Pirate Sniper

L Kanan's page

33 posts (345 including aliases). No reviews. No lists. No wishlists. 2 aliases.


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Yep, I'm still lurking as well. Not too proud to beg ;)


I'm here. Thanks for including me.

I'm looking forward to a fast paced game with the typical flare of the Realms.

PC-wise, as I accidentally on the southbound forum, I want to see her in a knightly order or paladin/prestige class down the line.


Oops, sorry wrong discussion. Looking for Northbound.


Completely understand and wouldn't have it any other way.


I am interested in playing in this if you need another PC.


Dang, good luck to those that got in.


I do not have a preference, other than being in one of the groups :) That being said, my PC is from the north, Silverymoon.


Bogan Canis wrote:

L Kanan

What?

*googles*

....S@*#. This is what I meant to reference. http://starwars.wikia.com/wiki/Bogan

I should probably change the name.

Haha, go with it. Dont let one meaning change what you meant.


Lol @ the name Bogan. Are you from Australia?


Raltus wrote:
any word on the other players so we know what to not make?
See above
Quote:
As for the two already in, they've told me they're making a Mesmerist and a Tower-Shield Fighter.


Alright, I decided on a diviner as I like the background I came up with and there are several fighter types on offer from others.

I do want to add that I have previously played a portion of RoTR, from the haunted house to the beginning of the flood. Just wanted to give full disclosure.

Laurana Kanan:

Laurana Kanan
Female elf diviner 1
NG Medium humanoid (elf)
Init +8; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Arcane School Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—diviner's fortune (+1)
Diviner Spells Prepared (CL 1st; concentration +5)
. . 1st—identify, mage armor, magic missile
. . 0 (at will)—detect magic, light, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Improved Initiative, Scribe Scroll
Traits magical lineage, scholar of the ancients
Skills Escape Artist +4, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (planes) +8, Perception +3, Profession (Archeology) +4, Profession (teacher) +4, Spellcraft +8 (+10 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Goblin, Sylvan, Thassilonian
SQ arcane bond (ring), elven magic, forewarned
Combat Gear potion of cure light wounds (2); Other Gear quarterstaff, backpack, bedroll, belt pouch, ink, inkpen, scholar's outfit, signet ring, spell component pouch, waterskin, wizard starting spellbook, 20 gp
--------------------
Special Abilities
--------------------
Arcane Bond (Quarterstaff) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +1 (7/day) (Sp) As a standard action, touch grants ally +1 insight bonus to many checks for 1 round.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Forewarned 1 (Su) Can always act in surprise rounds.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
--------------------
I don’t belong here, or at least that is the story told by my people. I don’t know if it is true or not but my people believe it and so that is worth something. As the story goes, nearly 5000 years ago, my ancestors were wizards visiting Golarion from a plane of existence far from this one. They had traveled here several times on research expeditions, each time learning more and more and chronicling it for further research on their home plane. It was during one of these expeditions that a singularity throughout all the planes occurred – Earthfall happened the exact same moment that my ancestor’s home plane shifted to a new location. My ancestors were stranded on Golarion. On their home plane, my ancestors were considered normal elves. They loved the forests and woods, but most of all magic. Their blood and magic supposedly run through my veins.

Each new generation moved on to different locations in Golarion, by a carefully crafted design. We were to explore and report back if we had found any way of returning home. But this is home now. After thousands of years of interbreeding with the native Golarion elves, we are the same – except for our platinum-colored irises. That is the only true mark of my people. There are not very many of us anymore.

I was raised in the town of Galduria. My parents’ destiny was to explore the surrounding areas for any signs of returning to a plane that was no longer our own. My siblings and I knew our destinies by the time we turned 50. And mine? The fates decreed that I was to travel to the city of Sandpoint, not far from Galduria.

