws +18 melee, bite +13 melee, stinger +13 melee
Full Attack: 6 claws +18 melee, bite +13 melee, stinger +13 melee
Damage: Claws 1d8 each, bite 2d8, stinger 2d6 plus poison and implant
Special Attacks/Actions: Spells
Abilities: Str 22, Dex 9, Con 16, Int 21, Wis 22, Cha 25
Special Qualities: Detect magic, immunity to polymorph and petrification, Poison (DC 22), Implant; CL 19th, SR 29
Feats:
Skills:
Advancement: 20+ HD
Climate/Terrain: Underground
Organization: solitary, pair, or hive (3-6 plus 2-8 offspring)
Treasure/Possessions: Double standard
Source: Lost Empires of Faerûn

If phaerimms were less evil, they would be more alien and difficult to understand, but their overwhelming drive toward inflicting pain makes them somewhat predictable. They can be dangerous combatants, but they view purely physical combat as a sign of weakness. Because a phaerimm that uses its stinger or weapons to defend itself is assumed to have insufficient magical abilities, phaerimms make physical attacks only as a last resort-even at younger ages when they lack powerful magic. Young phaerimms sometimes stoop to using masterwork swords, and they suffer no disgrace for doing so as long as they use Tenser's floating disk to carry the weapons whenever they are out of combat.

As spellcasters, phaerimms favor charm, command, and illusion effects over damage-producing spells, but they are not shy about using a fireball if. necessary. Powerful elder phaerimms often have charmed or dominated beings fighting for them. In fact, phaerimms sometimes pick fights simply so that they can force their enemies to hack apart their own friends. Phaerimms also enjoy summoning outsiders, but they are generally too proud to use low-level summoning spells to call up common animals and other minor creatures.

Claws: A phaerimm has the number of primary claw attacks shown on Table 11-2. Each deals the indicated damage plus the phaerimm's Strength bonus.

Bite: A phaerimm has one secondary bite attack that deals the indicated damage plus 1/2 the phaerimm's' Strength bonus (round down). Because the bite is a secondary attack, a -5 penalty applies to the attack roll. (Many phaerimms choose the Multiattack feat to lessen this penalty to -2.)

Stinger: A phaerimm has one secondary stinger attack that deals the indicated damage plus 1/2 the phaerimm's Strength bonus (round down). A young adult or older phaerimm delivers poison with its stinger attack, and an adult or older phaerimm can use it to implant eggs (see Implant, below). Because the stinger is a secondary attack, a -5 penalty applies to the attack roll. (Many phaerimms choose the Multiattack feat to lessen this penalty to -2.)

Implant (Ex): As a standard action, an adult or older phaerimm can use its stinger to lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the eggs, as does a successful DC 20 Heal check made by a character with ranks that skill. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

Poison (Su): Stinger, DC 15 Fortitude save; initial damage paralysis for 2d4 rounds, secondary damage paralysis for 1d3 hours. Paralyzed creatures levitate, helpless, a few feet off the ground.

Spells: A phaerimm casts arcane spells as a sorcerer (caster level equals phaerimm's character level). Phaerimms use their sorcerer spells as if they were spell-like abilities, so they require no verbal, somatic, or material components.

Damage Reduction (Ex): A phaerimm gains increasing damage reduction as it grows older, as given on Table 11-4.

Detect Magic (Sp): Beginning as a hatchling, a phaerimm can use detect magic at will (caster level equals phaerimm's character level).

Flight (Ex): Because a phaerimm's body is naturally buoyant, it can fly at a speed of 30 feet. This buoyancy also grants the creature a permanent feather fall effect (as the spell) with personal range.

Full Vision (Ex): As it ages, a phaerimm's natural ability to detect magic expands. A juvenile phaerimm can see invisible or ethereal creatures to a range of 120 feet, as though under the effect of a see invisibility spell. An adult phaerimm constantly can see magical auras to a range of 120 feet, as though constantly under the effect of an arcane sight spell. An elder phaerimm sees as though constantly under the effect of a true seeing spell.

Immunities (Ex): A phaerimm is immune to polymorph and petrification effects.

Spell Resistance (Ex): A phaerimm is resistant to spells from hatching onward (see Table 11-4 for details).

Telepathy (Ex): A juvenile or older phaerimm can communicate telepathically with any creature within 100 feet that has a language.

