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Fíriel Goldworthy's page

1,576 posts. Alias of Oladon.


Full Name

Fíriel Goldworthy

Race

Halfling

Classes/Levels

Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 21 Tch 17 FF 16 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]

Gender

Female

Size

3' 2", 27lbs

Age

23

Special Abilities

Sneak Attack (+5d6), Evasion, Expert Acrobat, Second Chance

Alignment

NG

Languages

Common, Halfling, Elven, Varisian, Sekrit Halfling Sign Language

Strength 8
Dexterity 20
Constitution 14
Intelligence 12
Wisdom 10
Charisma 18

About Fíriel Goldworthy

Fíriel Goldworthy
Female Halfling Rogue 3 / Sorcerer 4 / Arcane Trickster 7
NG Small Humanoid (halfling)
Age: 23, 3'2", 27lbs.
Init: +5, Perception: +16

Basics:

Defense:
AC 17, Tch 17, FF 12
CMD 21
HP 94/94
Fort +9*, Ref +16*, Will +14*
*+2 versus fear

Offense:
BAB +7, CMB +5
Melee: MW Dagger, +14 (1d3-1, 19-20/x2, P or S)
Ranged: Dagger, +13 (1d3-1, 19-20/x2, P or S, 10ft)
Shortbow, +13 (1d4-1, x3, P, 60ft)

Speed: 30ft
Languages: Common, Halfling, Elven, Varisian, Sekrit Halfling Sign Language

Stats:

Str: 8
Dex: 18
Con: 14
Int: 12
Wis: 10
Cha: 18

(Includes halfling adjustment(s): Str-2, Dex+2, Cha+2)

Feats & Traits:

Feats: Weapon Finesse, Alertness (within arm's reach of familiar), Shadow Strike, Skill Focus (Knowledge (Arcana)), Eldritch Heritage (Arcane), Combat Casting, Outflank, Rime Spell, Evolved Familiar (Skilled [UMD])

Traits:
Magical Knack (Sorcerer): 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.
Metamagic Master (shocking grasp): When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

Alternate Racial Traits: Fleet of Foot

Class Archetypes: Acrobat

Skills:
Acrobatics (VIII): +18
Appraise: +1
Bluff (I): +8
Climb (I): +3
Diplomacy (I): +8
Disable Device (VIII): +15
Disguise: +4
Esc. Art. (V): +13
Fly: +7
Handle Animal: —
Heal: +0
Intimidate (IV): +11
Know. Arcana (IV): +11
Know. Dung. (I): +5
Know. Eng. (I): +5
Know. Geo.: —
Know. Hist. (I): +5
Know. Loc. (I): +5
Know. Nat.: —
Know. Nob. (I): +5
Know. Planes (I): +5
Know. Rel. (I): +5
Linguistics (II): +6
Perception (XIII): +20
Profession (gambler) (I): +4
Ride: +3
Sense Motive (I): +6
Sleight of Hand (I): +9
Spellcraft (I): +5
Stealth (III): +15
Survival: +0
Swim (II): +4
Use Magic Device (XII): +16

(74/74 ranks; current ACP 0)

Spells & Abilities:
Level 0 Spells (9 known, */day):
light
read magic
acid splash
touch of fatigue
disrupt undead
mage hand
jolt
message
mending

Level 1 Spells (5 known, 7/day):
freezing hands (5d4; Reflex half DC15; SR: yes)
shocking grasp (5d6; SR: yes)
mage armor
magic missile
snowball (Fort DC15 partial; SR: no)
dazzling blade

Level 2 Spells (5 known, 7/day):
fiery shuriken (1d8; 6 shuriken; SR: yes)
acid arrow (2d4; +3 rounds; no save; SR: no)
frigid touch** (4d6+staggered; no save; SR: yes)
see invisibility
callback
stone discus (4d6, counts as magic/silver/cold iron; 3 disci; SR: no)

Level 3 Spells (4 known, 7/day):
vampiric touch (4d6; SR: yes)
accursed glare (Will DC17 negates; SR: yes)
shield companion
battering blast (5d6 force + bull rush [if BR succeeds, Ref DC17 or fall prone]; 2 balls; SR: yes)

Level 4 Spells (3 known, 7/day):
shout (5d6; Fort DC 18 partial; SR: yes)
dimensional anchor
telekinetic charge

Level 5 Spells (2 known, 4/day):
covetous aura
vengeful stinger

Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline (cold).
Elemental Ray (SLA, 6/day): ranged touch (30ft), 1d6+2 cold, no save, SR: no
Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type.

Arcane Bond (Su): Prickles (familiar at level-2)!
Share Spells: The sorcerer may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Sneak Attack (5d6): Pew pew pew!
Expert Acrobat: At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks.
Second Chance: At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check she has just made. This reroll is made at a –5 penalty. She must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. She can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd.
Evasion: If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.
Combat Trick: The rogue gains an extra combat feat (Shadow Strike).

Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.
Impromptu Sneak Attack (Ex, 2/day): Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
Tricky Spells (Su, 4/day): Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.

Equipment:
Total Weight: 15.5lbs. (light encumbrance)

Weapons and Armor:
shortbow (1lb)
arrows x20 (1.5lbs)
MW dagger (.5lb)
cold iron dagger (.5lb)
dagger (.5lb)
dagger (.5lb)

Magic Items:
Sneakyboots (1lb)
cloak of resistance +2 (1lb)
ring of protection +1 (—)
belt of dexterity +2 (1lb)
piercing metamagic rod, lesser (5lbs)
spellguard bracers (1lb)
tunic of careful casting (1lb)
ring of spell knowledge II (—)
glove of storing (—)
sniper goggles (1lb)

Various:
spell component pouch (2lbs)
MW thieves' tools (1lb)
needle (—)
wand of magic missile (CL1, 13 charges; —)
wand of shield (CL1, 43 charges; —)
wand of false life (7 charges; —)
potion of protection from evil x2 (—)
potion of haste (—)
stillgut (—)

Cash: 1745gp, 5sp, 0cp

Backstory:
Fíriel was born in Magnimar to Ferdibrand and Amaranth Goldworthy. And apparently I forgot to finish writing this!

Familiar:
"Prickles" the Hedgehog
N Diminutive animal
Init: +3, Perception: +11 (low-light vision)

DEFENSE
SR 17
AC 29, Tch 17, FF 26 (+3 Dex, +7 natural, +4 size, +5 armor)
CMD 9 (13 vs. trip)
HP: 47 (12HD)
Fort +4, Ref +8, Will +9 (Rog 1/3/1, Sorc 1/1/4, AT 2/4/4)

OFFENSE
Speed 20 ft.
Space 1 ft.; Reach 0 ft.

EQUIPMENT
Mask of the Skull (3lbs)
Slippers of Spider Climbing (1/2 lb)
Shadow Falconer's Glove (1lb)
Muleback Cords (1/4lb)
Wand of Splinter Spell Resistance (—)
USED: war paint of the terrible visage (—)

STATISTICS
Str 1 (9 for carry capacity), Dex 16, Con 6, Int 11, Wis 12, Cha 7
BAB (Master's) +7, CMB +6
Feats: Athletic
Acrobatics (VIII) +14, Appraise +0, Bluff (I) -1, Climb (I) +9, Diplomacy (I) -1, Disable Device (V) +8, Disguise: -2, Esc. Art. (V) +8, Fly +12, Heal +1, Intimidate (IV) +2, Know. Arcana (IV) +4, Know. Dung. (I) +1, Know. Eng. (I) +1, Know. Hist. (I) +1, Know. Loc. (I) +1, Know. Nob. (I) +1, Know. Planes (I) +1, Know. Rel. (I) +1, Linguistics (II) +2, Perception (XIII) +17, Profession (gambler) (I) +2, Ride +3, Sense Motive (I) +2, Sleight of Hand (I) +4, Spellcraft (I) +1, Stealth (III) +21, Survival +1, Swim (II) +10, Use Magic Device (XII) +18*
*Evolved Familiar (Skilled [UMD])

SPECIAL ABILITIES
Familiar: The master of a hedgehog familiar gains a +2 bonus on Will saves.
Spiny Defense (Ex): As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The sorcerer may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Mask of the Skull: Once per day, after it has been worn for at least 1 hour, the mask can be loosed to fly from the wearer's face. It travels up to 50 feet away from the wearer and attacks a target assigned to it. The grinning skull mask makes a touch attack against the target based on the wearer's base attack bonus. If the attack succeeds, the target must make a DC 20 Fortitude save or take 130 points of damage, as if affected by a finger of death spell. If the target succeeds on his saving throw, he nevertheless takes 3d6+13 points of damage. After attacking (whether successful or not), the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness 6.
Shadow Falconer's Glove: Once per day on command, its wearer can gesture toward a creature within 30 feet. When he does, a featureless silhouette of a bird of prey appears, swoops toward the target, and performs a disarm or steal combat maneuver (wearer’s choice, CMB +16). The shadow falcon is a magical effect, not a creature, and this action does not provoke attacks of opportunity. If the hand wearing the glove is empty, the shadow falcon brings the item to the wearer’s hand. If the gloved hand is occupied, the shadow falcon deposits the item on the ground in an unoccupied space adjacent to the wearer. The shadow falcon then disappears.

Misc:
FCB (sorc): +4HP

Header: Rog 3 / Sorc 4 / AT 7 [ HP 94/94 (0 NL) | AC 17 Tch 17 FF 12 | Fort +9* Ref +16* Will +14* | CMD 21 | Init +5 | Perc +16 | Effects: none ]