I came from adventurous stock and being quite the exuberant type, always looking for new experiences, I latched onto the dream. I moved to Sandpoint right after the time of unpleasantness and began the study of an old lighthouse, searching for clues of my supposed home word. During the days, I work at the Turandarok Academy, helping to school the young ones. It earns me a living wage enough to have a small room in the back of the Academy. After work, I spend my time digging around Old Light, searching for clues.

With the celebration just around the corner, I may just set up a booth, writing people's names in the language of magic to earn a little extra.


Dotting for either a wizard variant or magus. Do you have a preference? What about the other two already in? What are their classes, what are they looking for?


I did a third check on my PC, this time with Hero Lab, and found that I was short 2 HP and 1 to attack. Everything else looked good.


I am going to back out. After much soul searching, I dont think I can keep up :) Happy gaming.


Thanks for the feedback. I should have it done in the next 48 hours. I am thinking paladin/bard or paladin/summoner.


Dotting, Any input from the current players? What would they like to see?


Dotting for Laurana if she is available. If not, I am good for any. I'm also curious about ruleset.


Understood. CS edited and I believe complete.


Will you be using combined athletic skills (acrobatic, jump, climb)?

I think I have adjusted everything else here

Of course, I will move it over if selected.


Here is a 2nd level straight up fighter with a 20 point buy. I would need to update the backstory and possibly the traits.


Please take a look at my CS here. I believe it is complete. A straight up fighter built to punish and to take punishment.

Also, because background can be difficult to read on that CS, here it is:

Spoiler:

Step 1: Write 5 background and concept elements that you feel are important to your image of the
character. These can be a concept overview, a list of important life events, a physical description, a
personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1. Kyli’s father was killed by giants when she was young.
2. She carried on the farm work and hired out to others to support her mother.
3. She carries the great axe that was her father’s.
4. Her mother and she moved to the outlands of Sandpoint to be closer to civilization.
5. She has platinum eyes and blond hair.

Step 2: List at least two goals for the character. At least one of these goals should be one that the
character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. Start a knighthood/mercenary company in Sandpoint.
2. I would like to see Kyli grow into a symbol of hope for those that are too weak to defend themselves, especially females.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be
aware of, so expect some surprises!
1. (known secret) Kyli was shirking her chores when the giants attacked that killed her father. If she was where she was suppose to be, her father would not have had to aid her without his weapons.
2. (unknown secret) Her platinum eyes are a physical trait that marks visitors from other worlds that were trapped on Golarion at Earthfall.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the
character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Friendly – 1. Daviren Hosk at the Goblin Squash Stables, whom she helps from time to time. 2. Shalelu Andosana, whom she idolizes and maybe has a crush on
Enemy – Shayliss Vinder, who is everything she is not

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. She giggles when trying to hide her fear, as a coping mechanism.
2. She gets extremely red in the face when she gets even slightly embarrassed.
3. She is just starting to find herself in the world, she has lofty dreams but feels torn by duty to her mother and going out and making her dreams a reality.

I was born to a human father and elven mother not too far distant from the town of Ravenmoor in Varisia. My parents had a passionate love, and chose the simple life of farmers so they could be left alone. My father was mercenary before meeting my mother, he wielded a great axe for coin but he did not start out that way. At first, he wanted to be part of a knightly order, to help those that could not help themselves. But even the most noble of intentions need to eat, and he was paid well for his blade. Not too long after that, he met my mother and settled down.

Fifteen years into my life, I was sent to do my chores in the fields. I have always been a good rider and animal husbandry was second nature, and I helped every day in the fields. But I would often shirk my chores and end up by the creek. I loved the feeling of the fresh water on my skin and lazily dozing the afternoons away. Until the giants came. I was at the creek that day when, making slow laps with my ears underwater so as the world was mute to me. The next thing I remember was an unnatural wave pushing against me. I opened my eyes to see the most terrifying thing, a giant wading in after me. I screamed and rushed to the shoreline. I would not have made it in time but my father was working the fields near me and rushed to my aid. He lept at the monster with nothing but his shears. The distraction was enough for me to stumble to the shore and flee to the house with nothing but my small clothes on. Upon returning to the creek later, we found nothing but blood and the shears. I never did tell my mother that I had caused the death of my father. If I was at work, instead of playing, we both would have retreated to the house.

