About Kaylor TraiceSpells Prepared:
X = spell used
2nd 7/day ()() Brow Gasher ()()() Mirror Image () Web (X) Defending Bone 3rd 7/day
4th 6/day
5th 4/day
6th 2/day
Bot Instructions:
If he can full attack
First round of combat use an arcane point to make weapon a +5 keen shocking, flaming, frost weapon. 1) Cast Arcane Mark. Then either take a 5ft step forward to hit or auto succeed to cast Arcane Mark defensively.
Otherwise
Kaylor Traice
Defense:
AC 47, touch 35, flat-footed 28 (+7 Dex, +12 Canny Defense (Int), +5 Deflection, +5 Natural armor, +7 armor, +1 insight) hp 137 (13d8+13*4) Fort +19, Ref +17, Will +15 CMD 46 (+11 BAB + 7 Dex + 12 Canny Defense + 5 deflection + 1 insight) Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5 Offense:
Speed 30 ft. Melee +5 scimitar +25/+20/+15 (B/P/S)(1d6+12+16/18-20) Ranged sling +18 (1d4) Longbow +15/+10/+5 (not proficient) 1d8+1 Statistics:
Str 10, Dex 24, Con 18, Int 29, Wis 10, Cha 6 Base Atk +11; CMB +9; CMD 41/25 Feats and Traits:
Feats - Weapon Finesse: Use Dex instead of Str for to hit with certain weapons - Dervish Dance: Use Dex instead of Str for to hit and damage with a scimitar - Weapon Focus (scimitar) (Class feat): +1 to hit with scimitar - Blind-fight (granted from wayfinder): In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Traits
Skills:
Acrobatics +16 Appraise +18 Bluff -2 Climb +4 Diplomacy -2 Disguise -2 Escape Artist +7 Fly +11 Heal +0 Intimidate +2 Knowledge (arcana) +31 Knowledge (dungeoneering) +31 Knowledge (engineering) +28 Knowledge (geography) +13 Knowledge (history) +13 Knowledge (local) +28 Knowledge (nature) +28 Knowledge (nobles) +13 Knowledge (planes) +31 Knowledge (religion) +28 Linguistics +25 Perception +25 Perform (dance) +0 Ride +11 Sense Motive +20 Spellcraft +31 Stealth +25 Survival +0 (+2 to avoid getting lost) Swim +4 Use Magic Device +28 Racial Modifiers +2 Bluff, +2 Stealth
Gear:
- +5 Adamantine Scimitar - Mwk Dueling Spiked Gauntlet (+4 init, +2 disarm and feint) - Sling - Ring of Protection +5 - Headband of Vast Int +6 (Know(Engineering, religion, local)) - Belt of Physical Might +6 (Dex/Con) - 1 wand of infernal healing (12 charges used) - 1 wand of shield (9 charges; 4 used) [in spring loaded shealth] - 1 full wand of shield - 1 Pink and Green cracked ioun stone (UMD) - Wayfinder - 1 Incandescent blue sphere cracked ioun stone (Perception; in Wayfinder) - 1 Everburning torch - Handy Haversack - Cloak of Resistance +4 - Halo of Inner Calm - Ring of Invisibility - Dusty Rose Prism ioun stone (+1 AC) - Boots of speed - 3 Pearls of Power (1st) - +5 Mithril Haramaki + Mithril Armored Kilt - Hand of the Honest Man (unequiped) - Amulet of Natural Armor +5 - Wand of magic missile 22 charges CL7 Scrolls
Misc
Pet kitty: Sam
Wishlist
Wands - Protection from Evil Class Abilities:
Arcane Pool (+2) (19/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Canny Defense +9 (Ex) +INT bonus to AC (max Kensai level). Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type. Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other. Spell Strike: Deliver touch spells as part of a melee attack. Magus Arcana
Racial Abilities:
Darkvision (60 feet) You can see in the dark (black and white vision only). Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Personality/Background:
Kaylor doesn't like to mince words. He dislikes the misdirections and roundabout way of speaking that most around him used. This tended to put him at odds with his classmates when he was learning magic, who often viewed his behavior as simplistic and rude. This plus his tall stature (6'5") meant that he was often viewed as ignorant and clumsy, even though that couldn't be further from the truth. Kaylor never bothered to correct his classmates; if they wanted to underestimate him, that was their problem.
