Mage Slayer

Davor Krill's page

750 posts. Alias of AGM Lemming.


Race

| Acrobatics:+12, Climb:+9, Disable:+13, Escape:+8, Know-Arcana/Dungeon/Local:+6, Nature+7, Geography:+9, Perception:+12, Sense Motive:+9, Stealth:+11, Survival:+6, Swim:+8

Classes/Levels

| Darkvision:60' | Sneak Attack 2d6 | +1 Dagger d4+1, 3 Daggers d4, 2 Darts d4, Shortbow 20 Arrows, MW Hanbo d6 | Conditions: Endure Elements, 6 points Con damage

Gender

Half Orc Rogue 4/Witch 1 | HP: 37/37 | Init: +10, Att:+6 PBS, CMB: +3, CMD: 16 | AC: 17/19, FF: 14, Touch: 15 | Fort:+7, Ref:+9, Will:+5/+6 against Compulsion

About Davor Krill

Character Name: Davor Krill
Character Race: Half-Orc
Alignment: Neutral
Deity: Pharasma

Current Moderator: GM Kulko
Adventure: Smuggler's Shiv (SSk1)
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Gender: Male
Age: 16
Height: 5' 10"
Weight: 230
Eyes: Black
Hair: Black
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Character Level: 5
Classes: Unchained Rogue 4/Coral Witch 1

Known Languages: Common, Orc, Draconic, Goblin, Mwangi/Polyglot
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Basic Stats:

Strength: 10
Dexterity: 17 (5 points, +2 racial, Level 4 +1)
Constitution: 14 (5 points)
Intelligence: 14 (5 points)
Wisdom: 10
Charisma: 10
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Hit Points: 37 (d8 +2)x4 + (d6 +2)

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Defense & Saves:

Armor Class: 17 (Base: 10, Dex +3, Armor +2, Iceplant +2)
Flatfooted Armor Class : 14
Touch Armor Class: 15

CMD: 14 (10 + BAB+1, STR+0, DEX+3)

Lamellar Cuirass +2 AC | 15 GP | 8 lb

Special Armor Class Notes: N/A
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Save vs. Fortitude: +7 (Base: Rogue +1, Con:+2, Familiar +2, Cloak +2)
Save vs. Reflex: +9 (Base: Rogue +4, Dex:+3, Cloak +2)
Save vs. Will: +5/+6 against Compulsion effects (Base: Rogue +1, Witch +2, Wis:0, Aerys Abendego Cantos +1 vs Compulsion, Cloak +2)

Special: Constant Endure Elements from Iceplant Hex


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Offense:

Initiative Modifier: +10 (Dex +3, Feat: +4, Trait +2, Red Mantis Assassin techniques +1)
Base Attack Bonus: +3
Melee Attack Bonus: +3/+6 (BAB: +2) +3 w/ Finesse weapons
Ranged Attack Bonus: +6 (BAB: +2, DEX +3)

CMB: +2 (BAB+2, STR+0)

Special: Add dex bonus to damage.
Sneak Attack: 2d6


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Weapons:

+1 Magical Dagger 1d4+1 19-20/x2 P or S 10' | 6 GP | 3 lb
Dagger (3) 1d4 19-20/x2 P or S 10' | 6 GP | 3 lb
Dart (2) 1d4 x2 P 20' | 1 GP | 1 lb
Shortbow 1d6 x3 P 60' | 30 GP | 2 lb
Arrow (19) 1 GP | 3 lb
Darkwood Hanbo (MW) d6 | x2

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Hero Points: ????
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Skills:

Total Skill Ranks earned: 26/6 Rogue: (Base 8 + INT(2) + FCB(1)) Witch: (Base 2 + INT(2)) +2 Background
Class Skills Rogue: Acrobatics(Dex), Appraise(Int), Bluff(Cha), Climb(Str), Craft(Int), Diplomacy(Cha), Disable Device(Dex), Disguise(Cha), Escape Artist(Dex),
Intimidate(Cha), Knowledge(dungeoneering)(local)(Int), Linguistics(Int), Perception(Wis), Perform(Cha), Profession(Wis), Sense Motive(Wis),
Sleight of Hand(Dex), Stealth(Dex), Swim(Str), Use Magic Device(Cha)
Class skills Witch: Fly(Dex), Heal(Wis), Knowledge(arcana)(history)(nature)(planes)(Int), Spellcraft(Int)
From Trait: Survival(+1)