Shortly thereafter we moved to the outlands of Sandpoint, to be closer to civilization. We bought a small acreage and together we worked it. The labor hardened my muscles and tones my body. I trained with my father’s axe, vowing to defend those who could not defend themselves and dreaming of starting my own knighthood - to fulfill the dream of my father. But in the meantime, I worked the farm, as mentioned, and hired out to others to bring in extra income. I would often work at the Sandpoint stables for Daviren Hosk, as I was good with the horses.

One of my favorite things is when Shalelu comes around. She is probably my favorite person in the world, after my mother. I could listen to her tales for hours. I admit that there is some hero worship there, and maybe something a little more. I do not know, I am very confused about it. I still day dream that one day she and I will adventure together. Maybe she can be my first recruit into my knighthood!

Of course, there are those I have difficulties with as well. The Vinder girl especially. I do not know why she bothers me so much but I must bother her too because she never misses an opportunity to taunt me or call a boy to her when I may have his attention. She also often calls me “freak” because of my eye color. It is what it is but people often ask me if I have celestial blood in me. I wish. I know I shouldn't take easy offense by her childish name calling but I get flushed really easily which adds to my embarrassment. I need to get stronger and not let her bother me.

Until that time, I will laugh in the face of danger, even though it is a nervous laugh. Perhaps someday it will be a real laugh! And I will continue towards my goals, and the goal of my father. To defend those that cannot defend themselves and become an icon, a hero to girls all around Varisia. I am Kyli Kanan, and I will not fail… I hope.


HP: 1d10 + 4 ⇒ (3) + 4 = 7

average +1 it is


Mother of !!!!

Thank you. I have updated the sheet here .

I am considering going back to the boarding axe as having a two-handed weapon would negate a magus' sword and spell attacks. But then again, if she focused on enchanting the weapon and not attack with both the main and off hand, it would probably be worth it. So yea, let's go with that. She could be quite potent with enchanting a two handed weapon. Thanks for the indulgence.


2d6 + 6 ⇒ (1, 3) + 6 = 10

2d6 + 6 ⇒ (6, 6) + 6 = 18

2d6 + 6 ⇒ (6, 6) + 6 = 18

2d6 + 6 ⇒ (4, 3) + 6 = 13

2d6 + 6 ⇒ (6, 4) + 6 = 16

2d6 + 6 ⇒ (5, 3) + 6 = 14


Thanks for the guidance. I decided to rebuild Tika line-by-line. Here is the result:
Tika Myth-Weavers CS.

Thanks again.


Looks great, I will be submitting.


Here is Tika's background and appearance.

I would also swap the scimitar on her CS for the boarding axe and would add the ancient explorer trait.

Spoiler:

Background:
I don’t belong here, or at least that is the story told by my people. I don’t know if it is true or not but my people believe it and so that is worth something. As the story goes, nearly 5000 years ago, my ancestors were wizards visiting Golarion from a plane of existence far from this one. They had traveled here several times on research expeditions, each time learning more and more and chronicling it for further research on their home plane. It was during one of these expeditions that a singularity throughout all the planes occurred – Earthfall happened the exact same moment that my ancestor’s home plane shifted to a new location. My ancestors were stranded on Golarion. On their home plane, my ancestors were considered normal elves. They loved the forests and woods, but most of all magic. Their blood and magic supposedly run through my veins.

Each new generation moved on to different locations in Golarion, by a carefully crafted design. We were to explore and report back if we had found any way of returning home. But this is home now. After thousands of years of interbreeding with the native Golarion elves, we are the same – except for our platinum-colored irises. That is the only true mark of my people. There are not very many of us anymore.