While his magical classmates viewed him as a lumbering brute, his martial classmates tended to think that he was a weakling. They all expected him to be a large, blunt weapon and looked down upon him when they discovered he wasn't. They often mocked him for having to rely on magic. All of this has taught him to be patient and even-tempered; the only thing lashing out in anger ever accomplished for him was a solid beating handed out by whomever was the target of his ire and that person's friends. After all, why fight fairly and one-to-one with devil spawn? As a result, he tends to view most relationships as that of trading partners with equal give and take but very little loyalty or friendship. Upon hearing of the lottery, Kaylor decided that would be a perfect opportunity to get away from his classmates. While not optimistic about how he will be treated in this new environment, he does think that this would be a good chance to make some nice profit. On his way, he came upon a stray kitten. Taking pity on such a small creature, he gave her some food and a warm place to sleep. She in turn loyally stuck to his side. Pleased to finally be judged for his actions rather than his appearance, Kaylor named her Sam. Sam can often be found sitting on Kaylor's shoulders, nestled neatly between Kaylor's neck and his backpack.
Remiel:
Remiel
Dragon, Faerie CG Tiny dragon Init +3; Senses darkvision 60 ft., low-light vision; Perception +14 -------------------- Defense -------------------- AC 22, touch 16, flat-footed 18 (+3 Dex, +2 size, +6 natural, +1 dodge) hp 28 (3d12+3) Fort +7, Ref +6, Will +8 Immune paralysis, sleep; SR 13 -------------------- Offense -------------------- Speed 10 ft., fly 60 ft. (perfect), swim 30 ft. Melee bite +7 (1d3-1) Space 2.5 ft.; Reach 0 ft. Special Attacks breath weapon Spell-Like Abilities (CL 3rd; concentration +6) 3/day—greater invisibility (self only) Sorcerer Spells Known (CL 3rd; concentration +6): 1st (6/day)—comprehend languages, detect undead, protection from evil 0 (at will)—detect magic, ghost sound (DC 13), jolt{super}UM{/super}, mage hand, open/close (DC 13) -------------------- Statistics -------------------- Str 9, Dex 17, Con 13, Int 23, Wis 14, Cha 16 Base Atk +6; CMB +7; CMD 17 (21 vs. trip) Feats Acrobatic, Dodge Skills Acrobatics +14 (+6 when jumping) Appraise +10 Bluff +9 Climb +3 Diplomacy +9 Disguise +5 Escape Artist +6 Fly +23 Heal +6 Intimidate +7 Knowledge (arcana) +16 Knowledge (dungeoneering) +16 Knowledge (engineering) +21 Knowledge (geography) +10 Knowledge (history) +10 Knowledge (local) +21 Knowledge (nature) +18 Knowledge (nobility) +10 Knowledge (planes) +15 Knowledge (religion) +21 Linguistics +11 Perception +18 Ride +4 Sense Motive +8 Spellcraft +19 Stealth +26 Survival +8 Swim +13 Use Magic Device +18; Racial Modifiers -8 Acrobatics when jumping
Future Plans:
15: Spell perfection, Bane Blade (magus arcana) 16: +1 Int (24) 17: [bonus feat], [feat] 18: magus arcana Other feats:
Spellbook:
1st - Burning Hands - Chill Touch - Color Spray - Expeditious Retreat - Grease - Illusion of Calm - Infernal Healing - Magic Missile - Reduce Person - Shield - Shocking Grasp - Touch of Combustion - Warding Weapon 2nd
3rd
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