About Kor'Lyn ArrowswiftVital Statistics:
Name: Kor'Lyn Arrowswift Race: Half-Elf Gender: Male Age: 34 Homeland: Elsir Vale Height: 6"4 (15 on 2d8) Base Weight: 175 lbs Size: Medium Hair: Ebony Eyes: Pale Green Favoured Class: Wizard & Rogue Levels: Gestalt 9 (Wizard/Rogue 4, Arcane Trickster/Fighter 5) Alignment: Chaotic Neutral Deity: Green Faith Carrying Capacity: Light Load: Medium Load: Heavy Load: Starting Gold: 46,000 Languages: Common, Elven, Abyssal, Aklo, Celestial, Draconic, Dwarven, Giant, Gnome, Goblin, Gnoll, Infernal, Orc, Sylvan, Terran, Undercommon Ability Scores Strength- 7
HP, Speed & Initiative:
Max HP: 95
Skills, Feats, Traits, Racial & Class Features:
Class skills: Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (All), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, Use Magic Device Armour Check Penalty: -1 (down to 0 at 7th fighter level) Skill Modifiers
Conditional- +1/2 rogue level with poisons. Disable Device= +18 (+9 ranks, +4 dexterity, +3 class skill, +2 circumstance)
Class Features:
Forewarned (Su) You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. Prescience (Su):
0/10 used today. Poison Use (Ex) At 1st level, a poisoner is trained in the use of poison and cannot accidentally poison herself when applying poison to a blade. This ability replaces trapfinding. Master Poisoner (Ex) At 3rd level, a poisoner can use Craft (alchemy) to change the type of a poison. This requires 1 hour of work with an alchemist’s lab and a Craft (alchemy) skill check with a DC equal to the poison’s DC. If successful, the poison’s type changes to contact, ingested, inhaled, or injury. If the check fails, the poison is ruined. The poisoner also receives a bonus on Craft (alchemy) skill checks when working with poison equal to 1/2 her rogue level. This ability replaces trap sense. Evasion Sneak Attack +4d6 Combat Trick- Dodge Weapon Training- Weapon Focus (Heavy Crossbow) Bravery (Ex) Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Ranged Legerdemain (Su) An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used. Impromptu Sneak Attack (Ex) Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). At 7th level, an arcane trickster can use this ability twice per day. Tricky Spells (Su) Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting. Weapon Training (Ex) (Crossbows +1) Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Racial Features: # Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. # Normal Speed: Half-elves have a base speed of 30 feet. # Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision). # Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. # Elf Blood: Half-elves count as both elves and humans for any effect related to race. # Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. # Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. # Multitalented: Half-elves choose two favored class at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Rogue/Wizard chosen. # Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Feats:
Traits:
Spells Prepared/Spells Known:
Spells known
Level 1= Protection from Evil, Detect Secret Doors (Div), Magic Missile, Shocking Grasp, Hydraulic Push, Sculpt Corpse, Ant Haul, Gravity Bow, Jump, Enlarge Person, Silent Image, Identify, Feather Fall Level 2= Resist Energy, Arrow Eruption (pro), See Invisibility (Div), Create Treasure Map (Div), Scorching Ray, Minor Image, Mirror Image, False Life, Alter Self, Bears Endurance, Make Whole, Spider Climb, Level 3= Dispel Magic, Protection from Energy, Phantom Steed, Arcane Sight (Div), Fireball, Lightning Bolt, Displacement, Invisibility Sphere, Halt Undead, Vampiric Touch, Fly, Haste, Greater Magic Weapon, Blood Biography (Div), Spectral Hand Level 4= Scrying (Div), Locate Creature (Div), Arcane Eye (Div), Detonate, Greater Invisibility, Enervation, Phantasmal Killer, Ball Lightning Level 5= Break Enchantment, Dismissal, Teleport (Prohib), Telepathic Bond (Div), Prying Eyes (Div), Fire Snake, Cone of Cold, Sending, Wall of Force, Persistent Image, Overland Flight, Telikinesis, Suffocation, Baleful Polymorph. Spells Prepared