Priscilla Springheel EPIC PC sheet:

Neutral Good Halfling Unchained Rogue 20th/Fighter 1st
Hgt.2’8” Wgt.30 Hair:Black Eyes:Blue Age:22 Deity:
Str:10 Dex:24 Con:24 Int:26 Wis:20 Cha:22
Init:+8 Hp:261
Fort:+18[+8+7(Con)+1(luck)+1+1(Iuon)]
Reflex:+22[+12+7(Dex)+1(luck)+1+1(Iuon)]
Will:+14[+6+5(Wis)+1(luck)+1+1(Ioun)]+2 v. Fear
BAB:+18/+13/+8/+3][+16/+11/+6/+1+1(size)+1]
Melee:+18/+13/+8/+3
Ranged:+25/+20/+15/+10
CMB:+15[+16-1(size)]
CMD:21[10+16+7(dex)-1(size)]
AC32|10+8(armor)+7(dex)+1(Size)+5(Natural)+1(Shield)]Shieldless 31 ff:25 Touch:19
Armor:
Mithral Buckler +1
Weapons:
Melee:+18/+13/+8/+3
+5 Raiper +30/+25/+20/+15 1d4+12 16-20/x2 Piercing
Special:Impervious,Keen,Ghost Touch
+1 Dagger(10) +26/+21/+16/+111d3+8 19-20/x2 Piercing 10ft. Range
Returning
+5 Cestus(5gp)+30/+25/+20/+15 1d3+5 19-20/x2 Bludgeoning
+5 Rope Shot(5gp)+30/+25/+20/+15 1d4+12 x2 Bludgeoning
Shock +1d6 Shocking burst +2d6 Thundering +2d6
Ranged:
+5 Sling Staff +30/+25/+20/+15 1d6+5 19-20/ x3 160ft Range
Distance, Ghost Touch Ammo:50
+1Sling:(5sp) +26/+21/+16/+11 1d3+1 x2 100ft Bludgeoning
Distance Igniting Ammo:50
+1 Heavy Wrist Bow +26/+21/+16/+11 1d3+1 19-20/x2 60ft Range
Distance,Corrosive+1d6, Corrosive burst +2d6
Ammo:20
Skills:307 Background:42
Acrobatics*:+37[20+7(Dex)+3+2(race)+5(item)]
Appraise* +21{10+8(Int)+3}
Bluff+32[20+6(Cha)+3+3(Item)]
Climb*: + 15[10+0(str)+3+2(race)]
Craft*(Locksmithing) +21{10+8(int)+3]
Craft(Trap) +21[10+8(Int)+3]
Diplomacy*:+32[20+6(cha)+3+3(Item)]
Disable Device*:+31(+41)[21+7(dex)+3+1(trait)+10(trap)+5(item)]
Disguise +19[10+6(Cha)+3]
Escape Artist*:+20[10+7(dex)+3]
Intimidate*+32[20+6(cha)+3+3(Item)]
Know(Dungeoneering)* 32[21+8(int)+3
Know(local)* +32[21+8(int)+3
Knowledge(engineering) +32{21+8(int)+3
Linguistics:*+21[10+8(int)+3]**
Perception:*+33(+4#,)[21+5(wis)+3+2(race)+10(trap)+2(F3m)]
Profession(cook):*+18[10+5(wis)+3]**
Profession(Merchant)+18{10+5(wis)+3
Perform(Acting) +23{11+6(cha)+3+3(Item)
Perform(Singing) +23{11+6(Cha)+3+3(Item)
Ride*
Sense Motive:*+27[20+5(wis)+3]
Sleight of Hand:*+25[15+7(dex)+3]
Stealth:*+45[21+7(dex)+3+4(size)+10]
Survival:+18[10+5(wis)+3]
Swim:*+3[10+0(str)+3]
Use Magic Device:*+25[15+6(Cha)+3
Languages:Halfling,Common, Elven(Int), Dwarven(Int),Orc(int), Goblin(Int),Draconic(Int),Giant, Gnome,,Celestial,Infernal,Abyssal,Sylvan,Undercommon,Aklo,Protean,Aquatic
Feats:Cunning,Toughness,Point Blank Shot,Precise Shot,Quick Draw, Rapid Reload, Combat Reflexes,Improved Critical:Rapier, Rogue Talent:Cutting Edge, Rogue Talent:Cutting Edge, Rogue Talent:Cutting Edge
Traits:
t

Abilities:
Weapon and Armor Proficiency:
All Light armor,All Simple and Hand Crossbow,Sap,Short Sword, Rapier,Short bow

Sneak Attack:+10d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding:+10

A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training:Weapon Finesse*, Dagger,Raiper, Halfling Rope Shot
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion:
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue talents:(13)
Esoteric Scholar:
Benefit: A rogue with this talent can attempt any Knowledge skill check, even if she is not trained in that Knowledge skill.