Acrobatics: = +12 (Dex 3) 5 Ranks +3 [Class Skill] Race +1
Bluff: = +4 (Cha 0) 1 Ranks +3 [Class Skill]
Climb: = +9 (Str 0) 5 Ranks +3 [Class Skill] Race +1
Diplomacy: = +0 (Cha 0)
Disable Device: = +13 (Dex 3) 5 Ranks +3 [Class Skill] MW Tools +2
Disguise: = +0 (Cha 0)
Escape Artist: = +8 (Dex 3) 2 Ranks +3 [Class Skill]
Fly: = +3 (Dex 3)
Heal: = +0 (Wis 0)
Intimidate: = +0 (Cha 0)
Knowledge (arcana): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Knowledge (dungeoneering): = +6/+ (Int 2) 1 Ranks +3 [Class Skill] ***Compass: +2 to not getting lost underground***
Knowledge (local): = +6 (Int 2) 1 Ranks +3 [Class Skill]
Knowledge (nature): = +7 (Int 2) 2 Ranks +3 [Class Skill]
Perception: = +12 (Wis 0) 5 Ranks +3 [Class Skill] Racial Trait +2, Alertness +2
Ride: = +3 (Dex 3)
Sense Motive: = +9 (Wis 0) 4 Ranks +3 [Class Skill] Alertness +2
Stealth: = +11 (Dex 3) 5 Ranks +3 [Class Skill]
Survival: = +6/+8 (Wis 0) 2 Ranks +3 [Class Skill] Trait +1 ***Compass: +2 to not getting lost***
Swim: = +8 (Str 0) 5 Ranks +3 [Class Skill]

Background:
Appraise: = +2 (Int 2)
Artistry: = +2 (Int 2)
Craft(Tailoring/Leather Worker): = +7 (Int 2) 2 Ranks +3 [Class Skill]
Handle Animal: = +2 (Cha 0) 2 Ranks
Knowledge (Geography): = +9 (Int 2) 4 Ranks +3 [Class Skill]
Linguistics: = +6 (Int 2) 1 Ranks +3 [Class Skill]
Perform: = +0 (Cha 0)
Sleight of Hand: = +7 (Dex 3) 1 Ranks +3 [Class Skill]


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Feats and Traits:

1st Level: Improved Initiative (+4 Init)

Class: Weapon Finesse: Add DEX mod to attack with light weapons

Familiar: Alertness: +2 to Perception and Sense Motive

3rd Level: Gang Up
3rd Level from Rogue Talent: Combat Expertise

5th Level: Endurance for Horizon Walker PrC
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

Traits:
Campaign: Jenivere Crew: This trip to Eleder is just one of many in a long career as a sailor aboard the Jenivere and other cargo vessels. Whether you joined the crew with the hope of one day captaining your own ship, as the means of paying your way to a foreign port with sweat and blood, or as a slave or indentured servant, you now call the ship home. Pick one of the following skills: Acrobatics, Climb, Knowledge(nature), Knowledge(geography), Swim, Survival. (Survival) You gain a +1 trait bonus on that skill, and that skill is always treated as a class skill for you.
Characters with this trait have likely been on the Jenivere since it departed Magnimar.

Combat: Reactionary: +2 to Initiative


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Racial and Class Skills, Abilities & Features:

Race: Half Orc
Racial Traits:
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
**Replaced by Rock Climber** Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks because of their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
**Replaced by Bestial** Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 1 or more hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following languages: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Mountain Clan
Source Advanced Race Guide pg. 53
Half-orcs from the more mountainous regions tend to be more agile and alert to the echoing sounds of their homeland. Mountain clan half-orcs have the bestial and rock climber racial traits.

Alternate Traits:
Rock Climber
Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.

Bestial
Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces orc ferocity.

Class: Rogue (Unchained)
Finesse training, sneak attack +1d6, trapfinding
Weapon and Armor Proficiencies: All simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. Proficient with light armor, but not shields.

Sneak Attack: A rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC, or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue 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 rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion: Make a Reflex Save against an attack that deals half damage to take no damage.

Danger Sense +1: +1 to Reflex saves against traps & Dodge bonus to AC against traps. +1 to Perception to avoid being surprised by an enemy.

Rogue Talents:
- Combat Trick: Gain Combat Expertise
- Terrain Mastery: Jungle (Ex) (Pathfinder Unchained pg. 22):
+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when in this terrain.

