About Duardlara FrostbornDuardlara Frostborn
Migger:
N Tiny construct Init +2; Senses low-light vision, darkvision; Perception +10 DEFENSE AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural) (+2 natural armor as 2nd-level familiar) hp 51 (14d10) (HD based on master's HD, hp half of master's hp) Fort +5, Ref +10, Will +9 (As construct, base save for all saves: +0/+0/+0; as familiar, replaced base with master's: +4/+8/+8) Improved Evasion OFFENSE
STATISTICS
Level 13:
Duardlara Frostborn
Female middle-aged elf arcane trickster 7/rogue 3/evoker (admixture[APG]) 3 (Pathfinder RPG Advanced Player's Guide 143) CG Medium humanoid (elf) Init +7; Senses low-light vision; Perception +20 -------------------- Defense -------------------- AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex) hp 97 (13 HD; 10d6+3d8+39) Fort +7, Ref +11, Will +9; +2 vs. magic cold effects and spells with the cold descriptor. Defensive Abilities evasion, trap sense +1; Resist cold 5 -------------------- Offense -------------------- Speed 30 ft. Melee +1 short sword +10/+5 (1d6/19-20) or . . dagger +9/+4 (1d4-1/19-20) or . . dagger +9/+4 (1d4-1/19-20) or . . dagger +9/+4 (1d4-1/19-20) or . . light mace +9/+4 (1d6-1) or . . mwk rapier +10/+5 (1d6-1/18-20) Ranged +3 longbow +12/+7 (1d8+1/×3) or . . mwk composite longbow +8/+3 (1d8-1/×3) Special Attacks intense spells (+1 damage), sneak attack +5d6, impromptu sneak attack (2/day) Evoker Spells Prepared (CL 12th; concentration +16) . . 5th-ball lightning[APG] (DC 19), wall of force, wall of ice . . 4th—ball lightning[APG] (DC 19), greater darkvision[UM], dimension door, greater invisibility, greater invisibility . . 3rd—dispel magic, fireball (DC 18), fireball (DC 18), fly (used), fly . . 2nd—acid arrow, elemental touch[APG], invisibility, scorching ray, scorching ray, see invisibility . . 1st—gravity bow, long arm[ACG], long arm[ACG], magic missile, shield, shield (used) . . 0 (at will)—dancing lights, detect magic, ghost sound (DC 14), message . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 9, Dex 17, Con 14, Int 19, Wis 13, Cha 10 Base Atk +6; CMB +5; CMD 19 Feats Alertness, Arcane Armor Training, Improved Initiative, Scribe Scroll, Skill Focus (Stealth), Spell Focus (evocation), Spell Penetration, Toughness, Twist Away[ACG], Weapon Finesse Traits forlorn, magical knack Skills Acrobatics +16, Appraise +8, Bluff +4, Climb +5, Disable Device +19, Escape Artist +13, Fly +11, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +9, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10, Perception +20, Sense Motive +7, Sleight of Hand +9, Spellcraft +17 (+19 to identify magic item properties), Stealth +30 (+34 in cold weather), Swim +5, Use Magic Device +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Celestial, Common, Draconic, Elven, Hallit, Orc, Skald, Sylvan, Triaxian SQ arcane bond (arcane bond), elven magic, impromptu sneak attack, ranged legerdemain, rogue talent (finesse rogue), trapfinding +1, tricky spells, versatile evocation Combat Gear bag of tricks (tan), elixir of green dragon breath (2) (15'-cone of acid, Reflex DC 16 half, 7d6 damage), elixir of hiding (+10 to Stealth checks for one hour), potion of good hope (+2 to attacks, damage, saves, checks), lesser extend metamagic rod, lesser silent metamagic rod, necklace of fireballs (4d6, 4d6, 2d6, 2d6), potion of cure light wounds (3), potion of cure serious wounds, scroll of disintegrate, scroll of dimension door, scroll of whispering wind, wand of enlarge person, wand of shocking grasp, thunderstone (2); Other Gear +1 shadow mithral chain shirt, +1 short sword, mwk rapier, light mace, dagger (3), +3 longbow, mwk composite longbow, arrows (20), arcane bond (ring), bandages of rapid recovery[APG], campfire bead[APG], cloak of resistance +1, flying ointment[APG] (6), habit of the winter explorer, handy haversack, meridian belt[ARG], muleback cords[APG], ring of protection +1, ring of sustenance, bedroll, belt pouch (2), bullseye lantern, cold weather outfit, colored ink (2), flint and steel, ink (2), inkpen (3), masterwork thieves' tools, mirror, parchment (10), silk rope (50 ft.), spell component pouch, spellbook (2), tent, hanging[ARG], trail rations (10), waterskin, whetstone, winter blanket, 10017 gp, 8 cp -------------------- Special Abilities -------------------- Admixture Associated School: Evocation Arcane Armor Training Swift action: -10% arcane spell failure due to armor. Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Bag of Tricks (tan) Grizzly Bear (30%), Lion (30%), Heavy Horse with tack (20%), Tiger (10%), Rhinoceros (10%); up to two/day; up to ten/week Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Evasion (Ex) If succeed on Reflex save for half damage, take none instead. Habit of the Winter Explorer Consists of a woolen coat and pants, boots, gloves, and a heavy fur cloak with a leather hood. Provides a constant endure elements effect in cold weather (it has no effect in warm weather). Wearer gains a +2 bonus on saving throws against magic cold effects and spells with the cold descriptor. When the hood of the habit is drawn up around the head, the wearer’s eyes turn a piercing sky blue color. Wearer becomes immune to snow blindness and gains the ability to see through natural or magical fog, sleet, snow, and other similar weather conditions with a range of 60 feet. It also grants a +4 competence bonus on Stealth checks made in cold weather (temperatures below 40° F). Once per day in cold weather, the wearer may turn invisible for 3 rounds as the vanish spell (Pathfinder RPG Advanced Player’s Guide 253). All pieces of the habit of the winter explorer must be worn for the item to function. Impromptu Sneak Attack (2/day) (Ex) You can declare any melee or ranged attack to be a sneak attack. Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Metamagic Rod, Lesser, Extend Apply extend metamagic to up to three spells of up to third level Metamagic Rod, Lesser, Silent Apply silent metamagic to up to three spells of up to third level Necromancy You must spend 2 slots to cast spells from the Necromancy school. Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30' away, but +5 DC. Sneak Attack +5d6 Attacks deal extra damage if flanking foe or if foe is flat-footed. Sniper Goggles These lenses allow the wearer to make ranged sneak attacks from any distance instead of normal 30'. When making ranged sneak attacks within 30', the wearer gains +2 circumstance bonus on each sneak attack damage die. Spell Focus (Evocation) Spells from this school of magic have +1 to their save DC. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Tricky Spells (4/day) (Su) You can cast a spell without verbal or somatic components. Twist Away When in light or no armor, may make Reflex save instead of Fort, if reflex save is effective, avoid effect entirely. Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. -------------------- She has collected a pair of spring-loaded wrist sheaths {spoiler=Migger]
OFFENSE
STATISTICS
Level 11:
Duardlara Frostborn
Female middle-aged elf arcane trickster 5/rogue 3/evoker (admixture[APG]) 3 (Pathfinder RPG Advanced Player's Guide 143) CG Medium humanoid (elf) Init +7; Senses low-light vision; Perception +20 -------------------- Defense -------------------- AC 19, touch 14, flat-footed 16 (+5 armor, +1 deflection, +3 Dex) hp 72 (11 HD; 8d6+3d8+22) Fort +6, Ref +10, Will +8; +2 vs. magic cold effects and spells with the cold descriptor Defensive Abilities evasion, trap sense +1; Resist cold 5 -------------------- Offense -------------------- Speed 30 ft. Melee +1 short sword +9 (1d6/19-20) or . . dagger +8 (1d4-1/19-20) or . . dagger +8 (1d4-1/19-20) or . . dagger +8 (1d4-1/19-20) or . . light mace +8 (1d6-1) or . . mwk rapier +9 (1d6-1/18-20) Ranged +2 longbow +10 (1d8+1/×3) or . . mwk composite longbow +7 (1d8-1/×3) Special Attacks intense spells (+1 damage), sneak attack +4d6, impromptu sneak attack (1/day) Evoker Spells Prepared (CL 10th; concentration +14) . . 4th—ball lightning[APG] (DC 19) (used), dimension door, greater invisibility (2, 1 used) . . 3rd—fireball (DC 18, used), fireball (2, DC 18), fly (2) . . 2nd—acid arrow, elemental touch[APG], invisibility, scorching ray (2) . . 1st—long arm[ACG] (2), magic missile, shield, shocking grasp (2) . . 0 (at will)—dancing lights, detect magic, ghost sound (DC 14), message . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 9, Dex 17, Con 13, Int 19, Wis 13, Cha 10 Base Atk +5; CMB +4; CMD 18 Feats Alertness, Arcane Armor Training, Improved Initiative, Scribe Scroll, Skill Focus (Stealth), Spell Focus (evocation), Toughness, Twist Away[ACG], Weapon Finesse Traits forlorn, magical knack Skills Acrobatics +15, Appraise +8, Bluff +4, Climb +3, Disable Device +19, Escape Artist +12, Fly +8, Knowledge (arcana) +13, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +9, Linguistics +10, Perception +20, Sense Motive +7, Sleight of Hand +9, Spellcraft +16 (+18 to identify magic item properties), Stealth +30 (+34 in cold weather), Swim +3, Use Magic Device +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Celestial, Common, Draconic, Elven, Hallit, Orc, Skald, Sylvan, Triaxian SQ arcane bond (arcane bond), elven magic, impromptu sneak attack, ranged legerdemain, rogue talent (finesse rogue), trapfinding +1, tricky spells, versatile evocation Combat Gear elixir of green dragon breath (2) (15'-cone of acid, Reflex DC 16 half, 7d6 damage), lesser extend metamagic rod, lesser silent metamagic rod, necklace of fireballs (4d6, 4d6, 2d6, 2d6), potion of cure light wounds (4), potion of cure serious wounds, scroll of dimension door; scroll of silence; scroll of whispering wind, wand of enlarge person, wand of shocking grasp, thunderstone (2); Other Gear +1 shadow mithral chain shirt, +1 short sword, mwk rapier, light mace, dagger (3), +2 longbow, mwk composite longbow, arrows (20), arcane bond (ring), bandages of rapid recovery[APG], campfire bead[APG], cloak of resistance +1, flying ointment (6), habit of the winter explorer, handy haversack, meridian belt[ARG], muleback cords[APG], ring of protection +1, ring of sustenance, bedroll, belt pouch (2), bullseye lantern, cold weather outfit, colored ink (2), flint and steel, ink (2), inkpen (3), masterwork thieves' tools, mirror, parchment (10), silk rope (50 ft.), spell component pouch, spellbook (2), tent, hanging[ARG], trail rations (10), waterskin, whetstone, winter blanket, 10017 gp, 8 cp -------------------- Special Abilities -------------------- Admixture Associated School: Evocation Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level). Arcane Armor Training Swift action: -10% arcane spell failure due to armor. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Impromptu Sneak Attack (1/day) (Ex) You can declare any melee or ranged attack to be a sneak attack. Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Metamagic Rod, Lesser, Extend Apply extend metamagic to up to three spells of up to third level Metamagic Rod, Lesser, Silent Apply silent metamagic to up to three spells of up to third level Necromancy You must spend 2 slots to cast spells from the Necromancy school. Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC. Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed. Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Tricky Spells (3/day) (Su) You can cast a spell without verbal or somatic components. Twist Away When in light or no armor, may make Ref save instead of Fort, if red eff, avoid entirely. Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. -------------------- She has collected a pair of spring-loaded wrist sheaths {spoiler=Migger]
DEFENSE
OFFENSE
STATISTICS
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