Zayifid

Kufieno the Wyrm's page

38 posts. Alias of Tangaroa.


Classes/Levels

Kufi 17 | HP 208/208 | AC:31 T:18 FF:31 CMD: 36 | Fort +15, Ref +17, Will +14; +1 vs. traps, +4 vs. fear, +1 vs. poison | Init +9 | Perception +27 (+28 vs. surprise, +30 vs. traps)

About Kufieno the Wyrm

breath weapon (60 ft. line of electricity, 17d6, DC 23) [x][x]
claws (2, 1d8+7 plus 1d6 electricity, magic, 8 rounds/day) [ ][ ][ ][ ] [ ][ ][ ][ ]
elemental assault (1d6 acid, cold, electricity or fire, 1/day for 17 rounds) [ ]
1/day - false life (CL 5) [ ]
10 rounds/day - haste (CL 10) [x][x][x][ ][ ] [ ][ ][ ][ ][ ]
2/day-form of the dragon II (blue dragon only) [ ][ ]
Spells: -/8/5/7/2/2
Sorcerer Spells Known (CL 12th; concentration +17)
5th(4/day)-wall of stone
4th(6/day)-greater invisibility, stoneskin, fear(DC 19)
3rd(7/day)-displacement, lightning bolt(DC 18), fly, greater magic weapon
2nd(7/day)-blur, invisibility, mirror image, see invisibility, resist energy
1st(8/day)-burning disarm(DC 16), feather fall, liberating command, shocking grasp, shield, snowball(DC 16), vanish, mage armor
0th(at will)-acid splash, detect magic, disrupt undead, mage hand, message, prestidigitation, open/close, ray of frost, read magic

dice rollers:

[dice=+2 sadistic short sword,Good Hope,BOF,Invisible,Haste (from boots),PA]1d20+18+2+2+2+1-3-2[/dice]
[dice=Arcane Strike, Good Hope, PA]1d6+9+3+2+6[/dice] plus [dice=sneak]2d6[/dice] plus -2 hit 1 rd
If it has an abjuration effects up, add +2 to hit and [dice]2d6+2[/dice] damage

[dice=+2 sadistic short sword,Good Hope,BOF,Invisible,Haste (from boots),PA]1d20+13+2+2+2+1-3-2[/dice]
[dice=Arcane Strike, Good Hope, PA]1d6+9+3+2+6[/dice] plus [dice=sneak]2d6[/dice] plus -2 hit 1 rd
If it has an abjuration effects up, add +2 to hit and [dice]2d6+2[/dice] damage

[dice=+2 sadistic short sword,Good Hope,BOF,Invisible,Haste (from boots),PA]1d20+8+2+2+2+1-3-2[/dice]
[dice=Arcane Strike, Good Hope, PA]1d6+9+3+2+6[/dice] plus [dice=sneak]2d6[/dice] plus -2 hit 1 rd
If it has an abjuration effects up, add +2 to hit and [dice]2d6+2[/dice] damage

[dice=+2 light mace,Good Hope,BOF,Invisible,Haste,PA, ]1d20+18+2+2+2+1-3[/dice]
[dice=Off Hand, Arcane Strike, Good Hope, PA]1d6+5+3+2+3[/dice] plus [dice=sneak]2d6[/dice]

Haste
[dice=+2 sadistic short sword,Good Hope,BOF,Invisible,Haste (from boots),PA]1d20+18+2+2+2+1-3-2[/dice]
[dice=Arcane Strike, Good Hope, PA]1d6+9+3+2+6[/dice] plus [dice=sneak]2d6[/dice] plus -2 hit 1 rd
If it has an abjuration effects up, add +2 to hit and [dice]2d6+2[/dice] damage

If 23<flat-footed AC<33, 133 damage plus -2 AC.
If flat-footed AC<24, 163 damage.
(ACs include -2 AC penalty after first hit)
More if they have abjuration effects in play

Kufieno the Wyrm
Male Suli unchained rogue 4/seeker sorcerer 3/dragon disciple 10
N Medium outsider (native)
Init +9, Senses blindsense (60 ft.), darkvision (60 ft.), low-light vision; Perception +27 (+28 vs. surprise, +30 vs. traps)
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DEFENSE
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AC 31, touch 18, flat-footed 31 (+5 armor, +3 deflection, +5 Dex, +8 natural)
hp 208 (4d8+3d6+10d12+103)
Fort +15, Ref +17, Will +14; +1 vs. traps, +4 vs. fear, +1 vs. poison
Defensive Abilities danger sense +1, evasion, negate dispelling effects (1/day), uncanny dodge
Resistances acid 5, cold 5, electricity 10, fire 5
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OFFENSE
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Speed 30 ft., fly 90 ft. (average)
Melee bite +20 (1d6+11 plus 1d6 electricity), 2 claws +20 (1d8+8 plus 1d6 electricity)
Melee +2 sadistic short sword +20/15/10 (1d6+9/19-20); or +22/17/12 (3d6+11) versus abjurers and creatures with abjuration effects
Melee +2 morningstar +20/15/10 (1d8+9)
Melee +2 sadistic short sword +18/13/8 (1d6+9/19-20) and +2 morningstar +18 (1d8+5)
Melee cold iron short sword +18/+13+5 (1d6+7/19-20)
Melee longspear +18/+13/+5 (1d8+10/x3)
Melee quarterstaff +18/+13+5 (1d6+10)
Melee sickle +18/+13/+5 (1d6+7)
Ranged +1 composite shortbow +17/+12/+7 (1d6+8/x3)
Special Attacks breath weapon (60 ft. line of electricity, 17d6, DC 23, 2/day), claws (2, 1d8+7 plus 1d6 electricity, magic, 8 rounds/day), elemental assault (1d6 acid, cold, electricity or fire, 1/day for 17 rounds), sneak attack 2d6 plus debilitating injury
Item Spell-like Abilities
Constant - endure elements
1/day - false life (CL 5)
10 rounds/day - haste (CL 10)
Spell-like Abilities
Constant - greater magic fang
Sorcerer Spell-like Abilities (CL 17th; concentration +23)
2/day-form of the dragon II (blue dragon only)
Sorcerer Spells Known (CL 12th; concentration +17)
5th(4/day)-wall of stone
4th(6/day)-greater invisibility, stoneskin, fear(DC 19)
3rd(7/day)-displacement, lightning bolt(DC 18), fly, greater magic weapon
2nd(7/day)-blur, invisibility, mirror image, see invisibility, resist energy
1st(8/day)-burning disarm(DC 16), feather fall, liberating command, shocking grasp, shield, snowball(DC 16), vanish, mage armor
0th(at will)-acid splash, detect magic, disrupt undead, mage hand, message, prestidigitation, open/close, ray of frost, read magic
Bloodline draconic (blue)

