Fey

Iovo Apastron's page

1,032 posts. Organized Play character for BretI.


Race

| 18/20 ci arrows | Magic Sticks: 17/50 CLW 27/50 Mage Armor 49/50 Magic Missile | Diviner’s Fortune 7/8

Classes/Levels

| Init +9 Perception +11 +5 eyes; +1 vs traps | Reroll 1/1 | PoP 1/1| Conditions: Arcane Bond used, Mage Armor, False Life

Gender

F Elven Rogue 3 / Wizard 3 | HP 45/45 +6 temp | AC 18 Tch 14 FF 14 | F +5 R +9 W +5; +2 vs Enchantments

Strength 11
Dexterity 18
Constitution 12
Intelligence 20
Wisdom 10
Charisma 12

About Iovo Apastron

Iovo Apastron
Female elf rogue 3/diviner 3
CG Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +11
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 45 (6 HD; 3d6+3d8+15)
Fort +5, Ref +9, Will +5; +2 vs. enchantments
Defensive Abilities evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee cold iron dagger +7 (1d4/19-20) or
. . +1 rapier +8 (1d6+1/18-20) or
. . mithral spiked gauntlet +8 (1d4) or
. . sap +7 (1d6 nonlethal) or
. . silver light mace +7 (1d6)
Ranged darkwood longbow +8 (1d8/×3)
Special Attacks sneak attack +2d6
Arcane School Spell-Like Abilities (CL 3rd; concentration +7)
. . 8/day—diviner's fortune (+1)
Diviner Spells Prepared (CL 5th; concentration +9)
. . 2nd—detect thoughts (DC 17), acid arrow, false life
. . 1st—true strike, burning hands (DC 16), chill touch (DC 16), grease (DC 17), magic missile
. . 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 18, Con 12, Int 20, Wis 10, Cha 12
Base Atk +3; CMB +3; CMD 17
Feats Improved Initiative, Spell Focus (conjuration), Toughness, Weapon Finesse
Traits magical knack, resilient
Skills Acrobatics +13, Bluff +5, Climb +5, Diplomacy +5, Disable Device +16, Escape Artist +13, Fly +13, Knowledge (arcana) +14, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (local) +9, Knowledge (religion) +10, Linguistics +9, Perception +11, Perform (sing) +5, Sense Motive +5, Sleight of Hand +10, Spellcraft +14 (+16 to identify magic item properties), Stealth +8, Use Magic Device +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Sylvan, Undercommon
SQ arcane bond (butterfly clasp), elven magic, forewarned, rogue talent (trap spotter), trapfinding +1
Combat Gear cold iron arrows (18), oil of daylight, oil of pass without trace, pearl of power (1st level), potion of darkvision, potion of invisibility, scroll of fly (x2), scroll of see invisibility (x5), wand of cure light wounds (17 charges), wand of mage armor (31 charges), wand of magic missile (49 charges), antitoxin, holy water (2); Other Gear +1 rapier, cold iron dagger, darkwood longbow, mithral spiked gauntlet, sap, silver light mace, belt of incredible dexterity +2, butterfly clasp, cloak of resistance +1, elixir of vision, handy haversack, headband of vast intelligence +2, wayfinder[ISWG], backpack, bedroll, candle (2), chalk (2), courtier's outfit, 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, courtier jewelry (worth 50 gp), 350 gp, 5 sp
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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 +2d6 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: Burning Hands, Chill Touch, Comprehend Languages, Detect Secret Doors, Detect Undead, Disguise Self, Expedious Retreat, Feather Fall, Floating Disk, Grease, Identify, Mage Armor, Magic Missile, Magic Weapon, Obscuring Mist, Shield, True Strike, Unseen Servant
2: Acid Arrow, Darkvision, Detect Thoughts, False Life, Glitterdust, Invisibility

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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+5[/dice]
[dice=Reflex save]d20+9[/dice]
[dice=Will save]d20+5[/dice] +2 vs Enchantments

[dice=Attack w/bow]d20+8[/dice]

[dice=Attack w/bow into melee]d20+8-4[/dice]

[dice=Damage w/bow]d8[/dice]

[dice=Attack w/ +1 Rapier]d20+8[/dice] Crit 18-20

[dice=Attack w/Mithral Spiked Gauntlet]d20+8[/dice]

[dice=Attack w/other finesse melee]d20+7[/dice]

[dice=Rapier damage]d6+1[/dice]

[dice=Mithral Spiked Gauntlet damage]d4[/dice]

[dice=Silver Light Mace damage]d6[/dice]

[dice=Cold Iron Dagger damage]d4[/dice]

[dice=Sneak Attack]2d6[/dice]

[dice=Acid Arrow, ranged touch attack]d20+7[/dice]
[dice=Acid damage]2d4[/dice] Lasts two rounds

Door procedure, when not rushed.

At each door, check for sounds or traps. Take 10 then roll twice.
[dice=Perception]10+11[/dice] +1 to detect traps
[dice=Perception]d20+11[/dice] +1 to detect traps
[dice=Perception]d20+11[/dice] +1 to detect traps

If trapped, try to disarm it. Take 10 then if needed roll up to twice.
[dice=Disable Device]10+16[/dice]
[dice=Disable Device]d20+16[/dice]
[dice=Disable Device]d20+16[/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+16[/dice]
[dice=Disable Device]d20+16[/dice]
[dice=Disable Device]d20+16[/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 +13[/dice]
[dice=Bluff]d20+5[/dice]
[dice=Climb]d20+5[/dice]
[dice=Diplomacy]d20+5[/dice]
[dice=Disable Device]d20 +16[/dice]
[dice=Escape Artist]d20 +13[/dice]
[dice=Fly]d20+13[/dice]
[dice=Knowledge (arcana)]d20 +14[/dice]
[dice=Knowledge (dungeoneering)]d20 +9[/dice]
[dice=Knowledge (geography)]d20 +9[/dice]
[dice=Knowledge (local)]d20 +9[/dice]
[dice=Knowledge (religion)]d20+10[/dice]
[dice=Linguistics]d20+9[/dice]
[dice=Perception]d20 +11[/dice]
[dice=Perform (Sing)]d20+5[/dice]
[dice=Sense Motive]d20 +5[/dice]
[dice=Sleight of Hand]d20 +10[/dice]
[dice=Spellcraft]d20+14[/dice] +2 to identify magic item properties
[dice=Spellcraft, Divination]d20+14+2[/dice] +2 to identify magic item properties
[dice=Spellcraft, Abjuration or Enchantment]d20+14-5[/dice] +2 to identify magic item properties
[dice=Stealth]d20+8[/dice]
[dice=Use Magic Device]d20 +5[/dice]