Ledge Walker:
Benefit: This ability allows a rogue to move along narrow, uneven, or slippery surfaces (such as ice) at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along such surfaces, and retains her Dexterity bonus to AC.

Minor Magic: Dancing Lights @Will
Benefit: A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue’s caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue’s Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent.

Major Magic:Corrosive Touch 10/day
Benefit: A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses. The rogue’s caster level for this ability is equal to her rogue level. The save DC for this spell is 11 + the rogue’s Intelligence modifier. A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent.

Wall Climber:
Benefit: A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

Advanced Rogue Talents:
Familiar: Rat
Benefit: A rogue with this talent gains a familiar as the familiar option of the wizard’s arcane bond class feature. This ability functions exactly like that part of the class feature, but the rogue’s effective wizard level is her rogue level –4.

Double Debilitation:
Benefit: Whenever the rogue inflicts a penalty against a target using the debilitating injury class feature, she can select two penalties to inflict. The target can never be subject to more than two penalties in this way at one time. If any additional penalties are inflicted, any previous penalties immediately end. Any effect that heals damage to the target negates both of the penalties.

Improved Evasion:
Benefit: This works like evasion, except while the rogue still takes no damage on a successful Reflex saving throw against an attack, she also takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Weapon Snatcher
Benefit: A rogue with this talent can make a Sleight of Hand check in place of a combat maneuver check when attempting to disarm an opponent.

Unwitting Ally:
Benefit: A rogue with this talent can spend a swift action to attempt to make an opponent act like an ally for purposes of providing a flank until the beginning of the rogue’s next turn. The opponent must be able to hear and see the rogue, and the rogue must succeed at a Bluff check opposed by the opponent’s Sense Motive. If the check succeeds, the opponent acts as an ally for the purpose of providing a flank. Whether or not the check succeeds, the rogue cannot use this trick again on the same opponent for the next 24 hours. If the rogue fails the check by 5 or more, she cannot use the unwitting ally ability on any opponent within line of sight of the failed attempt for 24 hours.

Cutting Edge: Bluff,Intimidate

Cutting Edge:Sense Motive, Diplomacy

Cutting Edge:Sleight of Hand, Use Magic Device
Danger Sense:
+6 Reflex v.Traps, +6 dodge AC v. Traps, +6 Perception to avoid surprise attacks
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class)

Debilitating Injury:
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge:
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Rogue’s Edge (Ex): Acrobatics, Bluff*, Perception, Disable Device,Stealth, Sense Motive* Intimidate*,Diplomacy*, Sleight of Hand*,
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Improved Uncanny Dodge (Ex)
At 8th level, a rogue can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Master Strike:DC 27

At 20th level, an rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Edge Skills:
Acrobatics:
5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.

15 Ranks: You do not provoke attacks of opportunity when standing up from prone.

20 Ranks: You double the result of any Acrobatics check when jumping and never fall prone at the end of a fall as long as you remain conscious.

Bluff:
5 Ranks: The penalty to Bluff a creature after a failed check is halved unless you failed by 5 or more.

10 Ranks: You take no penalty to Bluff a creature after a failed check unless you failed by 5 or more.

15 Ranks: Creatures magically attempting to read your thoughts, detect your alignment, or reveal when you are lying must attempt a caster level check (DC = 11 + your ranks in Bluff ) or the effect reveals nothing.

20 Ranks: As a full-round action, you can make a suggestion (as the spell, maximum duration 1 hour) to a creature within 30 feet (Will negates, DC = 15 + your Charisma modifier). A creature that saves against your suggestion is immune to further uses of this effect for 24 hours, and whenever the suggested creature is specifically confronted with proof of your manipulation, it receives another saving throw. This is an extraordinary mind-affecting compulsion.

Disable Device:
5 Ranks: Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.

10 Ranks: You can disarm magical traps at a –10 penalty even if you lack the trapfinding ability. If you possess the trapfinding ability, when attempting to disable magic traps, you never trigger them, even if you perform the trigger action (such as looking at a symbol). If you fail the check, you can still trigger the trap, and you can’t use this ability to bypass it.

