Damiel Morgethai

Kith Jeova's page

351 posts. Alias of Azih.


Full Name

Kith Jeova

Race

Elf

Classes/Levels

Alchemist 4/Urban Ranger 3 HP 28/28 | AC 20 T 15 FF 16 | F 6 R 9 W 2 | Per +4 | Init +4

Gender

Male

Size

6'2, slight build

Age

115

Alignment

CN

Strength 10
Dexterity 18
Constitution 12
Intelligence 19
Wisdom 10
Charisma 10

About Kith Jeova

Male Elf Alchemist/4 UrbanRanger/3 115 years old
CN Medium (Humanoid)

Init +4 (+4 dex); Senses Low Light Vision; Perception +7 (+0 wis +4 rank +3 class)

Favored Class: Alchemist

Racial Modifiers: +2 DEX, +2 INT, -2 CON

Racial Traits:

Urbanite: +2 bonus Diplo to gather information and sense motive to figure out social situations

Crossbow Training: Can reload light xbow as free, heave xbow as move.

Silent Hunter: Reduce stealth while moving by 5 and at -20 while running

Medium Size

Low Light Vision

Elven Immunities: immune to sleep and +2 saving against enchantment.

STATISTICS:

Str 10, Dex 18, Con 12, Int 19, Wis 10, Cha 10
Base Atk +4; CMB +4 (+4 BAB +0 STR) CMD 19 (10 + 4 BAB +0 STR +5 DEX +1 ring)

DEFENSE:

AC 20, touch 15, flat-footed 16 (+4 armor + 4 dex, + 1 dodge + 1 natural)
HP 28 (1d10(10)+1d10(5+1)+1d10(5+1)+1d10(5+1) + 1x4 con + 1x4 class bonus)
CMD: 18

Fort +6 (+4 base +1 con +1 cloak)
Ref +9 (+4 base +4 dex +1 cloak)
Will +2 (+1 base +0 wis +1 cloak)
Conditional
Elf immunities
+1 save against illusions (trait)

OFFENSE:

Speed 30 ft.
Melee
[dice=Dagger attack]1d20+3[/dice]
[dice=Damage]1d4[/dice]
+3 BAB, +0 STR

Range
Bomb
[dice=Bomb attack]1d20+9[/dice]
[dice=Damage]2d6+4[/dice]
(+3 BAB +4 Dex +1 throw anything +1 trait) (2d6 alchemist +4 int 20/x2)
Point Blank shot active almost always

Light Crossbow(masterwork)
[dice=crossbow attack]1d20+8[/dice]
[dice=Damage]1d8[/dice]
(+3 BAB +4 Dex +1mw) (1d8 19-20/x3)

CMB 3
Space 5 ft., Reach 5 ft.

SPECIAL ABILITIES:

Alchemist:
Alchemy
Bomb +2d6
Mutagen
Poison Resistance +2
Poison Use
Swift Alchemy

Urban Ranger:
Favoured enemy human. Gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex)

Endurance
A ranger gains Endurance as a bonus feat at 3rd level.

Favored Community (Ex)
At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires).

TRACKED RESOURCES:

Bombs 8/8

Traits:

Pattern Seeker - +1 bonus on Per. Per is class skill. gain +1 trait bonus on saving throws against illusions
Firebug - You gain a +1 trait bonus on attack rolls made with thrown splash weapons and alchemist bombs.

Feats:

Armor Proficiency, Light
Armor Proficiency, Medium
Brew Potion
Extra Discovery
Point-Blank Shot
Precise Shot
Shield Proficiency,
Throw Anything
Weapon Proficiency, Simple
Weapon Proficiency, Martial
Endurance

Discoveries:

Infusion
Precise Bombs
Remote Bomb

Skills:

The alchemist’s class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

The urban ranger’s class skills are Climb (Str), Craft (Int), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill ranks are 6+int first 3 levels, 4+int later. 2 background skill bonuses.

Adventuring:

Acrobatics +7 (3 rank, 4 dex, 3 class) Rank 3
Diplomacy +1 (1 rank, 0 cha) Rank 1
Disable Device +8 (1 rank, 4 dex, 3 class) Rank 1
Escape Artist +8 (4 rank, 4 dex) Rank 4
Know:Arcana +10 (3 rank, 4 int, 3 class) Rank 3
Know:Local +11 (4 rank, 4 int, 3 class) Rank 4
Know:Nat +8 (1 rank, 4 int, 3 class) Rank 1
Per: +8 (4 rank, 0 wis, 3 class, 1 trait) Rank 4
Sleight of Hand +9 (2 rank, 4 dex, 3 class) Rank 2
Spellcraft +10 (3 rank, 4 class, 3 class) Rank 3
Stealth +9 (2 rank, 4 dex, 3 class) Rank 2
Survival +6 (3 rank, 3 class) Rank 3
Swim +1 (1 rank) Rank 1

Artistry +4
Bluff +4
Climb +0
Disguise +0
Fly +4
Intimidate +0
Ride +4 dex
Sense Motive +0

Handle Animal UNTRAINED
Use Magic Device UNTRAINED

Background (2 ranks per level):
Appraise +11 (4 rank, 4 int, 3 class) Rank 4
Craft Alchemy +11 (4 rank, 4 int, 3 class) Rank 4

Extracts (Spells):

1st 4/4
2nd 2/2

Known:
1st
Adhesive Spittle
Ant Haul
Cure Light Wounds
Expeditious Retreat
False Face
Longshot.
Shield
Urban Grace

2nd:
False Life

Gear:

Chain shirt (masterwork)
Shoulders: Cloak of Resistance +1
Neck: Amulet of Natural Armor +1
Rings: Ring of Protection +1

Language:

Common, Elvish,??