Dead bird

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The furious finish looks nice but I am not sure if I can pull it off till level 13. If i dropped that level of fighter i won't get vital strike till 11 and then won't have another feat till 13. I could give up improved natural attack and grab vital strike in that spot then do furious finish at 11. Since I'll have Mythic vital strike it might be worth it to not take the level of fighter and put vital strike in the improved natural attack slot then just wait till level 11 to take that level in barbarian and furious finish away.

Edit: Never mind. I am dumb and keep forgetting vital strike doesn't require power attack.


So my DM is being generous and allowing me to craft an item that has a continuous squeeze spell active so that helps a lot with the size issue.
So I am thinking in terms of feats doing this:
Half-Giant
Druid 8/Fighter 1
1???
3Craft Wonderous
5natural spell
7Power Attack
9Improved Natural Attack(bite)
9vital strike

Taking that level of fighter at level 9 to be able to get heavy armor and vital strike. I am not sure if taking the level of fighter is going to be worth the loss of a level of druid though. The other alternative would be to go for Sauian Shaman and then sticking with the Stegosaurus as my main form since this will let me keep all my druid levels and give me vital strike as a bonus feat at level 9.


Thanks so much for your guys imput


Beopere wrote:

I've never done much shopping around, I just always used this cause I love it: Stegosaurus

Plus trip!

I looked at that and plan on using it when I have the change to go huge(or gargantuan if i do mythic powerful shape) but being in a dungeon most of the time being that large isn't really possible.


I am going to be playing a druid in an ongoing home game that is at 9th level with Mythic tier 1. I haven't decided whether or not to use an archetype. In order to save time I plan on using vital strike and just doing one massive attack a round rather then having 5 or 6 small attacks. I was curious if anyone new any good forms for each size(medium and up) that primarily focus on tail attacks.

Also would it be better to focus on forms that do big bite attacks instead?

Any other general advice would be appreciated as well.


One way I have done this in groups was to have everything belong to the group. Things like potions and stuff like that tend to be cheap and common enough that whoever would be served best by them holds onto them. With other items like say a +1 longsword let the person who can use it to help the group use it. However if that player decides to sell the item the money gets divided among the group rather than that one player. We started doing this because in several adventures it seemed that the only big expensive items that were being found were only useful to one person so everyone else was left behind in terms of wealth.


Was wondering if anyone has played this archetype and what they though about it. I am making a bard for a level 10 game and was wanting to know if at this point the benefits would be worth it over just being a core bard.

In general we don't encounter a lot of undead but having the option use to use spells like suggestion on them would be nice. I like the idea of focusing on spell casting and doing a lot of the compulsion spells but I've never really used to many mind control spells in games at this level. I even considered going 1 level in crossblooded sorcerer with serpentine/Fey, but this seemed a little bit over the top. My stats I rolled were pretty decent with a 9, 10 , 12, 16, 16, 17. So if anyone has any experience with dirge bard or has played a similar build or has some general bard advice I would appreciate it.


As many people have mentioned before talking to him out of game would be good. It seems you are fairly generous in giving them items so if he is dependent on any one item in particular have something bad happen to it such as temporarily being useless or being taken away by an NPC. This way you can set up a small quest for him to reclaim his lost item that would include him performing some type of redemptive act where he has to rely on the other players.


Adraxis wrote:

Greetings!

I currently run a homebrew Pathfinder campaign out of Arsenal Gameroom that has been meeting weekly for about seven months. Our group is in need of another regular player or two. Character levels are currently at ninth and we are about halfway through the campaign. Please let me know if you'd be interested in joining our group.

Thanks

Can I join?


Derwalt wrote:
That would be the case, yes.

Thanks. Do you know a place where it is reference in case someone tries to raise issue with it?


Does anyone know if a synthesist summoner is able to use the eidolons base attack bonus to qualify for feats, but only be able to use those feats when fused.

For example, could a first level synthesist take power attack as a feat but only be able to use it when fused with their eidolon.

Thanks in advance.


darth_borehd wrote:
Has anybody made a large print character sheet? We have a visually impaired player. The standard sheet type is too small.

I have the exact same problem. What I would recommend doing is going to any print shop and have like 5 or 6 copies of a regular character sheet made but have them print it on 11x17 paper at 135%. You could also get int enlarged on two regular sized sheets of paper but it will be split up. It's really hard to find stuff like that for the visually impaired so you might just have to get a small notebook to track your stuff. I know it sucks but we got to learn to adapt to stuff like that.

