Lantern Bearer

Kor'Lyn Arrowswift's page

14 posts. Alias of Alexander Kilcoyne.


Full Name

Kor'Lyn Arrowswift

Race

Half-Elf

Classes/Levels

Gestalt Wizard/Rogue 4, Arcane Trickster/Fighter 5

Gender

Male

Size

Medium

Age

34

Special Abilities

Many...

Alignment

CN

Deity

Green Faith

Location

The Tiri Kitor

Languages

Common, Elven, Abyssal, Aklo, Celestial, Draconic, Dwarven, Giant, Gnome, Goblin, Gnoll, Infernal, Orc, Sylvan, Terran, Undercommon

Occupation

Adventurer

Strength 7
Dexterity 18
Constitution 12
Intelligence 24
Wisdom 12
Charisma 8

About Kor'Lyn Arrowswift

Vital 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
Dexterity- 18 (+2 enhancement)
Constitution- 12
Intelligence- 24 (+2 enhancement)
Wisdom- 12
Charisma- 8


HP, Speed & Initiative:

Max HP: 95
Current HP: 95 (14 temp)
Death Value: -12
Speed: 30 feet
Initiative: +8

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
Acrobatics= +19 (+9 ranks, +4 dexterity, +3 class skill, +3 skill focus)
Appraise= +14 (+4 ranks, +7 intelligence, +3 class skill)
Bluff=
Climb=
Craft (Alchemy)= +23 (+9 ranks, +7 intelligence, +3 class skill, +2 tools, +2 lab)

Conditional- +1/2 rogue level with poisons.

Disable Device= +18 (+9 ranks, +4 dexterity, +3 class skill, +2 circumstance)
Diplomacy=
Disguise=
Escape Artist= +16(+9 ranks, +4 dexterity, +3 class skill)
Fly= +16(+9 ranks, +4 dexterity, +3 class skill)
Heal=
Intimidate=
Knowledge (Arcana)= +19 (+9 ranks, +7 intelligence, +3 class skill)
Knowledge (Dungeoneering)= N/A
Knowledge (History)= +14 (+4 ranks, +7 intelligence, +3 class skill)
Knowledge (Nature)= N/A
Knowledge (Planes)= +14 (+4 ranks, +7 intelligence, +3 class skill)
Knowledge (Religion)= +14 (+4 ranks, +7 intelligence, +3 class skill)
Linguistics= +19 (+9 ranks, +7 intelligence, +3 class skill)
Perception= +15 (+9 ranks, +1 wisdom, +3 class skill, +2 racial)
Profession=
Ride=
Sense Motive= +8(+4 ranks, +1 wisdom, +3 class skill)
Spellcraft= +19 (+9 ranks, +7 intelligence, +3 class skill)
Sleight of Hand= +16 (+9 ranks, +4 dexterity, +3 class skill)
Stealth= +16(+9 ranks, +4 dexterity, +3 class skill)
Survival=
Swim= +16 (+5 ranks, -2 strength, +3 class skill)
UMD=

Class Features:
Arcane Bond (Ring)
School Speciality- Divination (Subschool Foresight)
Prohibited Schools- Conjuration, Enchantment

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):
At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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.
Armor Training (Ex)

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:
Scribe Scroll
Skill Focus (Acrobatics)
Arcane Strike (+2, considered magic)
Arcane Armour Training
Rapid Reload (Heavy Crossbow)
Rapid Shot
Point Blank Shot
Crossbow Mastery (Heavy Crossbow)
Weapon Specialisation (Heavy Crossbow)
Improved Critical (Heavy Crossbow)
Deadly Aim

Traits:
Elven Reflexes (+2 initiative)
Focused Mind (+2 concentration)

Spells Prepared/Spells Known:

Spells known
Level 0= All except enchantment + conjuration.

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
Level 0 (4+1)= Acid Splash (prohibited), Ray of Frost, Open/Close, Detect Magic
Level 1 (10+1)= Protection from Evil, Gravity Bow, Feather Fall, Enlarge Person, Magic Missile x5, Hydraulic Push, Detect Secret Doors
Level 2 (6+1)= Arrow Eruption, Scorching Ray, Scorching Ray, False Life (Cast at start of day fir average of 14HP), Arrow Eruption, Bears Endurance, Resist Energy.
Level 3 (5+1)= Greater Magic Weapon (Cast at start of each day on crossbow), Haste, Fireball, Lightning Bolt, Displacement, Arcane Sight
Level 4 (3+1)= Detonate, Greater Invisibility, Enervation, Scrying
Level 5 (2+1)= Overland Flight, Break Enchantment, Prying Eyes


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.
Gravity Bow- 2d8 damage.

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)