Kyriel of the Whitecaps
NG Elf Fighter (Ustalavic Duelist) 4 Wizard (Divination, Foresight) 4 [Gestalt]
Size: Medium
Initiative: +9
Perception: +7
Low-Light Vision
Favored Class: 1 sp/level
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Defense
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AC 23, Touch 17, Flat-Foot 16 (+5 Dex, +4 Armor, +2 Dodge, +1 Natural, +1 Attunement)
hp: 44/44
Fort: +7, Ref: +7, Will: +6
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Offense
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Speed: 30 ft
Melee: Rapier: +11 1d6+6 18-20/x2 (+1 weapon focus, +4 BAB, +5 Dex, +1 Attunement)
Melee: Dagger: +10 1d4+5 19-20/x2 (+4 BAB, +5 Dex, +1 mstrwk)
Ranged: Longbow: +10 1d8+1 20/x3 (+4 BAB, +5 Dex, +1 mstrwk)
Fight Defensively: -2 to hit, +4 AC
Combat Expertise: -2 to hit, +2 AC
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Statistics
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STR 14 DEX 21 CON 14 INT 18 WIS 12 CHA 8
BAB:+4 CMB: +5 [+11 vs disarm, sunder; +13 vs trip] CMD: 23 [25 vs trip]
Feats: Power Attack, Deadly Aim, Weapon Finesse, Combat Expertise, Run, Scribe Scroll, Weapon Focus (Rapier), Dodge, Fencing Grace, Alertness, Improved Trip
Traits:
Sea-Souled: RAW.
Always on Guard: When fighting defensively, reduce the attack penalties by 2 and increase the bonus by +1 AC. At 10th level, you gain a permanent +4 AC, and no attack penalties.
Languages: Common, Elven, Draconic, Celestial, Sylvan, Gnome,
Adventuring Skills:
+8 Kn Nature (1 ranks, +4 INT, +3 class),
+9 Kn Arcana (2 ranks, +4 INT, +3 class),
+8 Kn Local (1 ranks, +4 INT, +3 class),
+8 Kn Dungeoneering (1 rank, +4 INT, +3 class),
+8 Kn Planar (1 ranks, +5 INT, +3 class),
+9 Kn Religion (2 ranks, +4 INT, +3 class),
+10 [+12 to Identify] Spellcraft (3 ranks, +4 INT, +3 class),
+8 Survival (4 ranks, +1 WIS, +3 class),
+9 Acrobatics* (4 ranks, +5 DEX),
+9 Stealth* (4 ranks, +5 DEX),
+7 Perception* (4 ranks, +1 WIS, +2 Alertness)
+7 [and can always take 10] Swim (4 ranks, +1 trait, +2 STR)
Background Skills:
+1 Perform (Dance)* (2 ranks, -1 CHA),
+9 Kn History (2 rank, +4 INT, +3 class)
+9 Kn Geography (2 rank, +4 INT, +3 class)
+9 Kn Nobility (2 rank, +4 INT, +3 class)
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Special Abilities:
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Foresight (Su): 1/2 Wizard level bonus to Initiative, can always act in surprise rounds.
Prescience (Sp): 5/7 uses per day. Roll a d20, replace over course of round as desired.
Familiar: Turtle (Kwik)
Weapon Attunement +1
Armor Attunement +1
Opposition: Evocation, Enchantment
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Spellcasting
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Spellbook:
0: Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1: True Strike, Heightened Awareness, Blend, Silent Image, Blood Money, Air Bubble, Grease, Color Spray, Touch of the Sea, Protection from Evil, Long Arm, Expeditous Retreat, Comprehend Languages, Shield, Mage Armor, Magic Missile, Sleep, Summon Monster I, Mount
2: Blur, See Invisibility, Blindness/Deafness, Mirror Image, Bull's Strength, Flaming Sphere, Protection from Arrows, Scorching Ray, Web, Summon Monster II, Protection from Good (Communal), Glitterdust, Greater Detect Magic, Share Language
Spells per Day (plus school spells):
0th: 4/∞ [Ghost Sound, Detect Magic, Read Magic, Mage Hand]
1st: 2/4 [True Strike, Blend, Heightened Awareness, ___________]
2nd: 2/3 [Blur, See Invisibility, ______________]
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Gear
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Mithral Shirt (+4/+6/-0)
Masterwork Silver Rapier
Wizard's Kit (no torches or rations)
Masterwork Comp LongBow
20 arrows
Masterwork Cold Iron Dagger
Potion of Cure Light Wounds
Scroll of Protection From Evil
Scroll of Blindness/Deafness
Scroll of Long Arm
Scroll of Expeditious Retreat
Scroll of Comprehend Languages
Scroll of Shield
Scroll of Mirror Image
Familiar Satchel
Gold on Hand:
159 gp
Loads:
Current: 38 lb
Light:0-58
Medium:59-116
Heavy:117-175
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Kwik the Turtle
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AC 18, Touch 8, Flat-Foot 18 (-2 Dex, +8 Natural, +2 Size)
hp: 22/22
Fort: +2, Ref: +1, Will: +4
Speed 5 ft., swim 20 ft.
Melee bite +2 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Str 3, Dex 6, Con 8, Int 7, Wis 12, Cha 3
Base Atk +4; CMB 0; CMD 6 (10 vs. trip)
Feats Skill Focus (Perception)
Skills: Perception +4, Swim +10
SQ:
Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells
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