15 Ranks: When attacked by a trap, you can attempt a Disable Device check as an immediate action (adding your trap sense bonus, if any) opposed by the trap’s attack roll or its save DC. If you succeed, you take half damage (or no damage if you exceed the DC by at least 10).

20 Ranks: You halve the penalties for performing a quick disarm as described in the 5 Ranks entry. If you possess the trapfinding ability and accept a –20 penalty while using the ability unlocked at 15 ranks, all nearby allies gain the benefit, and you disable the trap as an immediate action before it can trigger if you exceed the DC by at least 10.

Diplomacy:
5 Ranks: The time required to influence a creature’s attitude or gather information is halved.

10 Ranks: You can attempt to adjust a creature’s attitude in 1 round by taking a –10 penalty. If you take 1 minute to adjust a creature’s attitude, add your Charisma bonus to the number of hours that attitude change persists.

15 Ranks: You can attempt to adjust a creature’s attitude in 1 round with no penalty. If you take 1 minute to adjust a creature’s attitude, the duration of the resulting change is measured in days, not hours. You can gather information in 10 minutes by taking a –5 penalty.

20 Ranks: You can attempt to adjust a creature’s attitude in 1 round with no penalty. If you take 1 minute to adjust a creature’s attitude, the duration of the resulting change is measured in weeks, not hours. You can gather information in 1d4 minutes with no penalty.

Intimidate:
5 Ranks: If you exceed the DC to demoralize a target by at least 10, it is frightened for 1 round and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened condition, but the target is still shaken, even if it has the stalwart ability.

10 Ranks: If you exceed the DC to demoralize a target by at least 10, it is panicked for 1 round or frightened for 1d4 rounds (your choice) and shaken thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the frightened or panicked condition, but the target is still shaken, even if it has the stalwart ability.

15 Ranks: If you exceed the DC to demoralize a target by at least 20, it is cowering for 1 round or panicked for 1d4 rounds (your choice) and frightened thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering, panicked, and frightened conditions, but the target is still shaken, even if it has the stalwart ability.

20 Ranks: If you exceed the DC to demoralize a target by at least 20, it is cowering for 1d4 rounds and panicked thereafter.* A Will save (DC = 10 + your number of ranks in Intimidate) negates the cowering and panicked conditions, but the target is still shaken, even if it has the stalwart ability.

Perception:
5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.

10 Ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.

15 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping doesn’t apply to you. The distance modifier on the DC of your Perception checks is reduced to +1 per 40 feet.

20 Ranks: You gain a +10 bonus on Perception checks to notice invisible creatures or objects. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 60 feet.

Sense Motive:
5 Ranks: If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.

10 Ranks: After 1 minute of conversation, you can read a creature’s surface thoughts (as detect thoughts) by attempting a Sense Motive check at a –20 penalty opposed by the creature’s Bluff check.

15 Ranks: You can read surface thoughts as above after 1 round. In addition, when attacked, you can attempt a Sense Motive check as an immediate action opposed by your target’s attack roll. A successful check grants a +2 insight bonus to your AC against attacks from that specific opponent for 1 minute.

20 Ranks: You can read surface thoughts as above as a standard action. A successful check to gain an insight bonus to your AC also negates the attack that triggered it.

Stealth:
5 Ranks: Reduce the Stealth penalty from sniping by 10.

10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.

15 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn.

20 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.

Sleight Of Hand:
5 Ranks: When attempting a disarm or steal maneuver, a successful Sleight of Hand check against your target’s CMD grants a +2 circumstance bonus on your combat maneuver check.

10 Ranks: The penalty for attempting a Sleight of Hand check (including drawing a hidden weapon) as a move action is reduced to –10.

15 Ranks: You can attempt a Sleight of Hand check (including drawing a hidden weapon) as a swift action at a –20 penalty.

Use Magic Device:
5 Ranks: You can use the aid another action to assist another creature’s Use Magic Device check by attempting a check against the item’s Use Magic Device DC.

10 Ranks: If you roll a natural 1 when activating an item, you take a –10 penalty on Use Magic Device checks with that item for 24 hours instead of being unable to activate it. This penalty stacks with itself.

15 Ranks: You can use this skill to emulate two races or two alignments simultaneously.

Fighter:
Weapons and Armor:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Bonus Feat:Improved Critical:halfling Sling Staff

-Racial:
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Equipment:
Rogues’ Kit:(50gp)This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.