If you need help with any other stuff like that i have ran into a lot of issues because of not seeing well when it comes to gaming so just send me an email at sdrobinson22@yahoo.com


My group has decided to change things up a bit and we will be starting a new campaign on Saturday that starts at level 10. My DM has asked me to play an Incantatrix from 3.5 and using the pathfinder rules for everything else. I would like to make it as an elf conjurationist and mostly focus on debuffing and battlefield control but I could really use some advice on how to put it all together and what feats to take.

In general the campaign is going to be very difficult so being a bit optimized isn't an issue but I don't want it to be too out of hand as to make it not fun for the other players. We will be using the 25 point buy and I am unsure as to what the other players will be. So if any of you could offer some advice it would be appreciated.


I would also be interested. I can't remember if i replied to you in another thread or not though but just to be safe my email address is sdrobinson22@yahoo.com. Look forward to hearing from you.


[I am also looking for a group in the Indianapolis area. My wife and I will be moving into the area at the end of the month so if you are looking for players or want any info send me an email at sdrobinson22@yahoo.com. Thanks.


Hey, I will be moving to the Indianapolis area at the end of the month and was wondering if any groups were looking for players. I am new to the area and just looking for other pathfinder/3.5 players. So if you would like any additional information or are looking for a new player send a post or drop me an email at sdrobinson22@yahoo.com. Look forward to meeting some gamers in the area. Thanks


Darksmokepuncher wrote:
BlindProphet00 wrote:
Darksmokepuncher wrote:

I'm currently filling the role you describe as an Oracle of Battle (lvl 6). I am currently out damaging our party's sword and board fighter, I out heal the druid, and I out social the monk. Just pump STR and CHA and you're golden. :) For a fuller discussion of build, just let me know you're interested.

P.S. Great fun to role-play!

I would love to see your setup!!

After speaking with my DM today he told me that he would just give me heavy armor proficiency, which i think is nice. Unfortunately we can't just automatically have traits, but I am sure I could take them if I also took the feat. We are playing in Forgotten Realms so the DM was nudging me towards being a Cleric of Torm but he isn't going to force me into it if i don't want to.

If this nasty ice storm lets up we will be starting in on Wednesday. You all have given me so many great ideas and I am really appreciative of it. I would also like to note this is my first time posting in these forums and i think its the first time in a forum community that I have participated in where people have actually been friendly and helpful, so thank you all for that.

I am gonna put a few things together here in a few minutes so you can see what I've got.

I'm at work still but I'll try to post it up for you tonight or tomorrow morning. Level 3 right? What's the point buy?

Yeah level 3. We did rolls instead of point buy so i got 18, 17, 17, 14, 14, 13


Dedlin wrote:

the only thing I would say is taking power attack and combat expertise to start gives you a feat that you will probably use one or other at one time, not together. I could be wrong. you may invest in selective channel to start along with one of the previous two, depending if you feel you will need the ac more or less with the heavy armor.

Just a thought.

Good point. I mainly just took it so by level 8 War domain power so i can have more options open. I guess it could be taken later. I had trouble finding good low level feats. The main reason i didn't think selective channeling would be worth it was because doing 2d6 healing with no other bonus's in combat wouldn't be worth it, and i i needed to heal i would be better off with a cure light or cure mod. I am also inexperienced with clerics though so my assumptions could be wrong.


Ok, sorry for the delay had some computer problems.

Here is what I have for a Cleric

Cleric:

Level 3 Human Cleric of Tempus

Domains-War(Tactics), Liberation(Revolution)

GM is giving me Heavy armor Proficiency

Feats:Additional Traits(Bully, Reactionary), Combat Expertise, Power Attack

Skills: Dipolmacy, Intimidate, Knowledge(Religion, Nobility), Sense Motive, Spellcraft (if taking the feat for traits isn’t a good idea I will replace intimidate with ranks in perception)

Stats: Str-18 Dex-13 Con-14 Int-14 Wis-17 Char-17 (Will probably put the +2 in Str or Cha)


Darksmokepuncher wrote:

I'm currently filling the role you describe as an Oracle of Battle (lvl 6). I am currently out damaging our party's sword and board fighter, I out heal the druid, and I out social the monk. Just pump STR and CHA and you're golden. :) For a fuller discussion of build, just let me know you're interested.

