About Kayal HCM
"Kayal" Fetchling (World Walker) Cold & Elec Resist 5
STR 13 = 13 3 __ 13 +1 (4th lvl here)
DEX 16 = 14 5 +2 16 +3
CON 14 = 14 5 __ 14 +2
INT 12 = 12 2 __ 12 +1
WIS 10 = 12 2 -2 10 0
CHA 16 = 14 5 +2 16 +3
HP 16 = 6(Wiz)+2+6(Swa)+2
Consumable Energies:
[] Disguise Self 1/day (Fetchling) dur:10m/lvl
[][][] Panache 3/day
[][][][] Shift 4/day SwAc Teleport 5’
[][][][][][] Monstrous Insight 6/day StAc
AoO 4/round
FORT +2 = +2 CON
REF +4 = +2 Swa +2 DEX
WILL +2 = +2 Wiz
-1 to all saves vs Fire
AC 10 +4 Chain Shirt +3 DEX = 17 / 13Tch / 14FF
+2 AC if Monstrous Insight, +1 Shield bonus if Tekko-Kagi
Shadow Blending (Su): Dim light 20% miss -> 50%
Murder Table +2 TH if Monstrous Insight
+3 d8+1STR P 20x3 'Longspear' (improvised) Bannerpole
+5 d6+1STR P 18x2 Masterwork Rapier +1BAB +3DEX +1 Mwk
+5 d3+1STR P 20x2 ‘Tekko-Kagi’ (improvised) Thatcher’s Rake
no AoO on disarms, +2 disarm/sunder swords/blades
Skills 2+1+4+1 Ranks
Intimidate 1 Rk +3 CHA +3 Cls = 7
Kn: Local 1 Rk +1 INT +1 Fetchling (World Walker) +3 Cls = 6
Kn: Nature 1 Rk +1 INT +1 Fetchling (World Walker) +3 Cls = 6
Perform: Dance 1 Rk +3 CHA +3 Class = 7
Pro: Signal Corps 1 Rk +3 Cls = 4
Pro: Gardener 1 Rk +3 Class = 4
Stealth 2 Rk +3 DEX +3 Cls(Shadowlander)
+1 Shadowlander +2 Fetchling +3 Familiar
+1 Darkness(Shadowlander) +2 Mkw Cloak(Darkness) = 14/17
Traits
Rough&Ready: +1 TH with Improvised Weapons, no -4
Shadowlander: +1 Stealth,
Stealth is Class Skill,
+1 Stealth in Shadows (Highlander for shadows)
Slave Smuggler: may hide ally in my shadow,
use best of their Stealth roll and mine
Disads
Burned, -1 save vs fire,
-1 to most rolls when w/i 5' of fire (dur 1 rnd)
Feats
1st-level: Combat Reflexes, +3 AoO/rnd
Wiz 1: Scribe Scroll
Alertness when familiar w/i arm’s reach
Equipment
Parade Armor 3 AC +3 DEX = 16 AC
Parade Longspear +1 STR +1 RnR 1d8+1
Shadowsilk hooded cloak, MWK Stealth tool
Mwk Rapier
Scroll of Mount at 1st level
Chain Shirt 4 AC +3 DEX = 17 AC
20 GP
Swashbuckler 1
+2 REF
+1 BAB
Swashbuckler Finesse w/light or 1H piercing weapon
Panache 3 PP/day, regain 1 when crit/kill w/light or 1H piercing weapon
Deeds:
Derring-Do: 1 PP for +1d6 to Acro, Climb, Escape Artist, Fly, Ride, Swim, sixes explode up to DEX times.
Dodging Panache: When melee attacked, ImAc and 1 PP to move 5ft, gain CHA to AC (dodge) against that attack. Move provokes AoO from other creatures, not original attacker. Only in light armor/load, or less.
Opportune Parry and Riposte: When melee attacked, before roll is made, spend AoO and 1 PP to roll as if AoO, higher than attack roll makes it miss. If still have 1 PP, ImAc make an attack against attacker.
Conjurer 1 (Teleport)
Specialist Wizard (Spirit Whisperer)
Opposed Schools: Enchantment, Evocation
+2 WILL
Shift: 3+INT/day, SwAc to teleport 5’ to space seen.
Does not provoke, no passengers.
Familiar CatOwl Book Lore Spirit Animal
+2 Init +4 Stealth (for the book)
Flight 60'
Grants +3 Stealth when within 1 mile
Grants Alertness feat when in arm’s reach.
Monstrous Insight (Su): 3+CHA/day, StAc,
KN roll at +1 to ID creature.
Pass or Fail, gain +2 (insight) TH and AC vs that target
Lasts for 1 minute
0th-lvl spells 3/day
Acid Splash
Bleed
Detect Magic
Detect Poison
* Disrupt Undead
Ghost Sound
* Mage Hand
Mending
* Message
Open/Close
Read Magic
Resistance
Touch of Fatigue
Opposition Cantrip(2 slots)
Penumbra
1st-lvl spells 2/day (+1 Conjuration)
Mount (Conj)
* Mage Armor (Conj)
Unseen Servant (Conj)
* Color Spray
* Blood Calling FastHeal1/6r (Modron Oil)
Build Plan:
Wizard: Conjuration Specialist, Teleport, Spirit Whisperer, Lore
Swashbuckler