Active Buffs: Cat’s Grace (+4 dex, +2 on dex related checks)
statblock/crunch:
Artemisia Burningleaves
Female elf eldritch knight 2/swashbuckler (inspired blade) 1/diviner (foresight[APG]) 5 (Pathfinder RPG Advanced Class Guide 56, 125, Pathfinder RPG Advanced Player's Guide 145)
NG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +12
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Defense
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AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 natural)
hp 73 (8 HD; 5d6+3d10+13)
Fort +6, Ref +10, Will +6; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee +1 adamantine rapier +11 (1d6+2/18-20) or
. . +1 cold iron cestus +7 (1d4+2/19-20) or
. . +1 mithral cestus +7 (1d4+2/19-20)
Ranged +1 darkwood composite longbow +8 (1d8+2/×3)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (7)
Diviner Spells Prepared (CL 8th; concentration +14)
3rd—arcane sight, haste, slow (2, DC 19)
2nd—alter self, cat's grace, glitterdust (2, DC 18), mirror image, soothsayer’s shield
1st—feather fall, gravity bow[APG], heightened awareness[ACG], mount, shield, unseen servant
0 (at will)—dancing lights, mending, prestidigitation, read magic
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 12, Dex 18, Con 12, Int 22, Wis 8, Cha 12
Base Atk +5; CMB +6; CMD 20
Feats Amateur Investigator[ACG], Arcane Armor Training, Breadth Of Experience[APG], Craft Magic Arms & Armor, Craft Wondrous Item, Elemental Spell[APG], Scribe Scroll, Weapon Focus (rapier)
Traits magical knack, resilient
Skills Acrobatics +15, Climb +5, Craft (alchemy) +10, Craft (bows) +10, Craft (weapons) +10, Diplomacy +5, Escape Artist +15, Fly +9, Knowledge (arcana) +19, Knowledge (dungeoneering) +12, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +8, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +17, Lore (Sifkesh) +17, Perception +12, Profession (herbalist) +5, Ride +8, Sense Motive +3, Sleight of Hand +8, Spellcraft +17 (+19 to identify magic item properties), Stealth +10, Swim +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Aquan, Auran, Celestial, Common, Cyclops, Daemonic, Draconic, Dwarven, Elven, Gnome, Ignan, Orc, Sylvan, Terran, Undercommon
SQ arcane bond (arcane bond ring), elven magic, forewarned, inspired panache, prescience (9/day)
Combat Gear adamantine arrows (20), lesser extend metamagic rod, scroll of false life (CL 5th), wand of cure light wounds; Other Gear mithral shirt, darkwood shield, +1 adamantine rapier, +1 cold iron cestus[APG], +1 darkwood composite longbow (+2 Str), +1 mithral cestus[APG], adamantine ever-full quiver, amulet of natural armor +1, arcane bond ring, efficient quiver, handy haversack, headband of vast intelligence +2, muleback cloak of resistance +2, selene, mundane haversack contents (worth 1,200 gp), 93 gp
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Special Abilities
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Amateur Investigator (6/day) Your knowledge is more than plain smarts - it's inspired.
Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.
Benefit: Like an investigator, you have the abil
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Bond (Arcane Bond Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Deeds Elemental Spell (Electricity) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Foresight Associated School: Divination
Forewarned 2 (Su) Can always act in surprise rounds.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Prescience (9/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn.