Kyan Winterstrike

Hepsubia Althein's page

979 posts. Organized Play character for Escharid Blackrose.


Full Name

Hepsubia Althein

Race

Elf

Classes/Levels

Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 (+5) HP 42 (48) AC 19 (20) T 14 (15)FF 15 (16)Fort+3 (+4)Ref +8 (+9)Will +3 Per +6 Spd 30 (40)

Gender

Female

Size

Medium (5'7"; 105 lbs)

Age

129

Special Abilities

Bomb 5/day 1d6+2, range 20 DC 13; Sneak attack 1d6, Weapon Song 10 rds, Bloodrage 5 rounds

Alignment

CG

Languages

Common, Elf, Draconic, Sylvan, Infernal, Celestial, Auran

Occupation

Hepsubia-of-all-trades

Strength 14
Dexterity 20
Constitution 14
Intelligence 14
Wisdom 10
Charisma 13

About Hepsubia Althein

20 points buy
Str 12 (2) Dex 16 (10) Con 13 (3) Int 12 (2) Wis 10 Cha 13 (3)
Racial bonus +2 Dex/Int , -2 Con
L4: +1 Con

Race Elf
Gender Female
Age 129
Class Rogue /Alchemist/Skald (Spell Warrior)/ Bloodrager (Elem-Air) (FC+1 HP/- )
Init +4 ; Senses Perception+4
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BUFFS AND CONSUMABLES
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Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

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

Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.

A skald is proficient with all simple and martial weapons, as well as light armor, medium armor, and shields (except tower shields). A skald can cast skald spells while wearing light or medium armor and even while using a shield without incurring the normal arcane spell failure chance.

Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.

An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

AC 19 , touch 14 , flat-footed 15
(+ 5 Armor,+4 Dex)
Hp 42/42 Temp hp []
Bab +2
Fort +2 (+3), Ref+7 (+8) , Will +2 (+3)
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OFFENSE
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Speed 30
Melee
+1 Longsword +4, 1d8+2 Crit 20 (*2)
Dagger+3, 1d4+1 Crit 19 (*2)

Ranged
Comp (STR 12) Longbow +6, 1d8+1, range 110 Crit *3
Bomb +6, 1d6+2, Range 20 Crit 20, Splash

Special Attacks
Sneak Attack: 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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Weapon Song (Su): A spell warrior gains the following raging song, allowing him to grant enhancement bonuses and special powers to his ally's weapons.
Enhance Weapons (Su): At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 for one weapon, +4 for two weapons, +3 for three weapons, or +2 for four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if she were under the effect of an inspired rage raging song for all purposes involving the skald's rage powers.These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding any of these special abilities consumes an amount of bonus equal to the special ability's base price modifier. These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, and duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.

The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. This ability replaces the inspired rage raging song.

Bonuses: Defending, Flaming, Frost, Ghost touch, Keen, Mighty Cleaving, Shock, Seeking

Bloodrage (Su): The bloodrager's source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear's endurance) don't increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours don't need to be consecutive.

A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.

A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he's fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter a bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.

Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Fast Movement (Ex): A bloodrager's base speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager's speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager's base speed.

Elemental Strikes (Su): At 1st level, three times a day as a swift action you can imbue your melee attacks with elemental energy. For 1 round, your melee attacks deal an additional 1d6 points of damage of your energy type. (electricity)
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STATISTICS
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Str 12, Dex18 , Con 11, (L4: 12) Int14, Wis10 , Cha13
Base Atk +2; CMB +3; CMD16

Feats
L1 Breath of experience:You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Alch: Throw anything No penalty for improvised ranged weapon

Alch-PFS Extra bombs +2 bombs per day

Skald-Improved Counterspell
L3 Extra Performance (+6 rounds)

L5: Extra rage (+6 rounds)

Traits
Worldly (Soc): You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you're untrained in, you can roll twice and take the better result.

Alchemical Adept (Arc): You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

Drawback:

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SKILLS
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Skills(8 base+2 int+0 race+0fc=10/level; Alch 4+2=6; Skald 4+2=6, Bloodrager 4+2=6, Occult4+2=6 )
Acrobatics+10 Rank 3
Appraise +6
Bluff+6 Rank 2
Climb+5
Disable device+11 Rank 4
Diplomacy+5
Know local+6
Perception+6 rank 3
Sleight of hand+8
Stealth+9 Rank 2
Craft Alchemy +10 Rank 5 (+15)
Know Arcana +8 rank 3
Heal +4
Spellcraft +7 Rank 2
Use Magic Device +5
Know Planes +6
Perform Sing +5
Linguistics +9 Rank 4
Handle animal +5
Survival +4
Swim +5
Disguise +5
Escape artist+8
Fly+7
Know History+6

Background Skills

Languages
Common, elf, Sylvan, Draconic
Ling: Celestial, Infernal, Auran, Tien
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SPECIAL QUALITIES
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Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Rogue talent:
L2 Trap Spotter:Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist's fire and smokesticks, but also of fashioning magical potion-like extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator.
When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma

Bardic Knowledge (Ex): A skald adds 1/2 his class level (minimum 1) on all Knowledge checks, and can attempt all Knowledge checks untrained.

Bloodline: Elements-Air
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes either from an elemental outsider in your family history or from a moment when you or your ancestors were exposed to a powerful elemental force or cataclysm.

Mental Focus (3/day)
Illusion:Minor Figment (Sp): As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level.
Necro:Mind Fear (Sp): As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear. The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.
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EQUIPMENT AND GOLD
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Armor
+1 Mithral chain shirt

Weapon
+1 Longsword (4)
Comp Long bow STR 12 (2)
Dagger (1)
20 arrows
10 silver arrows
10 cold iron arrows

Gear
Msw Backpack
Thieves Tools
Waterskin
Traveler Omnitool (+2 to any Craft/profession skill)
Msw thieves tool
Cloak of Resistance+1
Healer kit
Alchemy craft kit
Formulae book
2 alchemical fire vials
1 Smokestick
Belt of physical perfection (+2 to STR/CON/DEX)
New trousers
Magnifying glass

PP
GP 4226
SP
CP

Magic
Formulae known
L1 (4) Cure Light Wounds, Comprehend langage, Crafter fortune, Endure Elements, Detect secret doors, True strike

Extracts per day
L1 (2) Cure Light wounds, Crafter Fortune

Skald
L0 (4) Detect Magic, Light, Read magic, Message
L1 (2) Identify, Chord of Shards

Occultist (Necromancy, Illusion)
L0 Ghost sound, (not so) Grave words
L1 Disguise self, Inflict Light wounds

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APPEARANCE
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Height
Weight
Eye Color
Hair Color
General appearance:

Region of Origin
Deity Desna

Backstory:


Personality

Society:

Player Escharid Blackrose
Character Hepsubia Althein
Path Number # 133884-11
Faction Liberty's edge

XP 16
Prestige 30/30
Fame 20
[dice=Dayjob, Craft Alchemy]1d20+11[/dice]

Adventures:
The Confirmation 5-08
School of Spirits 7-05
Shrine of the Sacred Tempest 9-12