P.S. Great fun to role-play!

I would love to see your setup!!

After speaking with my DM today he told me that he would just give me heavy armor proficiency, which i think is nice. Unfortunately we can't just automatically have traits, but I am sure I could take them if I also took the feat. We are playing in Forgotten Realms so the DM was nudging me towards being a Cleric of Torm but he isn't going to force me into it if i don't want to.

If this nasty ice storm lets up we will be starting in on Wednesday. You all have given me so many great ideas and I am really appreciative of it. I would also like to note this is my first time posting in these forums and i think its the first time in a forum community that I have participated in where people have actually been friendly and helpful, so thank you all for that.

I am gonna put a few things together here in a few minutes so you can see what I've got.


jtokay wrote:

I’m away from my books at the moment, but think of it as a “divine sorcerer.” You get a limited amount of spells, but you can cast them a lot. Depending on your alignment, you automatically get cure or inflict spells, so you don’t need to devote spell picks to them. The mysteries are like bloodlines, they add quite a bit of flavor to the mechanic. You also take a curse, which hinders you in some way, but also comes with a positive benefit (the benefits become much more powerful as you level).

It sounds like you’ve kind of steered away from needing to engage in combat, but if you decide to head in that direction, there are some mysteries that can help with that, and if you multiclass into Barbarian, there is even a prestige class “Rage Prophet” that seems to be tailored for oracle/barbarian that is just nuts and almost sounds exactly like what you were looking for in your original post (again, depending on how you tailor your mystery/curse choices).

Thanks I am taking a look at that now. That might help with alot of the issues I am having. It wasn't so much that I wanted to steer away from combat but it was more that i didn't think I could have my cake and eat it too. My fighter was the one doing most of the damage so i would need to still contribute in that way somehow, and that is why i had considered possibly a Paladin, but that still left so much out.


jtokay wrote:
Sounds like you’re good to go on either cleric or bard, but if it’s not too late, just wanted to chime in and give a good word for oracle. The choices of mysteries and the benefit sides of the curses can give some good results. If you twist them around juuust right, you can get some really interesting characters. It’s kinda like RPG Tetris. :D

My only issue with Oracle is that I have never played it or been in a group with anyone that has. I know that is a poor reason to write it off. Can you give any examples of builds or concepts for the class so I can have a better understanding of what they do?


Cold Napalm wrote:
Your group is pretty unbalanced. If you try to fill all the missing roles, your gonna end up with a pretty diluted character that just won't be very good at any of it. I would say pick healing or social and make a character that focuses on that and try to get the rest in as a secondary deal. For your group layout if I HAD to fill the missing roles, I would personally make a witch. They are int based casters so you can have skills for knoweldge and social skills and they can heal (sorta) and have a lot of nifty abilities (many good for social stuff) and util spells.

It can be hard to fill to many roles. It was easier when I was a fighter and all i needed to focus on was keeping the attention of a few stronger opponents, but this just resulted in me dying. Ultimately I just want to have fun and be useful. I guess for me having some of these roles missing just seems to pull something away from the overall scope of a roleplaying game wherein it loses some of the feel of being about roleplaying and more about my stat block is bigger than your stat block.


Ok so her are a few things I have put together:

Bard:

Level 3 Gnome Bard
STR:14
DEX:17
CON:16 (14 Base +2 Racial)
INT:17
WIS:13
CHA:20 (18 Base +2 Racial)

Feats: Point Blank Shot, Precise Shot

Spells:Level 0- Summon Instrument, Read magic, Detect Magic, Ressistance, Mending, Ghost Sound. Level 1- Grease, Charm Person, Cure Light Wounds, Saving Finale

Skills:Acrobatics +9, Diplomacy +11, Knowledge (Arcana, Religion, Nature) +9, Spellcraft +9, UMD +11, Perform (Sing) +11(Also used for bluff and sense Motive), Perception +9.

Cleric:

Level 3 Human Cleric

STR:17
DEX:13
CON:14
INT:14
WIS:20
CHA:17

Feats: Combat Expertise, Heavy Armor Proficiency, Power Attack

Skills: Diplomacy +9, Knowledge (Arcana, Religion) +8, Spellcraft +8, Sense Motive +10

Any tweaks or ideas? Hopefully seeing the stats I have to play around with can help a bit.


