Lassiviren

Daedîn's page

793 posts. Organized Play character for Otha.


Full Name

Daedîn

Race

Elf

Classes/Levels

CG Sniper (UC Rogue) / 8th| HP:59/59| AC:23 T:16 FF:17 | CMB:7 CMD:24 | Saves F:+3 (+2 vs poison) R:+13 W:+3 (+2 vs enchantments) | Init:+13 | Per: +19

Gender

Male

Size

Medium

Age

Young

Alignment

Chaotic Good

Deity

Erastil

Location

Absalom

Languages

Elven Common Abyssal

Strength 12
Dexterity 24
Constitution 12
Intelligence 10
Wisdom 12
Charisma 7

About Daedîn

Daedîn
Male Elf Sniper (UC Rogue) 8
Chaotic Good
Strength 12 (+1)
Dexterity 24 (+7)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 7 (-2)

Size: Medium
Height: 6' 0"
Weight: 150 lb
Eyes: Silver
Hair: Black Wavy; Beardless
Skin: Tan

Total Hit Points: 59

Speed: 30 feet

Armor Class: 23 = 10 + 3 [+1 Darkleaf Leather] + 2 [+ 1 MW buckler] + 7 [dexterity] + 1 [Snakeskin Tunic]
Touch AC: 17
Flat-footed: 16

Initiative modifier: + 13 = + 7 [dexterity] + 2 [trait] + 4 [feat]
Fortitude save: + 3. = 2 [base] + 1 [constitution]
Reflex save: + 13 = 6 [base] + 7 [dexterity]
Will save: + 3. = 2 [base] + 1 [wisdom]
Attack (handheld): + 7 = 6 [base] + 1 [strength]
Attack (dagger): + 13 = 6 [base] + 7 [dexterity]
Attack (missile): + 13 = 6 [base] + 7 [dexterity]
Combat Maneuver Bonus: + 7 = 6 [base] + 1 [strength]
Combat Maneuver Defense: + 24 = 10 + 6 [base] + 1 [strength] + 7 [dexterity]

Light load: 50 lb. or less (w/ Masterwork Backpack)
Medium load: 51-100 lb. (w/ Masterwork Backpack)
Heavy load: 101-150 lb. (w/ Masterwork Backpack)
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.

Languages: Common Elven Abyssal

Masterwork Daggers (x3) + 14 [1d4 + 7, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing] (Adamantine, Mithral, Cold Iron)
+2 Magic Darkwood Composite Longbow +16 [1d8 + 3, crit x3, range inc. 110 ft, 1.5 lb, piercing, adaptive, impervious]
+1 Darkleaf Leather [light; + 3 AC; max dex + 8; check penalty 0 7.5 lb.]
+1 Magic Darkwood (MW) Buckler [light; + 2 AC; max dex -, check penalty 0 2.5 lb.]

Feats:
Point Blank Shot: +1 attack on damage on ranged targets within 30 feet
Precise Shot: No penalty for firing into melee
Evasion: No damage if applicable saving throw is made
Rapid Shot: May fire twice when using a full round action; attacks are made at -2
Uncanny Dodge: cannot be caught flat-footed; does not lose Dex bonus to AC when attacked by invisible foes
Weapon Focus (Longbow): +1 on attacks with chosen weapon
Improved Initiative: +4 to Initiative
Deadly Aim: +4 damage / -2 attack

Traits:
Deadeye Bowman: no +4 bonus to target's AC if only a single creature provides soft cover
Reactionary: +2 to Initiative

Skill Ability Bonus AbilMod Ranks MiscMod
Acrobatics Dex* 23 = +7 + 8 + 3 [class skill] + 5 [Boots of Elvenkind]
Appraise Int 4 = +0 +1 +3 [class skill]
Bluff Cha +2 = -2 +1 +3 [class skill]
Climb Str* 10 = +1 + 6 + 3 [class skill]
Craft Int 0 = +0
Diplomacy Cha +2 = -2 +1 +3 [class skill]
Disable Device Dex 20 = +7 + 8 + 3 [class skill] + 2 [MW Thieves Tools]
Disguise Cha -2 = -2
Escape Artist Dex* 18 = +7 +8 + 3 [class skill]
Fly Dex* 7 = +7
Heal Wis 1 = +1
Intimidate Cha +2 = -2 +1 +3 [class skill]
Knowledge (Local) Int 4 = 0 +1 +3 [class skill]
Linguistics Int 4 = 0 +1 +3 [class skill]
Perception Wis 19 = +1 + 8 + 3 [class skill] + 2 [elf] +5 [Eyes of the Eagle]
Perform Cha -2 = -2
Ride Dex* 7 = +7
Sense Motive Wis 6 = +1 + 2 + 3 [class skill]
Sleight of Hand Dex* 18 = +7 + 8 + 3 [class skill]
Stealth Dex* 23 = +7 + 8 + 3 [class skill] + 5 [Cloak of Elvenkind]
Survival Wis 1 = +1
Swim Str** 10 = +1 +6 + 3 [class skill]

* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers

Favored class points: Hit points +1; Skill points +0

Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.

Elf
• + 2 dexterity, +2 intelligence, -2 constitution (already included)
• Immune to magical sleep
• + 2 racial bonus to saves vs. enchantments
• Low-light vision -- see twice as far as humans in dim light
• Proficient with longswords, rapiers, longbows, composite longbows, & shortbow
• + 2 racial bonus on perception checks
• Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces the elven magic racial trait.
• Elves that are Rogues add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.

