Seltyiel

Curumir's page

221 posts. Alias of Daedeloth.


Full Name

Curumir

Race

Skills:
Disable:+11+2(tools); Perception:+12(+2find traps); Stealth:+14

Classes/Levels

Saves:
Fort+5/Ref+11/Will+7
spells:
Detect Magicx3
heals:
CLWx3,CMWx2,CSWx1;3d6x3

Gender

AC:22/FF18/T15 HP:41 Init:+4 Ki:6 Waki: +9/1d6+5(18-20) [+2d6sneak] Longbow: +8/1d8

Size

M: 6’4”; 157 lbs Move: 30'

Age

133

Alignment

NG

Deity

Ketephys

Languages

Common, elven, orc

Strength 10
Dexterity 19
Constitution 12
Intelligence 12
Wisdom 14
Charisma 14

About Curumir

Traits:

Traits:
Indomitable Faith: +1 will save
Inspired: 1/day roll twice on skill check and take better

Devoted Companion: +1 attacks/caster level checks next to ally with less than 50%hp
Disinterested Observer: +1 attacks/skill checks as readied action in combat
Eternal Grudge: +1 attacks vs. orcs and dwarves
Loremasters: +2 know history, know local, spellcraft

Feats:

(Bonus) Breadth of experience:+2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
(Bonus) Arcane Talent: Cast 0 level spell, 3/day.
(1st) Iron Will: +2 will saves
(3rd) extra ki +2 points
(5th) Extra ninja trick, fast stealth

accomplished sneak attack, toughness, weapon focus

Racial:

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Ranger 1:

Favored Enemy: ORC +2 attack/damage; +2 bluff, know, perception, SM, Survival

Track: Add 1/2 level to Survival checks to track

Wild Empathy: Improve attitude of animal, 1d20 + lvl + CHA bonus

UCNinja 4(FC):

FINESSE TRAINING (Ex): At 1st level, a ninja gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the ninja from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The ninja can select a second weapon at 11th level and a third at 19th level.

Trapfinding: Add 1/2 lvl to find and disable traps.

Sneak Attack: +2d6

KI POOL: 1/2 lvl + CHA modifier

As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. At 10th level, she also reduces the DC of Acrobatics skill checks made to jump by 1/2 (although she still cannot move farther than her speed allows).

By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action.

NINJA TRICKS (every 2 lvls):

2nd Vanishing Trick: Swift action invisibility for 1/round (1 ki point)

4th Shadow Clone (Su): Create 1d4+1 (for every 3 caster levels) shadowy duplicates of herself that conceal her true location. Standard action that uses up 1 ki point.

Extra Ninja trick/Fast Stealth (Ex): A ninja with this trick can move at full speed using the Stealth skill without penalty.

No Trace (Ex)
At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Dispatchment (Ex)
At 4th level, whenever a ninja attacks an opponent that would be denied a Dexterity bonus to AC or when she flanks her target, she gains a +2 bonus on her attack roll. At 9th level and every 5 levels thereafter, this bonus increases by +1 (to a total maximum of +5).

Uncanny Dodge (Ex)
At 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Spells:

0: Detect Magic (x3)

1st:


Equip:

Weapon: +1 Wakizashi
Weapon: Longbow (24 arrows)
Weapon: Heavy Flail
Weapon: Dagger

Armor: +1 Chain Shirt
Shield: Darkwood shield
Head: Hat of disguise
Headband:
Eyes:
Shoulders: +1 Cloak of Resistance
Neck:
Chest:
Body:
Belt:
Wrists:
Hands:
Ring: +1 ring of protection
Ring:
Feet: Cat Burglar Boots

Boots, Cat Burglar’s
+2 competence bonus on Acrobatics, Climb, and Stealth checks.
1/day as immediate action, the wearer of cat burglar’s boots can reroll any one failed Acrobatics, Climb, or Stealth check, taking the result of that check in place of the first failed check (even if the second result is worse). In addition, a secret pocket in the boots is built to hold a fully functional set of masterwork thieves’ tools. A DC 22 Perception check is required to notice this pocket.

Lesser restoration potion x2
Negate Aroma wand (49)
CLW Wand (45)
Sprig of Healing
-daily food
-3 1st level cures
-2 2nd level cure
-1 3rd level cure
3x channel 3d6

Misc Equipment:
Backpack
bedroll
tinder twig x5
Torchesx6
flask oil x2
waterskin
trail rations
Adventurer clothing
50’ silk rope
Disguise Kit (10) +2 skill
MW thieve’s tools

1670 gp

Calcs:

11, 6, 8, 10, 6

Waki to hit: BAB+4/Dex+4/Magic+1
damage: Dex+4/Magic+1

Longbow to hit: BAB +4/Dex+4
damage: Str+0

AC : Armor+4/Magic+1/Shield+2/Ring+1/Amulet+0/Dex+4
FF : Armor+4/Magic+1/Shield+2/Ring+1/Amulet+0
T : dex+4/Ring+1

Fort:R+2/N+1/con+1/cloak+1
Ref: R+2/N+4/dex+4/cloak+1
Will:R+0/N+1/wis+2/cloak+1/Feat+2/Trait+1

Ranger skills: 6//lvl Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Ninja skills: 8/lvl Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Class Skills: 7/9/9/9/9
Ranks/trained/ability/race/trait/feat
Acrobat: 2/3/4/0/0/2boots
Appraise: 0/0/1/0/0
Bluff: 1/3/2/0/0
Climb: 2/3/0/0/0/2boots
Craft: 0/0/1/0/0
Diplo: 2/3/2/0/0
Disable: 4/3 /4/0/0/ 2tools
Disguise: 2/3/2/0/0/1 no trace
EA: 1/3/4/0/0
HA: 1/3/2/0/0
Heal: 1/3/2/0/0
Intimidate: 1/3/2/0/0
Linguist: 0/0/1/0/0
KN Dun: 1/3/1/0/0/2
KN Geo: 1/3/1/0/0/2
-KN His: 0/0/1/0/2/2
KN Loc: 1/3/1/0/2/2
Kn Nat: 1/3/1/0/0/2
KN Nob: 0/0/1/0/0/2
-KN Pla: 0/0/1/0/0/2
-KN Rel: 0/0/1/0/0/2
Percep: 5/3/2/2/0
Perform: 0/0/2/0/0
Profession: 0/0/2/0/0
Ride: 1/3/4/0/0
SM: 1/3/2/0/0
SOH: 1/3/4/0/0
Spell: 1/3/1/2/2
Stealth: 5/3/4/0/0/2boots
Surv: 5/3/2/0/0
Swim: 1/3/0/0/0
UMD: 1/3/2/0/0