Blueluck wrote:

Contrary to what everyone else has said, I wouldn't focus on combat at all. I would make a cleric or oracle with excellent divine casting. Leave the fighting to the characters who pretty much just want to fight, while you buff, heal, cast utility spells, and use social skills. Your caster will still be decent in combat if called upon, but plan to spend most of your actions casting spells and using spell-like powers.

What does everyone want to do:
Monk - fight
Rogue - fight, sneak, disable device
Sorcerer - blast
Cleric - utility spells & social skills

I think you are right in regards to cleric. I always have avoided clerics before because the idea that most of the players get in their heads is that i am their to heal and ONLY heal. This way I can fill most of what we are missing and still have fun with it. Also, as a plus, the DM has let me know clerics are insanely more power because, as a house rule, divine spellcasters won't have to prepare spells, but can spontaniously cast ALL of their spells. Thanks you all for your advice.


Dorje Sylas wrote:

Have you considered an Inquisitor? If you send a feat on the Heavy Armor proficiency you can be back slogging into melee and getting Teamwork feat play off the Rogue and Monk.

A follow up question is how do the Rogue and Monk fight in a battle? Is the Melee rogue diving in with ah high Dex based AC or is he skirmishing and picking off foes on the edge of a fight? Same can be asked of the Monk. Classes are one thing but tactics can make a big difference.

If you and the rest of the party become seriously concerned about healing I do suggest looking at hirelings and perhaps the leadership feat for someone at 6th level, possibly the Sorcerer.

I probably should have mentioned this beforehand but our DM has changed flanking a bit so its more of an issue of whether or not the opponent is facing toward you or away. Mostly the rogue tumbles around enemies to get sneak attacks and uses a buckler and rapier. The monk pretty much just tries to run up and get in a good position to flurry. I know the flanking rule is odd but everyone seems to enjoy it for the time being.

As for the inquisitor I have been playing one in another group and just tend to have bad luck with it but that could be a good class for this group. Thanks for your response.


Firest wrote:


It sounds like you're looking for a Bard, but a Lore Oracle could also work in all areas except front line fighter.

Thanks for the reply. I will take a look at those. Any other advice would be appreciated.


In our recent Pathfinder campaign my level 2 Fighter/ 1 Barbarian, due to some poor rolls on my part, died. This left the group with a melee oriented rogue, monk, and a blaster sorc. As i was trying to figure out what I would be playing next I noticed some holes in our party. We lack all social skills, restoration and healing, many of the important knowledge skills, and now, since my character has died, we also lack a front line fighter that could take damage and dish it back out.

I have though of several different options, such as playing a Paladin to try and fill in the fighting/healing roll or even a druid to do the same, but that leaves a lot of roles unfilled. So I ask you all if you have any advice on what would be ideal for a group set up like this in order to be an efficient member of the party by filling in some of these holes.

--Thanks!!!

Full Name

Kyroden Hawkstorm

Race

Half Elf {HP 18/18| AC12 | T12 | FF10 | Fort 5| Ref 4| Will 4 | CMD 12 | Init 3 | Per 7

Classes/Levels

Bonded Witch (Favored Class) 1 / Alchemist 2

Gender

Male

Size

Medium

Age

60

Alignment

Neutral Good

Deity

Yuelaral

Location

Maginmar

Languages

Elven, Gnome, Osirian, Common, Varisan

Occupation

Library Worker

Strength 12
Dexterity 13
Constitution 13
Intelligence 17
Wisdom 13
Charisma 12

About Kyroden Hawkstorm

Name: Kyroden Hawkstorm
Class/Levels: Bonded Witch (Favored Class) 1 / Alchemist 2
Alignment: NG
Race/Homeland: Half Elf/Varisa
Faction: Osirion
PFS #: 39262-3
Missions
PFS 03-21 Temple of Empyreal Enlightenment
PFS 00-17 Perils of the Pirate Pact
PFS 00-07 Among the Living (1-7)
PFS 00-05 Mists of Mwangi
The Confirmation 5-08 Table B
PFS 5-02 Rescue on the Glass River

Information :

Kyroden Hawkstorm
NG Medium Half Elf
Bonded Witch (Favored Class) 1 / Alchemist 2
Height 6'
Weight: 165
Eyes: Blue
Hair: Sandy Brown

--------------

Combat Info:

Combat Info:
Hp:18/18AC:12,Touch: 13, Flat Footed:13 HP:14 Fort: 4 Ref: 2 Will: 3 Init + 6 BAB: 0 CMD: 12 CMB:1
Defensive
AC:11,Touch: 11, Flat Footed:10
(+1 DEX)
HP:12(1D6+ 1d8 + 1 Con Mod + 2 FC)
Perception: +7=(1 Wis+1 Rank+5 Mis)
Fort: 4
Ref: 3
Will: 4
Offensive
Init + 3
BAB: 1
CMD: 12
CMB:1
Melee: Mace, Heavy + 1 str (1d8+1(Str)
Speed: 30FT
-----------

Stats:

Attributes
STR:12 /1
DEX:13/1
CON:13/1
INT:17/3
WIS:13/1
CHA:12/1
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Skills:

Skills
(Name = points + Bon + Ranks + Misc)
Appraise: 4=3+1
Craft (Jewelry)`: 6 = 3 + 1
Craft (Alchemy) : 7= 6+ 1
Disable Device: 2= 1+1
Fly: 2 = 1 + 1
Handle Animal: 1=1
Heal: 1 = 1
Intimidate: 1 = 1
Knowledge (Arcana): 7 = 3+1+3
Knowledge (Dungeoneering): 4 =3 + 1
Knowledge (History)*: 7= 6+1
Knowledge (Nature)*: 3= 3
Knowledge (Planes)*: 3 = 3 + 3
Perception: 7 =1 + 1 + 5
Profession (Librarian)`*:1 =1
Spellcraft*: 5 = 3 +2
---------

Special Abilities :

Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51

SQ/EX/SU/RA
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Bonded Item (Sp): At 1st level, a bonded witch gains a bonded item instead of a familiar.
ring
This bonded item is similar to a wizard's arcane bond bonded item, and follows all the rules of such an item with the following exceptions. (see Class stuff)
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use theThrow Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.
Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else.Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Discovery (Su): At 2nd level, and then again every 2 levels thereafter (up to 18th level), an alchemist makes an incredible alchemical discovery. Unless otherwise noted, an alchemist cannot select an individual discovery more than once. Some discoveries can only be made if the alchemist has met certain prerequisites first, such as uncovering other discoveries. Discoveries that modify bombs that are marked with an asterisk (*) do not stack. Only one such discovery can be applied to an individual bomb. The DC of any saving throw called for by a discovery is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier..
Feral mutagen: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.

-----------


Feats/Traits:

Feats/Traits
Your senses are especially sharp, even for your kind.
Prerequisite: Keen senses racial trait.
Benefit: You receive a +4 racial bonus on Perception skill checks. This replaces the normal bonus from the keen senses racial trait.
Normal: The keen senses trait normally grants a +2 racial bonus on Perception skill checks.
Eschew Material
Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Extra Bombs
You can throw more bombs per day.
Prerequisite: Bomb class feature.
Benefit: You can throw two additional bombs per day.
Special: You can gain Extra Bombs multiple times. Its effects stack.
Tomb Raider: You’ve spent most of your life exploring
the ancient tombs and catacombs of Osirion. You gain a
+1 bonus on Perception and Knowledge (dungeoneering)
checks, and one of these skills (your choice) becomes a
class skill for you
Elven Reflexes: One of your parents was a member of a wild elven tribe, and you've inherited a portion of your elven parent's quick reflexes. You gain a +2 trait bonus on
Initiative checks.
------------

Spells:

Spells | Spells per day etc
Spells Witch
0 Level (3)
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks
Detect Magic:You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Level (2+1 )
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5)
Mage Armor: Gives subject +4 armor bonus.
Alchemist
StoneFist: This spell transforms your hands into living stone. While this spell is in effect, your unarmed strikes do not provoke attacks of opportunity and deal 1d6 points of lethal bludgeoning damage (1d4 if you are Small). In addition, your unarmed strikes ignore the hardness of any object with a hardness less than 8.
Shield: creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
True Strike - +20 on next roll

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Gear:

Gear
------
Money= 605 gp
1 ring of protection +1
1 Wayfinder
1 Wand of Cure Light wounds 8 charges
1 Heavy Mace
1 Traveling robes
1 Alchemist lab
1 Traveling formula book
1 Backpack w/various clothes and such..
2 Potion of CLW
Noble Robes and Ring (85gp)