Debilitating Injury: In addition to sneak attack damage: Bewildered(Minus to AC), Disoriented(Minus to Attack), or Hampered(Move at half speed) for 1 round.

Witch:
Hex:
- Iceplant (SU)
+2 Natural Armor and Endure Elements

Familiar: Alertness Feat (+2 Perception & Sense Motive)
Coral Familiar (Vermin) Giant Tardigrade
Diminutive vermin (aquatic/amphibious)
Init +1; Senses darkvision 60 ft.
Str 2, Dex 12, Con 17, Int 6, Wis 10, Cha 2
AC 17, touch 16, flat-footed 16 (+1 Dex, +1 natural, +4 size, +1 Familiar)
hp 7 (1d8+3) (or half mine if greater)
Speed 20 ft., climb 20 ft., swim 20 ft.
Defensive Abilities: Hardy(Ignores extreme heat/cold/pressure); Immune mind-affecting effects; Resist acid 2, cold 2, fire 2
+2 to my Fort saves, Can cast "self" spells on it.
Fort +5, Ref +1, Will +0
Familiar's Saves: (Fort: Base+2 Con+3, Ref: Base+2 Dex +1, Will: Base+0) or the master's (as calculated from all his classes)
Familiars have Improved Evasion and an Empathic link to their master, range 1 mile.
Skills: Acrobatics: +7(1 rank/Class/Dex), Climb +9, Perception+4(1 rank/Class),
Stealth+19(1 rank/Class/Dex/Size+12), Swim +9


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Equipment & Gear:

Traveler's Outfit
Cloak of Resistance +2

Backpack: 2 GP - 1 lb: 18 lb total
Bedroll - 1 SP - 5 lbs
Ration, Trail (4) - 5 SP ea - 1 lbs each
Waterskin - 1 GP - 4 lbs
Salt water Waterskin for my Familiar

Climber's Kit

Adventurer's sash 20 GP | 3 lb: 5.5 lb total
Compass 10 GP | 1/2 lb
(+2 to Survival to not get lost. Same to Know-Dungeoneering for same underground)
Masterwork Thieves Tools 100 GP - 2 lbs
Potion of Water Breathing

2 Pearls of Power, Level 1

Wand of Vampiric Touch: 7 Charges
Wand of Cure Light Wounds: 50 charges

Total weight carried: 45.5 lbs
Armor: 8 lbs
Weapons: 14 lbs
Equipment: 23.5 lbs

Carrying capacity : Light: ->33 lbs, Medium: ->66 lbs

Current Gold: 2 Platinum, 491 Gold, 9 Silver


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Movement:
Base Speed: 30 ft.
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Magic:

Spells Known: All Cantrips
1st Level: (5)
- Cause Fear
- Cheetah's Sprint: Immediate Action, Move up to 10x base speed for 1 round
- Comprehend Languages
- Cure Light Wounds
- Mage Armor

Armor worn: Lamellar Cuirass has 5% Spell Failure
Spells:
Cantrips: (3) Daze, Guidance, Stabilize
1st Level 2 (1 + Int(1))
Mage Armor
Cheetah's Sprint


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Character History:

I was born and raised in Magnimar by my human mother. Perhaps this makes me a somewhat strange half-orc, less into being strong and crushing my enemies.... But it gave me other advantages that an orc upbringing wouldn't have. I'm slightly smaller than usual for my race, and physically weaker. However, I gained intelligence and training that most of my race lack.

When I was mostly grown, actually only about 10 years old, my mother took me out to my father's village. I had thought they were estranged, but really she had just taken me to the city for the advantages that I could gain there. My father's village was just a few miles into the mountains by Riddleport. We stayed with them for a couple of years and I learned the language and the ways of orcs. Leaving my family I moved into Riddleport to learn more of living as an adult. That wasn't really much fun....

Returning to Magnimar I put the city training to work gaining myself some coin and useful equipment but quickly earned the wrath of people in Magnamar that one should avoid. To get out of town and danger I took a job on the Jenivere and left, hopefully forever!

While I'm not formally trained to any of the onboard skills, I'm pretty good at following orders and doing a full days labor. I'm also smart enough to usually figure out who to stay away from, ignore, etc. I've been onboard now for several months and have made a few friends and only a couple of minor enemies. (The kind that agree to disagree, not stab each other in the back!) I haven't HAD to use any of my other formal training, and hope that I won't have to. Those skills don't fit well for shipboard life....