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STATISTICS
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Str 24, Dex 20, Con 20, Int 14, Wis 12, Cha 20
Base Atk +11; CMB +18; CMD 36
Feats Arcane Strike (+3), Blind-Fight, Expanded Arcana, Improved Initiative, Improved Natural Armor, Improved Natural Attack (claws), Power Attack, Skill Focus (perception), Toughness, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (bite, claws)
Skills Acrobatics +22, Appraise +6, Bluff +18 (+23 to feint, +28 to lie, +13 to pass secret messages), Climb +11, Diplomacy +11, Disable Device +31, Escape Artist +10, Fly +10, Intimidate +11, Knowledge (arcana) +11, Knowledge (dungeoneering) +7, Knowledge (local) +7, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +11, Perception +27 (+28 vs. surprise, +29 vs. traps), Sense Motive +7, Sleight of Hand +9, Spellcraft +6, Stealth +20, Swim +12, Use Magic Device +11
Traits magical knack, scholar of the ancients
Languages Auran, Common, Draconic, Dwarven, Giant, Goblin, Ignan, Sylvan, Terran, Thassilonian, Varisian
SQ blood of dragons, bloodline arcana (electricity deals +1 damage per die), bloodline feat, debilitating injury, dragon resistances, finesse training (claws), negotiator, rogue talents (distracting attack, trap spotter), seeker lore, tinkering, trapfinding +3, wings
Combat Gear scroll of burning hands, scroll of haste, scroll of spider climb, wand of mage armor (50 charges), wand of shocking grasp (50 charges)
Other Gear +2 morningstar, +2 sadistic short sword, +1 composite shortbow with with 20 cold iron arrows, belt of physical might (strength and constitution) +4, boots of speed, bracers of armor +5, cloak of elvenkind, eyes of the eagle, permanent greater magic fang, headband of alluring charisma +6, manual of gainful exercise +1, metamagic rod of lesser extend, page of spell knowledge (1st, shield), ring of the sublime, robe of arcane heritage, sihedron medallion, sihedron ring, snakeskin tunic, trapspringer's gloves, longspear, quarterstaff, sickle, cold iron short sword, spell component pouch, masterwork thieves' tools
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SPECIAL ABILITIES
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Ability Boost (Ex) As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table 11-4. These increases stack and are gained as if through level advancement.
Blindsense (Ex) At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things he cannot see. He usually does not need to make Perception checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect (see page 215) to that creature. Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.
Bloodline Arcana Whenever you cast a spell with the electricity descriptor, that spell deals +1 point of damage per die rolled.
Bloodline Feat Upon reaching 2nd level, and every three levels thereafter, a dragon disciple receives one bonus feat, chosen from the draconic bloodline's bonus feat list.
Blood of Dragons A dragon disciple adds his level to his sorcerer levels when determining the powers gained from his bloodline. If the dragon disciple does not have levels of sorcerer, he instead gains bloodline powers of the draconic bloodline, using his dragon disciple level as his sorcerer level to determine the bonuses gained. He must choose a dragon type upon gaining his first level in this class and that type must be the same as his sorcerer type. This ability does not grant bonus spells to a sorcerer unless he possesses spell slots of an appropriate level. Such bonus spells are automatically granted if the sorcerer gains spell slots of the spell's level.
Breath Weapon (Su) You gain the use of a 60-ft.-line breath weapon 2/day that deals 15d6 points of electricity damage. Those caught in the breath receive a Reflex save for half damage (DC 22).
Breath Weapon (Su) At 3rd level, a dragon disciple gains the breath weapon bloodline power, even if his level does not yet grant that power. Once his level is high enough to grant this ability through the bloodline, the dragon disciple gains an additional use of his breath weapon each day. The type and shape of the breath weapon depends on the type of dragon selected by the dragon disciple, as detailed under the Draconic sorcerer bloodline description (see page 75).
Claws (Su) Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Danger Sense (Ex) You gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, you gain a +1 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class).
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered The target becomes bewildered, taking a -2 penalty to AC. The target takes an additional -2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by -2 (to a total maximum of -8).
Disoriented The target takes a -2 penalty on attack rolls. In addition, the target takes an additional -2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by -2 (to a total maximum of -8).
Hampered All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also remves the penalty.
Dragon Bite (Ex) At 2nd level, whenever the dragon disciple uses his bloodline to grow claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragon disciple is small) plus 1-1/2 times the dragon disciple's Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of energy damage. The type of damage dealt is determined by the dragon disciple's bloodline.
Dragon Form (Sp) At 7th level, a dragon disciple can assume the form of a dragon. This ability works like form of the dragon I. At 10th level, this ability functions as form of the dragon II and the dragon disciple can use this ability twice per day. His caster level for this effect is equal to his effective sorcerer levels for his draconic bloodline. Whenever he casts form of the dragon, he must assume the form of a dragon of the same type as his bloodline.
Dragon Resistances You gain Electricity Resistance 10 and a +4 natural armor bonus.
Elemental Assault (Ex) 1/day as a swift action, shroud arms in energy to add +1d6 energy damage for your level in rounds.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Low-Light Vision Sulis can see twice as far as humans in dim light.
Magical Knack (Sorcerer) You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Sorcerer gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.
Natural Armor Increase (Ex) As his skin thickens, a dragon disciple takes on more and more of his progenitor's physical aspect. At 1st, 4th, and 7th level, a dragon disciple gains an increase to the character's existing natural armor (if any), as indicated on Table 11-4. These armor bonuses stack.
Negotiator (Ex) Suli have a +2 racial bonus on Diplomacy and Sense Motive checks.
Rogue Talents
Distracting Attack (Ex) A rogue with this talent can make sneak attacks with subtle flourishes that disorient and distract her enemy. When she hits a creature with a melee attack that deals sneak attack damage, she can forgo the additional damage to cause the creature to become flat-footed against one target of her choosing until the beginning of her next turn. The rogue cannot designate herself as the creature gaining the benefit of this talent. Creatures with uncanny dodge are immune to distracting attack.
Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Scholar of the Ancients Growing up with your nose in books, you've had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you've pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Seeker Lore (Ex) By 3rd level, a seeker has already learned much about his mystery or bloodline, and is more comfortable using the bonus spells gained by that mystery or bloodline. He gains a +4 bonus on all concentration checks, on caster level checks made to overcome spell resistance, and on all Knowledge (arcana) and Spellcraft checks made on topics associated with his bonus spells. For an oracle, this ability replaces the revelation gained at 3rd level. For a sorcerer, this ability replaces the bloodline power gained at 3rd level.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Tinkering (Ex) Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their oracle mysteries or sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his oracle or sorcerer levels for determining his overall bonus on these skill checks. For an oracle, this ability replaces all of the bonus class skills he would otherwise normally gain from his mystery. For a sorcerer, this ability replaces his bonus Eschew Materials feat.
Trapfinding (Ex) You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Weapon Choice (claw) (Ex) you may use Dexterity to Damage with Claw
Wings (Su) As a standard action, leathery wings grow from your back, giving you a fly speed of 90 feet with average maneuverability. You can dismiss the wings as a free action.