Cale the Calistrian

Halafrin Mistweaver's page

423 posts. Alias of Torvald Torvaldson.


Full Name

Halafrin Mistweaver

Race

Melee:
MW rapier+7 1d6-1; acid splash +7 1d3+1;+4d6

Classes/Levels

Saves:
+5FORT +10REF +8WILL

Gender

AC14/T14/FF11 HP58 INIT+8; PERCEPTION+20

Strength 8
Dexterity 16
Constitution 12
Intelligence 22
Wisdom 12
Charisma 10

About Halafrin Mistweaver

Halafrin Mistweaver
Male Elf UCRogue1/Evoker-Admixture Wizard 3/Arcane Trickster 5
NG Medium Humanoid (Elf)
Deity Calistria
Initiative +8 (3DEX/1item/4feat) Senses Low-light vision
Perception +20 (1WIS/9rank/3trained/2race/5item)

5’8” 125 stick-thin and willowy

==DEFENSE==

AC 14 (3DEX/1deflect) Touch AC 14 (3Dex/1deflect) Flat-Footed AC 11 (1deflect)
HP 58 (44/9CON/5class)
Fort +5 (1CON/3class/1item) Ref +10 (3DEX/6class/1item) Will +8 (1WIS/6class/1item)

==OFFENSE==
Spd 30ft
Melee MW rapier +7 (3BAB/1MW/3DEX) 1d6-1 (-1STR)
Ranged MW longbow +7 (3BAB/1MW/3DEX) 1d8

==STATISTICS==
Str 8 (-1/10base/-2racial) Dex 16 (+3/14base/2racial) Con 12 (+1/12base) Int 22 (+6/16base/2racial/2item) Wis 12 (+1/12base) Cha 10 (10base)
Base Atk +3 CMB +2 (-1STR/3BAB) CMD 15 (3BAB/-1STR/3DEX)

==TRAITS & FEATS==

Magical Knack:
Pick a class 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

Student of Philosophy:
You can use your INT modifier in place of your CHA modifier for Diplomacy checks

Point Blank Shot:
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Weapon Finesse:
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Scribe Scroll:
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Accomplished Sneak Attacker:
Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).

Precise Shot:
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Spell Penetration:
+2 bonus to overcome SR (+2 more for elven magic)

Improved Initiative:
+4 bonus to initiative checks

==ROGUE ABILITIES==

Spoiler:

Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack 4d6
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), 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.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

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.


==WIZARD ABILITIES==
Spoiler:

Spells per Day
0-4
1-6 (4class/2INT)+1school (POP) DC17 save
2-5 (3class/2INT)+1school (POP) DC18 save
3-4 (3class/1INT)+1school DC19 save
4-3 (2class/1INT)+1school DC 20 save

Spellbook
0-all
1-charm person, comprehend languages, ear piercing scream, identify, infernal healing, grease, mage armor, magic missile, obscuring mist, reduce person, shield, snowball, web bolt
2-flaming sphere, hideous laughter, make whole, resist energy, scorching ray, web
3-blink, fireball, fly, haste, mad monkeys
4-ball lightning, black tentacles, dimension door, greater invisibility, resilient sphere, stoneskin

Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Arcane school-evocation/Opposition schools-illusion/necromancy

Versatile Evocation
Change evocation spell energy to other type 9/day

Arcane Bond-ring
Cast any spell in spell book 1/day

==SPELLS MEMORIZED==[spoiler]
0-acid splash, light, detect magic, message
1-ear piercing scream, grease, magic missile x4(E), web bolt
2-hideous laughter, scorching ray x3, web, flaming sphere-E
3-fly, fireball(E), haste x2, mad monkeys
4-greater invisibility, resilient sphere; stoneskin, ball lightning-E

==ARCANE TRICKSTER ABILITIES==

Spoiler:

Ranged Legerdemain-Disable device or sleight of hand at 30’; +5 to DC; can’t take 10; 5 lbs or less.

Impromptu sneak attack 1/day
+2d6 sneak attack
Tricky spells 3/day

==SKILLS & LANGUAGES==

Skills:

Ranks: 88 (34class/54INT)
• Acrobatics* +7 (3DEX/1rank/3trained)
• Appraise* +9 (5INT/1rank/3trained)
• Bluff*
• Climb* +7 (3DEX/1rank/3trained)
• Craft*
• Diplomacy* +16 (5INT/9rank/3trained/1item)
• Disable Device* +17 (3DEX/9rank/3trained/2tool) +1 traps
• Disguise *
• Escape Artist* +15 (3DEX/9rank/3trained)
• Fly* +7 (3DEX/1rank/3trained)
• Handle Animal
• Heal
• Intimidate*
• Knowledge* (arcana) +12 (5INT/4rank/3trained)
• Knowledge* (dungeoneering) +9 (5INT/1rank/3trained)
• Knowledge* (engineering) +9 (5INT/1rank/3trained)
• Knowledge* (geography) +9 (5INT/1rank/3trained)
• Knowledge* (history) +9 (5INT/1rank/3trained)
• Knowledge (local)* +9 (5INT/1rank/3trained)
• Knowledge* (nature) +9 (5INT/1rank/3trained)
• Knowledge* (planes) +9 (5INT/1rank/3trained)
• Knowledge* (religion) +9 (5INT/1rank/3trained)
• Linguistics* +9 (5INT/1rank/3trained)
• Perception* +20 (1WIS/9rank/3trained/2race/5item) +1 traps
• Perform*
• Profession*
• Ride*
• Sense Motive* +11 (1WIS/7rank/3trained)
• Sleight of Hand* +7 (3DEX/1rank/3trained)
• Spellcraft +17 (5INT/9rank/3trained) +2 to identify
• Stealth* +13 (3DEX/9rank/3trained)
• Survival
• Swim*
• Use Magic Device* +17 (5INT/9rank/3trained)
*Class Skill

Languages:

Abyssal; Celestial; Common; Draconic; Elven; Infernal; Goblin; Orc

==RACIAL ABILITIES==

Spoiler:

Elven Immunities: immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: +2 racial bonus on Perception checks.
Elven magic: +2 racial bonus on caster level checks vs. spell resistance. +2 racial bonus on spellcraft to ID magic items
Weapon familiarity: longbows, longswords, rapiers, short bows, and weapons with “elf”
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

==EQUIPMENT==

Spoiler:

Combat Gear
MW rapier
MW long bow

Other Gear
MW Thief’s Tools
Oil
Flint & steel
50’ silk rope

Magic Items
+2 headband INT
+1 ring of protection
+1 cloak of resistance
1st pearl of power
2nd pearl of power
ioun +1 initiative
ioun +1 bluff/diplomacy
wand of mage armor 44
wand of infernal healing 32
wand of shield 12
hand of glory-daylight; see invisibility 1x day each
eyes of the eagle

575GP

==PROGRESSION==

Spoiler:

1-Point blank shot
3-Accomplished sneak attacker
4+1INT
5-Precise shot
7-Spell penetration
8+1INT
9-improved initiative

ranged touch:

• Acid Splash
• Ray of Frost
• Disrupt Undead
• Jolt
• Snowball
• Ray of Enfeeblement
• Ray of Sickening
• Acid Arrow
• Scorching Ray
• Enervation
• Hellfire Ray
• Disintegrate
• Polar Ray

Spells cast:

Versatile evocation

Treasure: 750GP; 500GP
+1 ring of protection
Horn?
MW full plate; heavy steel shield; war hammer; hand axe