Offence:
BAB: +8/+3 CMB: +6 (+8 BAB, -2 Strength) Common Attack Rolls- RTA- [dice]1d20+12[/dice] +2 Corrosive Heavy Crossbow- [dice]1d20+16[/dice], [dice]1d20+11[/dice], [dice]1d10+7+1d6[/dice], [dice]1d10+7+1d6[/dice] +2 Corrosive Heavy Crossbow (deadly aim)- [dice]1d20+13[/dice], [dice]1d20+8[/dice], [dice]1d10+13+1d6[/dice], [dice]1d10+13+1d6[/dice] +2 Corrosive Heavy Crossbow (rapid shot)- [dice]1d20+14[/dice], [dice]1d20+14[/dice], [dice]1d20+9[/dice], [dice]1d10+7+1d6[/dice], [dice]1d10+7+1d6[/dice], [dice]1d10+7+1d6[/dice] +2 Corrosive Heavy Crossbow (rapid shot, deadly aim )- [dice]1d20+11[/dice], [dice]1d20+11[/dice], [dice]1d20+6[/dice], [dice]1d10+13+1d6[/dice], [dice]1d10+13+1d6[/dice], [dice]1d10+13+1d6[/dice] +2 Corrosive Heavy Crossbow (point blank)- [dice]1d20+17[/dice], [dice]1d20+12[/dice], [dice]1d10+8+1d6[/dice], [dice]1d10+8+1d6[/dice] +2 Corrosive Heavy Crossbow (point blank, deadly aim)- [dice]1d20+14[/dice], [dice]1d20+9[/dice], [dice]1d10+14+1d6[/dice], [dice]1d10+14+1d6[/dice] +2 Corrosive Heavy Crossbow (point blank, rapid shot, deadly aim)- [dice]1d20+12[/dice], [dice]1d20+12[/dice], [dice]1d20+7[/dice], [dice]1d10+14+1d6[/dice], [dice]1d10+14+1d6[/dice], [dice]1d10+14+1d6[/dice] +2 Corrosive Heavy Crossbow (deadly aim, haste)- [dice]1d20+14[/dice], [dice]1d20+14[/dice],[dice]1d20+9[/dice], [dice]1d10+13+1d6[/dice], [dice]1d10+13+1d6[/dice] +2 Corrosive Heavy Crossbow (point blank, haste)- [dice]1d20+18[/dice], [dice]1d20+18[/dice], [dice]1d20+13[/dice], [dice]1d10+8+1d6[/dice], [dice]1d10+8+1d6[/dice], [dice]1d10+8+1d6[/dice] +2 Corrosive Heavy Crossbow (rapid shot, haste)- [dice]1d20+15[/dice], [dice]1d20+15[/dice], [dice]1d20+15[/dice], [dice]1d20+10[/dice], [dice]1d10+7+1d6[/dice], [dice]1d10+7+1d6[/dice], [dice]1d10+7+1d6[/dice], [dice]1d10+7+1d6[/dice] +2 Corrosive Heavy Crossbow (rapid shot, haste, deadly aim)- [dice]1d20+12[/dice], [dice]1d20+12[/dice], [dice]1d20+12[/dice], [dice]1d20+7[/dice], [dice]1d10+13+1d6[/dice], [dice]1d10+13+1d6[/dice], [dice]1d10+13+1d6[/dice], [dice]1d10+13+1d6[/dice] +2 Corrosive Heavy Crossbow (point blank, haste, rapid shot, deadly aim)- [dice]1d20+13[/dice], [dice]1d20+13[/dice], [dice]1d20+13[/dice], [dice]1d20+8[/dice], [dice]1d10+14+1d6[/dice], [dice]1d10+14+1d6[/dice], [dice]1d10+14+1d6[/dice], [dice]1d10+14+1d6[/dice] Crits- 17-20.
Defence:
AC: 26 (+4 Dexterity, +7 Armour, +2 Shield, +1 Dodge, +1 Natural, +1 Deflection) Flat-Footed: 21 Touch: 16 CMD: 21 (-2 Strength, +8 BAB, +4 Dexterity, +1 Dodge) Fort: +7 (+5 base, +1 constitution +1 resistance) Reflex: +11 (+7 base, +4 reflex, +1 resistance) Will: +9 (+7 base, +1 wisdom, +1 resistance) Conditional: +2 vs enchantment, +1 vs Fear Equipment:
+1 Elven Chain +1 Mithral Buckler Arcane Bonded Platinum Ring of Wizardry 1 Belt of Incredible Dexterity +2 Headband of Vast Intelligence +2 Cloak of Resistance +1 Level 1 Pearl of Power- used daily to cast Ant Haul. +1 Corrosive Light Crossbow Spellbook Amulet of Natural Armour +1 Ring of Protection +1 Scroll of Fly Masterwork Thieves Tools Masterwork Artisans Tools (alehcmy) Portable Alchemists Lab Masterwork Dagger 676 GP Poisons:
Purple worm poison injury 24 — 1/rd. for 6 rds. 1d3 Str 2 saves 700 gp (three doses) |