About Alton VenRysnoracle 5 arcanist 3 rouge 2 BASE ATTACK BONUS
FORTITUDE SAVE
AC 22 touch AC 13, flat foot AC 19
Light Load: 76lbs.
spells:
Oracle Spells Per Day Level 1 6 + 2 [Cha] Level 2 4 + 2 [Cha] Oracle Spells Known Level 0 6 stabolize, create water, virtue, detect poison, guidance, enhanced diplomacy Level 1 4 inflict light, cause fear, cure light, entropic shield, infernal healing, obscuring mist Level 2 2 inflict moderate, false life, animate dead (lesser) Arcanist spells known
arcanist spells per day level one 6
racial abilities:
advanced +2 to all physical stats, +4 to cha (4RP) +2 int (4RP) Elven immunities 2 RP spell resistance 11+HD (2RP)
skeletal Damage Resistance (2 RP).
Energy resistance 5 fire (1RP) Enclave Protector (2 RP)
Focused Study (4 RP) Prerequisites: None.
Lightbringer (2 RP)
Carrion Sense (1 RP) Prerequisites: None.
Light Blindness (–2 RP)
Prerequisites: None.
skills:
SKILLS
SKILL Total + Ability Mod. + Ranks + Misc. Acrobatics* +2 = DEX 2+0+0 Appraise +3 = INT 3+0+0 Bluff +16 = CHA 6+5+3+2 Climb* +4 = STR 3+1+0 Craft (alchemy) +7 = INT 3+1+3 Craft +3 = INT 3+0+0 Craft +3 = INT 3+0+0 Diplomacy +14 = CHA 6+5+3 Disable Device*† +10 = DEX 2+5+3 Disguise +12 = CHA 6+3+3 Escape Artist* +6 = DEX 2+1+3 Fly* +2 = DEX 2+0+0 Handle Animal† +6 = CHA 6+0+0 Heal +6 = WIS 1+3+3 Intimidate +14 = CHA 6+5+3 K (Arcana)† +9 = INT 3+3+3 K (Dungeoneering)† +3 = INT 3+0+0 K (Engineering)† +4 = INT 3+1+0 K (Geography)† +4 = INT 3+1+0 K (History)† +7 = INT 3+1+3 K (Local)† +4 = INT 3+1+0 K (Nature)† +7 = INT 3+1+3 K (Nobility)† +4 = INT 3+1+0 K (Planes)† +7 = INT 3+1+3 K (Religion)† +17 = INT 3+5+3+6 Linguistics† +8 = INT 3+2+3 Perception + 14= WIS 1+5+3+4 Perform +6 = CHA 6+0+0 Perform +6 = CHA 6+0+0 Profession† +1 = WIS 1+0+0 Profession† +1 = WIS 1+0+0 Ride +2 = DEX 2+0+0 Sense Motive +9 = WIS 3+3+3 Sleight of Hand*† +2 = DEX 2+0+0 Spellcraft† +11 = INT 3+5+3 Stealth* +10 = DEX 2+5+3 Survival +5 = WIS 1+1+3 Swim* +3 = STR 3+0+0 Use Magic Device† +6 = CHA 6+0+0 oracle mysteries:
Bleeding Wounds (Su): Whenever a creature takes damage from one of your spells or effects that causes negative energy damage (such as inflict light wounds or the death’s touch revelation), it begins to bleed, taking 1 point of damage each round. At 5th level, and every five levels thereafter, this damage increases by 1. The bleeding can be stopped by a DC 15 Heal check or any effect that heals damage.
Death’s Touch (Su): You can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6 points of negative energy damage +1 point for every two oracle levels you possess. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Black Blood Spray (Su) As an immediate action whenever a black-blooded oracle takes piercing or slashing damage, she can cause some of her black blood to spray from the wound to strike any adjacent target. She must make a touch attack to hit the target (if she’s attacking the creature that caused the wound, she gains a +4 circumstance bonus on her attack roll). If she hits, she deals 1d8 points of cold damage + 1 point per 2 oracle levels she possesses. She can use this ability a number of times per day equal to 1/2 her oracle level (minimum 1/day).
arcanist exploits:
Bloodline Development: The arcanist can select one bloodline from any of those available to bloodline sorcerer class feature. The arcanist gains that bloodline’s bloodline arcana and 1st-level bloodline power, as though she were a 1st-level sorcerer. As a swift action, the arcanist can expend one point from her arcane reservoir to bolster her latent nature, allowing her to treat here arcanist level as her sorcerer level for these abilities for 1 minute for the purposes of the bloodline arcana and 1st-level bloodline power. (For example, a 7th-level arcanist with the destined bloodline normally can only bestow an insight bonus of +1 from the touch of destiny bloodline power, but by expending one point from her arcane reservoir, the insight bonus is instead +3.) She does not gain any new abilities from this use, such as those gained at 3rd level. This exploit cannot be used to gain an arcane bond through the arcane bloodline; if the arcane bloodline is selected, the arcanist gains the hand of the apprentice ability from the universal school instead (see the arcane bond wizard class feature), using her Charisma modifier in place of her Intelligence modifier. Counterspell (Su): By expending one point from her arcane reservoir, the arcanist can attempt to counterspell a spell as it is being cast. She must identify the spell being cast as normal. If the check is successful, the arcanist can then use an immediate action and expend an available arcanist spell slot of a level at least one higher than the level of the spell being cast. To counterspell the spell, the arcanist must make dispel check as if using dispel magic. If the spell being countered is one that the arcanist has prepared, she can instead expend an available arcanist spell slot of that level and she receives a +5 bonus on the dispel check. rouge powers:
1d6 sneak attack
evasion 1 rogue talent Guile Pool (Ex) (7 points) At 2nd level, a rogue gains a guile pool equal to half her rogue level plus her Charisma modifier (minimum 1). A rogue may spend one point from her guile pool as part of any skill check to gain a +2 bonus to that skill check. At 10th level, this bonus increases to +4. A rogue may spend 1 point from her guile pool as a swift action to grant herself a +1 circumstance bonus to her to- hit modifier until the end of her turn. For every four levels beyond 2nd the rogue possesses, this bonus increases by 1, to a maximum of +5 at 18th level. As long as she has at least 1 point remaining in her guile pool, the rogue is treated as if under the effects of the Improved Feint feat.
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. feats:
craft wondrous, noble scion, sutra casting, craft magic arms and armor equipment:
gloves of torment
These gloves are made of the finest silk, and numerous delicate metal razors, hooks, and pins stud the fingers. When worn by someone with at least 2 ranks in Heal, the magic of these gloves manifests in full. The metal hooks and razors and pins become fluid and mobile, and can be controlled as extensions of the wearer’s body with great finesse. These animated razors and hooks allow the user to perform operations upon flesh with great skill. This grants a +10 circumstance bonus to any Heal check made to torture the victim or to provide first aid to a dying victim (since the hooks can be used to bind wounds as well as create them). Gloves of torment can be used to cast antagonize wound at will by simply touching a victim and willing the effect to occur. This allows the user to cause a single point of damage to the target by making a successful touch attack, or one additional point of lethal damage with a successful unarmed attack. +1 adamanite katana
intended build:
oracle 20/ ninja (glory rogue/Mage slayer) 4/arcanist 6/arcane trickster 10
Or Oracle 15/ninja 8/arcanist 3/arcane trickster 10/mystic theurge 5 |