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Level 2:

Witch option: Coral Witch Archtype
HP: d6+2
Saves: Base Will +2

Skills: 2 + INT(2) + Background(2)
Class skills gained: Fly(Dex), Heal(Wis), Knowledge(arcana)(history)(nature)(planes)(Int), Spellcraft(Int)
+1 to: Climb, Know-Nature, Perception, Survival - BG: Craft(Tailoring/Leather Working) and Handle Animal

Class Skills: Hex: Iceplant (SU)
+2 Natural Armor and Endure Elements

Familiar: Alertness Feat (+2 Perception & Sense Motive)
Coral Familiar (Vermin) Giant Tardigrade
Diminutive vermin (aquatic/amphibious)
Init +1; Senses darkvision 60 ft.
Str 2, Dex 12, Con 17, Int 6, Wis 10, Cha 2
AC 17, touch 16, flat-footed 16 (+1 Dex, +1 natural, +4 size, +1 Familiar)
hp 7 (1d8+3) (or half mine if greater)
Speed 20 ft., climb 20 ft., swim 20 ft.
Defensive Abilities: Hardy(Ignores extreme heat/cold/pressure); Immune mind-affecting effects; Resist acid 2, cold 2, fire 2
+2 to my Fort saves, Can cast "self" spells on it.
Fort +5, Ref +1, Will +0
Familiar's Saves: (Fort: Base+2 Con+3, Ref: Base+2 Dex +1, Will: Base+0) or the master's (as calculated from all his classes)
Familiars have Improved Evasion and an Empathic link to their master, range 1 mile.
Skills: Acrobatics: +7(1 rank/Class/Dex), Climb +9, Perception+4(1 rank/Class),
Stealth+19(1 rank/Class/Dex/Size+12), Swim +9

Spells Known: All Cantrips
1st Level: (5)
- Cause Fear
- Cheetah's Sprint: Immediate Action, Move up to 10x base speed for 1 round
- Comprehend Languages
- Cure Light Wounds
- Mage Armor

Armor worn: Lamellar Cuirass has 5% Spell Failure
Spells:
Cantrips: (3)
1st Level 2 (1 + Int(1))

Level 3:

2nd level Rogue
HP: d8+2: 7
BAB: +1
Saves: Base: +3 REF

Skills: 8 + INT(2) + FCB(1) + Background(2)
Acrobatics +2
Climb +1
Disable Device +1
Knowledge-Arcana +1
Knowledge-Nature +1
Perception +1
Stealth +1
Swim +2
Use Magic Device +1

BG:
Craft(Tailoring/Leather Worker) +1
Handle Animal +1

Feat: Gang Up

Class Skills:
Evasion: Make a Reflex Save against an attack that deals half damage to take no damage.

Rogue Talent: Combat Trick: Gain Combat Expertise

Level 4:

+1 DEX (17)
3rd level Rogue
BAB: +1 (+2)
HP: d8+2: 7
Saves: Base: +1 Fort & Will

Skills: 8 + INT(2) + FCB(1) + Background(2)
Acrobatics +1
Climb +1
Disable Device +2
Perception +1
Sense motive +1
Stealth +2
Swim +2
Knowledge(Geography)+2

Class Skills:
Danger Sense +1: +1 to Reflex saves against traps & Dodge bonus to AC against traps. +1 to Perception to avoid being surprised by an enemy.
Finesse Training: Select Weapon: Add Dex Modifier to damage
Sneak Attack +2d6

Level 5:

4th level Rogue
HP: d8+2: 7
BAB: +1 (+3)
Saves: Base: +4 REF

Skills: 8 + INT(2) + FCB(1) + Background(2) Need 6 ranks Know-Geography for PrC
Acrobatics +1
Climb +1
Disable Device +1
Perception +1
Sense motive +1
Stealth +1
Swim +1
Knowledge(Geography)+2

Class Skills:
Debilitating Injury: In addition to sneak attack damage: Bewildered(Minus to AC), Disoriented(Minus to Attack), or Hampered(Move at half speed) for 1 round.
Rogue Talent: Terrain Mastery: Jungle (Ex) (Pathfinder Unchained pg. 22):
+2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when in this terrain.

Uncanny Dodge (Ex): At 4th level, a rogue 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 rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Feat: Endurance for Horizon Walker PrC
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.