Redeemer

Darius Sharpe's page

29 posts. Alias of MordredofFairy.


About Darius Sharpe

Wizard(Exploiter Wizard) 1/Unchained Rogue 1/ Arcane Trickster 0
NE Small Whisper Gnome

Init 4 = 4(dex)
Senses Perception, See in Darkness
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Party Role/Concept
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Progression: UC Rogue, 3x Wizard, 10x Arcane Trickster, 6x Wizard

Background:

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Childhood
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Description&Personality:

Daily Abilities:

1/day: Silence SLA
Arcane Reservoir: 3 points(3+Wizard Level/2)

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Spells
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Level 0=3/3: Detect Magic, Ray of Frost, Prestidigitation
Level 1=1+1(Int)/2: Heightened Awareness, Mage Armor

Spells Known:
Level 0: all
Level 1: Magic Missile, Shadowfade, Monkey Fish, Heightened Awareness, Mage Armor, Stone Shield

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Defense
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AC 15 10+4(Dex)+0(Armor)+0(Shield)+1(Size), ACP = 0
hp 20 =8(UC Rogue)+6(Wizard)+2*3(Con)
Fort 3 , Ref 6 , Will 2
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Offense
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Speed 30 ft
MELEE +5 MW Dagger 1d3-1(19-20/x2)
RANGED +4 Shortbow 1d6-1(20/x3)
+1d6 Sneak Attack

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Statistics
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Str 8, Dex 18, Con 16, Int 16, Wis 10, Cha 8
Base Atk +0; CMB -1; CMD 13

Languages: Undercommon, Gnome, Sakvroth, Orc, Draconic +

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Special Abilities
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=====Feats=====
Level 1(Unchained Rogue): Weapon Finesse
Level 1: Skill Focus(Stealth)
Level 3: Accomplished Sneak Attacker
Level 5:
Level 7:
Level 9:
Level 11:
Level 13:
Level 15:
Level 17:
Level 19:

=====Arcanist Exploits=====
Level 1: Quick Study (Su)
Level 16: Counterspell (Su)
Level 20: Dimensional Slide (Su)

=====Arcane Discoveries=====
Level 16: Defensive Feedback (Su)

=====Racial Qualities=====

Defensive Training: Whisper Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance: Whisper Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Sneaky: Whisper Gnomes gain a +4 racial bonus on Stealth checks.
Fell Magic: Whisper Gnomes gain +1 to the DC of any saving throws against necromancy spells that they cast. Whisper Gnomes with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level): 1/day—bleed, chill touch, detect poison, touch of fatigue.
Spell-Like Ability, Lesser: Whisper Gnomes can use "Silence" once per day as a SLA.
Poison Use: Whisper Gnomes are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Light Blindness: Abrupt exposure to bright light blinds Whisper Gnomes for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
See in Darkness: Whisper Gnomes have the see in darkness special ability allowing them to see perfectly in darkness of any kind, including that created by deeper darkness.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the elven and goblinoid subtypes because of their special training against these hated foes.

Class Abilities

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=====Skills=====
1xUC Rogue: 8(class)+3(int)+2(Background) = 13
1xWizard: 2(class)+3(int)+2(Background) = 7

Total 20

Adventuring Skills

8 Acrobatics(ACP) = 1(ranks)+4(Dex)+3(class)
-1 Bluff = (ranks)+(Cha)+3(class)
3 Climb(ACP) = 1(ranks)-1(Str)+3(class)
-1 Diplomacy = (ranks)+(Cha)+3(class)
9/10 Disable Device(ACP) = 2(ranks)+4(Dex)+3(class)/+1(Trapfinding)
-1 Disguise = (ranks)+(Cha)+3(class)
8 Escape Artist(ACP) = 1(ranks)+4(Dex)+3(class)
4 Fly(ACP) = (ranks)+(Dex)+3(class)
0 Heal = (ranks)+(Wis)
-1 Intimidate = (ranks)+(Cha)+3(class)
8 Knowledge (arcana) = 2(ranks)+3(Int)+3(class)
7 Knowledge (dungeoneering) = 1(ranks)+3(Int)+3(class)
- Knowledge (local) = (ranks)+(Int)+3(class)
- Knowledge (nature) = (ranks)+(Int)+3(class)
- Knowledge (planes) = (ranks)+(Int)+3(class)
- Knowledge (religion) = (ranks)+(Int)+3(class)
7/8 Perception = 2(ranks)+(Wis)+2(racial)+3(class)/+1(Trapfinding)
4 Ride(ACP) = (ranks)+4(Dex)
0 Sense Motive = (ranks)+(Wis)+3(class)
8 Spellcraft = 2(ranks)+3(Int)+3(class)
20 Stealth(ACP) = 2(ranks)+4(Dex)+4(racial)+4(size)+3(class)+3(Feat)
0 Survival = (ranks)+(Wis)
3 Swim(ACP) = 1(ranks-1(Str)+3(class)
-- Use Magic Device = (ranks)+(Cha)+3(class)

Background Skills

3 Appraise = (ranks)+3(Int)+3(class)
Artistry = (ranks)+(Int)+3(class)
3 Craft = (ranks)+3(Int)+3(class)
-- Handle Animal = (ranks)+(Cha)
7 Knowledge (engineering) = 1(ranks)+3(Int)+3(class)
7 Knowledge (geography) = 1(ranks)+3(Int)+3(class)
7 Knowledge (history) = 1(ranks)+3(Int)+3(class)
7 Knowledge (nobility) = 1(ranks)+3(Int)+3(class)
-- Linguistics = (ranks)+(Int)+3(class)
Lore = (ranks)+(Int)+3(class)
-1 Perform = (ranks)+(Cha)+3(class)
-- Profession()= [/b]= (ranks)+(Wis)+3(class)
8 Sleight of Hand(ACP) = 1(ranks)+4(Dex)+3(class)

=====Gear=====

Belt - nothing
Head - nothing
Body - nothing
Headband - nothing
Chest - nothing
Neck - nothing
Eyes - nothing
Shoulder - nothing
Feet - nothing
Wrists - nothing
Hand - nothing
Ring - nothing
Ring - nothing
Slotless - nothing

=====Traits=====

Campaign:
Chance Savior (Campaign)
Fate smiled on you and Verik and Larissa Vanderboren one day in the not so distant past. Through a matter of pure chance, you were in a position to save the adventurers’ lives and did so. Their gratitude was effusive, and they promised that they would never forget you. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time.
Benefit: You gain a +2 trait bonus on Initiative checks.

Magical Knack ()
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class(Wizard) when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Too Many Secrets (Drawback)
You’ve told too many lies, and made up too many cover stories, and now even you can’t keep it all straight. The lies have become reality to you, which makes it difficult to think of a new convincing lie. You hesitate at crucial moments when trying to fool those around you, and likely shouldn’t be in the field at all anymore.
Effect(s): You take a –2 penalty on Bluff checks and saving throws against illusions.

=====Ability Scores=====:

STR 8=10(Buy)-2(Race)
DEX 18=16(Buy)+2(Race)
CON 16=14(Buy)+2(Race)
INT 16=16(Buy)
WIS 10=10(Buy)
CHA 8=10(Buy)-2(Race)