Cooking Kit:(3gp)This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
Wrist Sheaths
Bandoliers(x2)
Explorer's’ Outfit
Noble’s Outfit
Jewelry 100gp
Fishing Kit 5 sp
-This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures)
Forger’s Kit 200gp
-These inks, pens, papers, templates for certificates, and tools for modifying or copying official seals facilitates the creation of counterfeit documents. It grants a +2 circumstance bonus on Linguistic checks made for the purpose of making forgeries.
Gear Maintenance Kit 5gp
-This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Grooming Kit 1 gp
-This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder
Infiltrators Kit:150 gp
-This kit is useful to adventurers who must practice guile and deception in order to acquire useful information, and includes a set of caltrops, chalk, a disguise kit, an ear trumpet, fake footprint shoes, a skeleton key, and a wrist sheath. For Small creatures, the weight of an infiltration kit is 9 pounds.
Shaving Kit 15gp
-A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
Merchant’s Scale 2gp
Thieves’ Ring 200gp
Magic Items:
Belt of Physical Might:+6 Dexterity and Constitution

Greater Sniper Goggles:
Aura moderate divination; CL 8th; Slot eye; Price 50,000 gp; Weight —
DESCRIPTION
These goggles feature stubby periscope-like lenses that expand and retract depending on the needs of the wearer.

These goggles function as sniper goggles, but the wearer gains the +2 circumstance bonus on each sneak attack when making a sneak attack at any range.

Boots of Striding and Springing:
Aura faint transmutation; CL 3rd; Slot feet; Price 5,500 gp; Weight 1 lb.
DESCRIPTION
These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.

Trapspringer’s Gloves:
Aura faint divination; CL 5th; Slot hands; Price 4,000 gp; Weight 1 lb.
DESCRIPTION
These studded leather gloves look similar to workman’s gloves, though they are reinforced with numerous metal strips that the user can extend or retract as she wills, turning the tip of each finger into a customizable tool useful in examining and disarming traps. While worn, these gloves grant a +5 competence bonus on all Disable Device checks made to disarm traps. In addition, the gloves grant the user a +1 luck bonus on all saving throws made against traps.

Circlet of Persuasion
Aura faint transmutation; CL 5th; Slot head; Price 4,500 gp; Weight —
DESCRIPTION
This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks.

Headband of Mental Superiority:

Aura strong transmutation; CL 16th; Slot headband; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6); Weight 1 lb.
DESCRIPTION
This ornate headband is decorated with numerous clusters of small gemstones.

The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.

Amulet of Natural Armor +5 50,000gp

Bracers of Armor +8 64,000gp

Handy Haversack
Aura moderate conjuration; CL 9th; Slot —; Price 2,000 gp; Weight 5 lbs.
DESCRIPTION
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Bag of Holding Type 2
5,000gp

25lb. Content limits 500lb 75 cubic feet

Ioun Stone
Scarlet and blue Sphere: +2 Intelligent (Skill:Knowledge(Arcana)) 8000gp
Western Star: Standard Action Disguise Self and renders the Ioun Stone’s Invisible 4,000gp
Clear Spindle: Sustains user without food and water 4,000gp
Gamboge Nodule: Immunity to Poison. 54,000gp
Eastern Star: Constant Comprehend Languages 4,000gp
Pearly White Spindle: Regenerate 1hp per 10 minutes 20,000gp
Iridescent Spindle: No Need Air 18,000gp
Pale Green Prism: +1 to Attack, Saves and Skill checks 30,000gp

Ring of Freedom of Movement
Ring of Chameleon Power

As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants.

Mortimer the Rat(familiar)
Tiny Magic Beast
Init:+2 HD:17 HP:57 Scent, Low Light Vision,
Speed:15ft,Climb 15ft, Swim 15ft
AC:22 |10 +2 size +2 Dex +8 Natural]
Fort:+6 Reflex:14 Will+7
SR:25
Melee:+18/+13/+8/+3
Bite: 1d3-4
Str:2 Dex:15 Con:11 Int:13 Wis:13 Cha:2
Weapon Finesse,Alertness*

Acrobatics:+22 Climb:+18 Perception:+24 Stealth:+30 Swim:+18

Special:Alertness*,Share Spells, Empathic Link,Deliver Touch Spells,Speak with Rats, Speak with Master,Spell Resistance 25, Scry on Familiar 1/day

PP:
GP: 300
SP:50
CP:

Background: