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Iovo Apastron's page

512 posts. Organized Play character for BretI.


Race

| 19/20 ci arrows | Magic Sticks: 24/50 CLW 38/50 Mage Armor 49/50 Magic Missle | Diviner’s Fortune 7/7

Classes/Levels

| Init +8 Perception +9; +1 vs traps | Reroll 1/1 | Conditions: Ready!

Gender

F Elven Rogue 2 / Wizard 2 | HP 31/31 | AC 13 Tch 13 FF 10 | F +3 R +7 W +4; +2 vs Enchantments

Strength 11
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 10
Charisma 12

About Iovo Apastron

Iovo Apastron
Female elf rogue 2/diviner 2
CG Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +9
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 31 (4 HD; 2d6+2d8+10)
Fort +3, Ref +7, Will +4; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee cold iron dagger +2 (1d4/19-20) or
. . mwk rapier +3 (1d6/18-20) or
. . mithral spiked gauntlet +3 (1d4) or
. . sap +2 (1d6 nonlethal) or
. . silver light mace +2 (1d6)
Ranged darkwood longbow +6 (1d8/×3)
Special Attacks sneak attack +1d6
Arcane School Spell-Like Abilities (CL 2nd; concentration +6)
. . 7/day—diviner's fortune (+1)
Diviner Spells Prepared (CL 4th; concentration +8)
. . 1st—chill touch (DC 15), feather fall, grease, true strike
. . 0 (at will)—detect poison, disrupt undead, message, prestidigitation
. . Opposition Schools Abjuration, Enchantment
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Statistics
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Str 11, Dex 16, Con 12, Int 18, Wis 10, Cha 12
Base Atk +2; CMB +2; CMD 15
Feats Improved Initiative, Spell Focus (conjuration), Toughness
Traits magical knack, resilient
Skills Acrobatics +9, Bluff +5, Climb +4, Diplomacy +5, Disable Device +13, Escape Artist +10, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (local) +8, Knowledge (religion) +8, Linguistics +8, Perception +9, Perform (sing) +5, Sense Motive +5, Sleight of Hand +7, Spellcraft +10 (+12 to identify magic item properties), Stealth +7, Use Magic Device +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Sylvan, Undercommon
SQ arcane bond (butterfly clasp), elven magic, forewarned, rogue talent (trap spotter), trapfinding +1
Combat Gear cold iron arrows (10), cold iron arrows (20), oil of daylight, potion of darkvision, potion of invisibility, scroll of fly, fly, wand of cure light wounds (34 charges), wand of mage armor (44 charges), wand of magic missile (50 charges), antitoxin, holy water (2); Other Gear cold iron dagger, darkwood longbow, mithral spiked gauntlet, mwk rapier, sap, silver light mace, butterfly clasp, cloak of resistance +1, elixir of vision, handy haversack, wayfinder[ISWG], backpack, bedroll, candle (2), chalk (2), flint and steel, grappling hook, iovo’s tome of fun stuff!, masterwork thieves' tools, mirror, parchment (4), silk rope (50 ft.), soap (2), sunrod (2), trail rations (4), waterskin, whetstone, wooden holy symbol of Desna, 1,495 gp

Courtier’s Outfit, 50 gp value Courtier’s jewelry.

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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Bond (Butterfly clasp) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (7/day) (Sp) As a standard action, touch grants ally +1 insight bonus to many checks for 1 round.
Elven Immunities - Sleep You are immune to magic sleep effects.
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.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Forewarned 1 (Su) Can always act in surprise rounds.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Spellbook contents:
1: Chill Touch, Comprehend Languages, Detect Secret Doors, Disguise Self, Floating Disk, Grease, Obscuring Mist, True Strike, Unseen Servant

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ITS
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Iovo ITS

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Botting Codes
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[dice=Fortitude save]d20+3[/dice]
[dice=Reflex save]d20+7[/dice]
[dice=Will save]d20+4[/dice] +2 vs Enchantments

[dice=Attack w/bow]d20+6[/dice]
[dice=Attack w/bow, inspire courage]d20+6+1[/dice]

[dice=Attack w/bow into melee]d20+6-4[/dice]
[dice=Attack w/bow into melee, inspire courage]d20+6-4+1[/dice]

[dice=Damage w/bow]d8[/dice]
[dice=Damage w/bow, inspire courage]d8+1[/dice]

[dice=Attack w/MW Rapier]d20+3[/dice]
[dice=Attack w/MW Rapier, inspire courage]d20+3+1[/dice]

[dice=Attack w/Mithral Spiked Gauntlet]d20+3[/dice]
[dice=Attack w/Mithral Spiked Gauntlet, inspire courage]d20+3+1[/dice]

[dice=Attack w/other melee]d20+2[/dice]
[dice=Attack w/other melee, inspire courage]d20+2+1[/dice]

[dice=Rapier damage]d6[/dice]
[dice=Rapier damage, inspire courage]d6+1[/dice]

[dice=Mithral Spiked Gauntlet damage]d4[/dice]
[dice=Mithral Spiked Gauntlet damage, inspire courage]d4+1[/dice]

[dice=Silver Light Mace damage]d6[/dice]
[dice=Silver Light Mace damage, inspire courage]d6+1[/dice]

[dice=Cold Iron Dagger damage]d4[/dice]
[dice=Cold Iron Dagger damage, inspire courage]d4+1[/dice]

Door procedure, when not rushed.

At each door, check for sounds or traps. Take 10 then roll twice.
[dice=Perception]10+9[/dice] +1 to detect traps
[dice=Perception]d20+9[/dice] +1 to detect traps
[dice=Perception]d20+9[/dice] +1 to detect traps

If trapped, try to disarm it. Take 10 then if needed roll up to twice.
[dice=Disable Device]10+13[/dice]
[dice=Disable Device]d20+13[/dice]
[dice=Disable Device]d20+13[/dice]
At this point if nothing blew up, I would like a chance to evaluate things.

If it is locked and there is only one obvious way forward, try to unlock it.
[dice=Disable Device]10+13[/dice]
[dice=Disable Device]d20+13[/dice]
[dice=Disable Device]d20+13[/dice]
At this point I would take 20 to unlock.

If there is only one obvious way to go forward, once everyone is ready I open the door.

Skills!

[dice=Acrobatics]d20 +9[/dice]
[dice=Bluff]d20+5[/dice]
[dice=Climb]d20+4[/dice]
[dice=Diplomacy]d20+5[/dice]
[dice=Disable Device]d20 +13[/dice]
[dice=Escape Artist]d20 +10[/dice]
[dice=Knowledge (arcana)]d20 +11[/dice]
[dice=Knowledge (dungeoneering)]d20 +8[/dice]
[dice=Knowledge (geography)]d20 +8[/dice]
[dice=Knowledge (local)]d20 +8[/dice]
[dice=Knowledge (religion)]d20+8[/dice]
[dice=Linguistics]d20+8[/dice]
[dice=Perception]d20 +9[/dice]
[dice=Perform (Sing)]d20+5[/dice]
[dice=Sense Motive]d20 +5[/dice]
[dice=Sleight of Hand]d20 +7[/dice]
[dice=Spellcraft]d20+10[/dice] +2 to identify magic item properties
[dice=Spellcraft, Divination]d20+10+2[/dice] +2 to identify magic item properties
[dice=Spellcraft, Abjuration or Enchantment]d20+10-5[/dice] +2 to identify magic item properties
[dice=Stealth]d20+7[/dice]
[dice=Use Magic Device]d20 +5[/dice]