Chivane

Alektara Bluemoon's page

318 posts. Organized Play character for qwerty1971.


Full Name

Alektara Bluemoon

Race

Elf Fighter 8 [Lore Warden] Rogue 4 [Eldritch Scoundrel]

Classes/Levels

[HP: 102/102][AC: 25 FF: 21 T: 17][Fort: +13, Ref: +13, Will: +7] [Initiative:+7][Perception;+14]

Gender

Female;

skills:
Acro+15/Local+15/Religion, Planes, Arcana, Nature +13/Disable Device +21

Age

124

Alignment

NG

Deity

Calistria

Languages

Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Elven, Infernal, Necril, Sylvan

Occupation

explorer

Strength 18
Dexterity 18
Constitution 16
Intelligence 18
Wisdom 12
Charisma 12

About Alektara Bluemoon

Alektara Bluemoon
Female elf fighter (lore warden) 8/rogue (eldritch scoundrel) 4 (Pathfinder Player Companion: Arcane Anthology 23, Pathfinder RPG Adventurer's Guide 144)
CG Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +14 (+16 to discover traps)
114768-11
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Defense:

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AC 25, touch 17, flat-footed 21 (+6 armor, +2 deflection, +4 Dex, +1 insight, +2 natural)
hp 120 (12 HD; 4d8+8d10+48)
Fort +13, Ref +13, Will +7; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep

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Offense:

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Speed 30 ft.
Melee +2 ghost touch adamantine elven curve blade +18/+13/+8 (1d10+22/15-20) or
boar spear +14/+9/+4 (1d8+17) or
dagger +14/+9/+4 (1d4+12/19-20)
Ranged longbow +17/+12/+7 (1d8+2/×3)
Special Attacks sneak attack +2d6, weapon training (heavy blades +1)
*Add +2 to hit and damage if she studied her target*

[dice=ECB1]1d20+18[/dice] ...[dice=DMG]1d10+22[/dice]
[dice=ECB2]1d20+13[/dice] ...[dice=DMG]1d10+22[/dice]
[dice=ECB3]1d20+8[/dice] ...[dice=DMG]1d10+22[/dice]


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Eldritch Scoundrel Spells:

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Spell-Like Abilities (CL 12th; concentration +13)
1/day—comprehend languages, detect magic, detect poison, read magic
Rogue (Eldritch Scoundrel) Spells Prepared (CL 4th; concentration +8)
2nd—mirror image, see invisibility
1st—burning hands (DC 15), feather fall, liberating command[UC], protection from evil
0 (at will)—detect magic, disrupt undead, light, open/close (DC 14)

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Statistics:

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Str 18, Dex 18, Con 16, Int 18, Wis 12, Cha 12
Base Atk +11; CMB +14 (+20 disarm); CMD 32 (34 vs. disarm)
SQ alarm sense, rogue talent (trap spotter), rogue talents, spells, swords secrets (know thy enemy, swift assessment), trapfinding +2

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Feats and Traits:

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Feats Accomplished Sneak Attacker, Arcane Armor Training, Combat Expertise, Greater Disarm, Improved Critical (elven curve blade), Improved Disarm, Power Attack, Skill Focus (Knowledge [local]), Toughness, Weapon Focus (elven curve blade), Weapon Specialization (elven curve blade)
Traits kobold's neighbor, warrior of old
FCB: 8x +1 skill point per Fighter level

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Skills= 80:

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Skills Acrobatics +15, Appraise +8, Bluff +8, Climb +8, Disable Device +28, Escape Artist +25, Handle Animal +5, Knowledge (arcana) +15, Knowledge (dungeoneering) +14, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +15, Knowledge (nature) +14, Knowledge (nobility) +8, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +10, Perception +14 (+16 to discover traps), Ride +8, Sense Motive +5, Sleight of Hand +9, Spellcraft +9, Stealth +11, Survival +5, Swim +8, Use Magic Device +12; Racial Modifiers +2 Perception
Languages Abyssal, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Elven, Infernal, Sylvan

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Magical Items Placement:

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(Belt Slot) Belt of STR/DEX/CON +2
(Body Slot) ------------------------
(Chest Slot) Vest of Escape
(Eyes Slot) ------------------------
(Feet Slot) ------------------------
(Hands Slot) gauntlet of the skilled maneuver (disarm)
(Head Slot) ------------------------
(Headband Slot) Headband of INT +4
(Neck Slot) Amulet of NA +2
(Shoulder Slot) Cloak of Resistance +3
(Wrist Slot) ------------------------
(Ring Slot 1) ------------------------
(Ring Slot 2) Ring of Protection +2

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Gear:

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Combat Gear oil of bless weapon, pearl of power (1st level) (2), pearl of power (2nd level), potion of fly, potion of lesser restoration, wand of cure light wounds, wand of shield (50 charges), acid (2), alchemist's fire (2), alkali flask[APG] (2), ambrosia (per vial)[ARG] (2), antiplague[APG] (2), antitoxin (2), holy water (2), holy weapon balm[ACG] (2), liquid ice[APG], soothe syrup[APG], soul stimulant[UE]; Other Gear +2 stanching mithral chain shirt armor[UC], +2 ghost touch adamantine elven curve blade, arrows (40), blunt arrows[APG] (20), boar spear[APG], dagger, longbow, amulet of natural armor +2, belt of physical perfection +2, cloak of resistance +3, cracked deep red sphere ioun stone, cracked dusty rose prism ioun stone, cracked incandescent blue sphere ioun stone, cracked mossy disk ioun stone, cracked mossy disk ioun stone, cracked mossy disk ioun stone, cracked mossy disk ioun stone, cracked mossy disk ioun stone, cracked mossy disk ioun stone, cracked pale ruby trillian ioun stone, cracked pink and green sphere ioun stone, cracked scarlet and blue sphere ioun stone, dusty rose prism ioun stone, gauntlet of the skilled maneuver (disarm)[UE], headband of vast intelligence +4, incandescent blue sphere ioun stone, ioun torch ioun stone[APG], pink and green sphere ioun stone, ring of protection +2, vest of escape, backpack, bandolier[UE], bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork thieves' tools, mess kit[UE], pot, scroll case, sealing wax, smoked goggles[APG], torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, 20 gp, 5 sp

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Special /Class Abilities:

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Alarm Sense (Su) Gain trap spotter effect if in 10 ft of magical trap.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Greater Disarm When disarming a foe, their weapon lands 15 ft away in a random direction.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Know Thy Enemy (+2 to attack and damage, move action, 4 rounds) (Ex) As a listed action when ID foe with knowledge check, gain bonus to att/dam for duration.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Rogue Talents For Rogue Talents which require Ki, can use spell slots.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spells Can cast wizard spells with the number of slots of a magus.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades

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Backstory:

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Alektara was born into a minor wing of the House of Thrune. Her father was an elf guardsman and her mother was an elven court performer. While her parents could trace their family lineages back to the Everwar, each of their respective families fell on hard times until the present when Alektara’s father met her mother at a performance house. Her mother was a bard working in one of the many theatre houses in the city. Their love did not last as her mother died during childbirth and her father raised her the best he could on his city guard salary. He did teach her how to handle herself and she grew up mostly on the street when he was working. When her father was accused by a Hellknight for stealing city funds Alektara found herself alone in the world after her father requested a trial, was found guilty and publicly executed. This occurred as she entered her teen years and when evidence was uncovered that her father’s Duxotar framed her father to protect himself from the law. Alektara killed him when he tried to kill her while boasting of his wrongdoings. He was her first kill and she finally found her purpose in life- as a slayer, a killer, a person who meets out street justice. She first joined the Shadow Lodge but then joined the Liberty's Edge faction due to...umm… work related issues.

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Personality:

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Alektara is a social chameleon. She can go from silent to feigning boredom to being chatty, depending on the circumstances at the time. She desires to focus all of her attention on perfecting her craft as a switch hitter as she is skilled with bow and blade. She has a sense of street justice and seeks to protect the innocent but is not foolish enough to believe that all people are innocent. She also has a hatred of Hellknights.

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scenarios:

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0-52 The City of Strangers, Part 2: The Twofold Demise gm
6-10 The Wounded Wisp*
5-11 Library of the Lion
6-15 Overflow Archives: Darklands Study: +2 Sense Motive vs Darkland Humanoids. +2 on Knowledge checks vs Darkland natives. Upstanding Archivist: purchase item on chronicle at 75% of listed cost.
5-04 The Stolen Heir gm
5-21 The Merchant's Wake gm
thornkeep 2***: Stupid mutagen
4-23 Rivalry's End: Pawn of the Grandmaster: +1 to CHA. Fool me once: +2 Sense Motive vs current and former Pathfinders.
Serpents Skull: Soul for Smugglers Shiv***
Serpents Skull: Racing to Ruin***: Awakened Totem: +5 sacred bonus to check. Bonus Prestige Point.
3-06 Song of the Sea Witch: Learn Celestial Language
0-56 The Jester's Fraud
4-17 Tower of the Ironwood Watch
4-03 The Golemworks Incident
8-07 From the Tome of Righteous Repose: x2 Scrolls of Lesser Restoration. Worthy Foe.
8-20 Torrent's Last Will (Dark Archives)
2-00 Year of the Shadow Lodge: Combat Boon: Reroll a combat roll before success is determined x2.
10-21 Slavers End:***
0-25 Hands of the Muted God
6-20 Returned to Sky: Starmetal Stockpile
The Gauntlet: Gauntlet Pin: You have braved the infamous Gauntlet. The Wraithsoul Recovery.
9-20 Fury of the Final Blade: Oath of the Peoples Council.
8-04 Wardens of Sulpher Gulch: Skill chip boon: Perception.
Serpents Skull: City of Seven Spears***
Serpents Skull: Vaults of Madness***

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Prestige Spent; 11:

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*Retraining: 5
*Information Brokerage: 6; +2 to gather information using Diplomacy, use Knowledge Local for Day Jobs.

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