Tilo of Braganza

Arrock Ghostseye's page

18 posts. Alias of DankeSean (RPG Superstar 2010 Top 32, 2011 Top 4).


Full Name

Arrock Ghostseye

Race

Half-elf Bard 2/Magus VMC — 17/17hp — AC 17/12/15—CMB +5, CMD 17— Fort +4, Ref +5, Will +3 (+2 v. enchantment) — Spells 2/2 1st — Performance 8/8 — Perception +7 (+9 vs. surprise, invisble, incorporeal)— Init +4 —

Classes/Levels

Stamina Points 2/2

Gender

Male

Size

Medium

Age

24

Alignment

NG

Languages

Common, Elven, Draconic

Strength 18
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 10
Charisma 14

About Arrock Ghostseye

Half-elf bard (arcane duelist) 2/magus*
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +7 (+9 vs. surprise and to detect invisible or incorporeal creatures)
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Defense
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AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 17 (2d8+4)
Fort +4, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee mwk bastard sword +7 (1d10+4/19-20) or
whip +5 (1d3+4 nonlethal)
Ranged composite shortbow +3 (1d6+3/×3)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks bardic performance 8 rounds/day (distraction, fascinate [DC 13], inspire courage +1, rallying cry)
Bard Spells Known (CL 2nd; concentration +4)
1st (3/day)—blurred movement[ACG], cure light wounds, saving finale[APG] (DC 13)
0 (at will)—dancing lights, daze (DC 12), detect magic, read magic, spark[APG] (DC 12)
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Statistics
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Str 18, Dex 14, Con 13, Int 12, Wis 10, Cha 14
Base Atk +1; CMB +5; CMD 17
Feats Arcane Strike, Combat Casting, Combat Expertise, Combat Stamina, Deadly Aim, Great Fortitude, Power Attack, Weapon Focus (heavy blades)
Traits elven reflexes, resilient, spirit sense
Skills Acrobatics +5, Bluff +7 (+5 for 24 hours when you fail an opposed Charisma based check), Climb +7, Diplomacy +7 (+5 for 24 hours when you fail an opposed Charisma based check), Disguise +2 (+0 for 24 hours when you fail an opposed Charisma based check), Intimidate +2 (+0 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (local) +6, Perception +7 (+9 vs. surprise and to detect invisible or incorporeal creatures), Perform (wind instruments) +7 (+5 for 24 hours when you fail an opposed Charisma based check), Sense Motive +5, Use Magic Device +7 (+5 for 24 hours when you fail an opposed Charisma based check); Racial Modifiers +2 Perception
Languages Common, Draconic, Elven
SQ agile maneuvers, arcane strike, combat expertise, deadly aim, elf blood, finesse weapon attack attribute, point-blank shot, power attack, vain
Combat Gear 4 vials alchemist's fire
Other Gear mwk chain shirt, buckler, arrows (40), composite shortbow (+3 Str), mwk bastard sword, whip, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork backpack, mirror, pot, soap, spell component pouch, tin whistle, trail rations (15), waterskin, 20 gp, 34 sp

Special Abilities:

Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arcane Strike [Combat Trick] Increase duration of Arcane Strike by 1 round per stamina point spent.
Bardic Performance (standard action, 8 rounds/day) Your performances can create magical effects.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Vain -2 to Cha checks for 24h after failing an opposed Cha check