Sniper (UC Rogue)
• Sneak Attack +4d6
• Weapon Finesse (Dagger) - at 1st level, use DEX mod to hit; at 3rd level, use DEX mod for damage
• Accuracy (level 1) - a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow
• Evasion (level 2) -- no damage on a successful reflex save
• Rogue talents -- gain one at every even-numbered level. At level 10 and above, advanced talents are available. (Combat Trick at level 2, Weapon Training at level 4, Follow Clues at level 6, Fast Stealth at level 8)
• Deadly Range (level 3) - a sniper increases the range at which she can apply her sneak attack damage by 10 feet.
• Uncanny Dodge (level 4) -- cannot be caught flat-footed, keep dexterity bonus to AC if attacker is invisible
• Rogues Edge (level 5) Stealth -- reduce sniping penalty by 10
• Improved Uncanny Dodge (level 8) -- cannot be flanked
• Master strike (level 20) -- each sneak attack either kills, paralyzes, or puts into coma.

Class HP rolled
Level 1: Rogue 8
Daedîn's Equipment:

15 lb Weapons / Armor / Shield (from above)
2 lb Efficient Quiver:
50 Cold Iron Arrows
20 Silver Arrows
35 Blunt Arrows
12 Durable Adamantine Arrows
3 Adamantine blanched Cold Iron Arrows
3 lb Masterwork Backpack
Flint and steel
1 lb Acid flask
2 lb Holy Water flask (x2)
1 lb Pouch
3 lb Rations (1 day) x3
Sewing needle
4 lb Waterskin
5 lb Silk Rope, 50'
4 lb Grappling Hook
1 lb Whetstone
2 lb Masterwork Thieves' tools
3 lb Fishing kit
Bandolier
Wayfinder
Wand of Cure Light Wounds (41)
Snakeskin Tunic
Cloak of Elvenkind
Boots of Elvenkind
_____
47 lb Total

1,506 gp, 5 sp, 5 cp

More about Daedîn:
Daedîn keeps quiet 'bout his past. No one knows much of anything of his background...

PFS Chronicles Info:

PFS ID / Character #: 239913-6

Current PFS Module:
Forged in Flame I

Completed PFS Modules:
The Glass River Rescue
Boons:
Crisis Averted

The Phantom Phenomena
Boons:

Murder's Mark
Boons:

From the Tome of Righteous Repose
Boons:

Beggar's Pearl
Boons:

The Golemworks Incident
Boons:

Glories of the Past I

Glories of the Past II

Glories of the Past III

Fragments of Antiquity

We Be Goblins!
Boons:
You Be Goblin!

Honor's Echo
Boons:

The Confirmation
Boons:

We Be Goblins Too!
Boons:

True Dragons of Absalom
Boons:

Earned PP/Fame: 28
Current PP: 23
XP: 17

Bot Me:

Daedîn provides scouting and thieving skills when not in combat. He will stealthily scout ahead as needed, searching for traps, tracks, and hidden foes (his rogue talent, Follow clues, allows him to use his Perception as opposed to Survival when tracking). He will also attempt to disable any non-magical traps he finds...

Non-Combat rolls

[dice=Stealth]1d20+21[/dice]

[dice=Perception]1d20+18[/dice]

[dice=Perception (Tracking)]1d20+18[/dice]

[dice=Disable Device]1d20+18[/dice]

[dice=Acrobatics]1d20+21[/dice]

[dice=Escape Artist]1d20+16[/dice]

[dice=Sleight of Hand]1d20+14[/dice]

[dice=Climb]1d20+10[/dice]

[dice=Swim]1d20+10[/dice]

[dice=Knowledge (Local)]1d20+4[/dice]

[dice=Knowledge (Dungeoneering)]1d20+4[/dice]

[dice=Sense Motive]1d20+5[/dice]

[dice=Diplomacy]1d20+2[/dice]

In combat, he primarily provides ranged support. He relies on his Stealth and high initiative to try to bring his sneak attack ability into play when possible (currently, it's an extra 3d6). Also, as a 6th level sniper, his sneak attack range is currently 50'. Unless stated otherwise, he'll fire cold iron arrows as a default. He'll use his Escape Artist skill to get out of grapples and his Acrobatics skill to avoid AoOs while moving around the battlefield...

Combat rolls (add 3d6 to damage when sneak attack applies):

Ranged attacks <= 30'
To hit: Base/Dex, Weapon Focus, Magic, PBS
Damage: Magic, Strength, PBS

[dice=Longbow]1d20+11+1+1+1[/dice]
[dice=Magic/Cold Iron Damage]1d8+1+1+1[/dice]

Ranged attacks > 30'
To hit: Base/Dex, Weapon Focus, Magic
Damage: Magic, Strength

[dice=Longbow]1d20+11+1+1[/dice]
[dice=Magic/Cold Iron Damage]1d8+1+1[/dice]

Full Ranged attacks <= 30'
To hit: Base/Dex, Weapon Focus, Magic, PBS, Rapid Shot
Damage: Magic, Strength, PBS

[dice=Longbow]1d20+11+1+1+1-2[/dice]
[dice=Magic/Cold Iron Damage]1d8+1+1+1[/dice]

[dice=Longbow]1d20+11+1+1+1-2[/dice]
[dice=Magic/Cold Iron Damage]1d8+1+1+1[/dice]

Full Ranged attacks > 30'
To hit: Base/Dex, Weapon Focus, Magic, PBS, Rapid Shot
Damage: Magic, Strength

[dice=Longbow]1d20+11+1+1-2[/dice]
[dice=Magic/Cold Iron Damage]1d8+1+1[/dice]

[dice=Longbow]1d20+11+1+1-2[/dice]
[dice=Magic/Cold Iron Damage]1d8+1+1[/dice]

Defensive Maneuvers that might be used during combat
[dice=Acrobatics]1d20+21[/dice]

[dice=Escape Artist]1d20+16[/dice]

[dice=Sleight of Hand]1d20+14[/dice]