I was raised in the town of Galduria. My parents’ destiny was to explore the surrounding areas for any signs of returning to a plane that was no longer our own. My siblings and I knew our destinies by the time we turned 50. My rambunctious twin sister with hair the color of light honey and a gift of divination was to travel to the town of Sandpoint, and explore. And mine? The fates decreed that I was to travel to the city of Port Peril. I had never left Varisia, let alone set foot on a ship.

Still, I came from adventurous stock and being quite the exuberant type, always looking for new experiences, I latched onto the dream. My sister and I moved to Sandpoint right after the time of unpleasantness. She began her study of an old lighthouse, searching for clues, while I began working on my sea legs in preparation for the voyage south. During the days, I worked on a fishing trawler that plied the Varisian Gulf, they appreciated the magic that I had and I appreciated their tutelage. Time in town I spent at the local playhouse, working on my dancing – again, something that came as natural as the magic.

All the while I had paid good coin for any word of expeditious in the south. Not long after, an old sailor, a washed-up buccaneer, came into port claiming that he knew of a contact in Port Peril. The contact claimed to have a map of a lost cyclops ruins to sell. It sounded like an interesting lead. The next day, I began my uneventful journey to the Port. Upon reaching the designated location of the tavern named the Formidably Maid, I did not find the contact. But I did have contact with the local brew, which quickly overpowered me.

Thus, began my adventures in the south, several years back. Do I think I will find a lost connection to my birthright home world? No. Do I believe the tale? Do you? I think you owe me another round for this story. I will tell you about my tattoos for a double.

Appearance:
A boisterous and fiery redheaded elf with platinum eyes. She carries a boarding axe, slung casually her side, and a slight scar on her right cheek. Both arms are full-sleeve tatted, flowing from her cropped doublet. She dances with a carefree, wild style that invites all to draw close.


Vanulf Wulfson wrote:
I could throw Randall's hat into the ring. He's currently 4th level and would need to be bumped up to 6th.

Haha, with a name like Rand McNally, I would expect him to be a Pathfinder Society member.


Tika Kanan, female elf magus (spell dancer); background info coming soon.

Tika Kanan:

TIKA KANAN

XP

Female elf magus (spell dancer) 6

None Medium humanoid (elf)

Init +3; Senses low-light vision, Perception +2
DEFENSE

AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 34 (6d8+6)
Fort +5, Ref +5, Will +5, +2 vs. enchantment spells and effects

OFFENSE
Speed 20 ft.
Melee scimitar +1 (adamantine) +6 (1d6+1/18-20)

Space 5 ft.; Reach 5 ft.

Special Attacks spell combat, spellstrike
STATISTICS
Str 10, Dex 16, Con 11, Int 18, Wis 10, Cha 14
Base Atk +4; CMB +4; CMD 17

Feats Magical Lineage, Slashing Grace (Rapier), Spell Penetration, Weapon Finesse, Weapon Focus (Scimitar)

Skills Acrobatics +0 , Acrobatics (Jump) -4 , Climb +4 , Escape Artist +0 , Fly +0 , Knowledge (Arcana) +13 , Knowledge (Dungeoneering) +10 , Knowledge (Planes) +13 , Perception +2 , Perform (Dance) +9 , Ride +0 , Spellcraft +13 , Spellcraft (Identify magic item) +15 , Stealth +0 , Swim +6 , Use Magic Device +6

Languages Celestial, Common, Draconic, Elven, Orc, Sylvan

SQ arcane deed, arcane movement, armor proficiency, bonus feats, cantrips, class skills, disruptive, elven immunities, elven magic, keen senses, magus arcana, spell dance, spell recall, weapon familiarity

Gear mithral shirt +2, scimitar +1 (adamantine), handy haversack, outfit (hot weather/darkleaf cloth), magus spellbook, outfit (explorer's), outfit (entertainer's/darkleaf cloth)

Magus Spellbook

SPECIAL ABILITIES

Arcane Deed (Ex) When a magus takes this arcana, he can pick any one deed from the swashbuckler class feature as long as that deed can be used by a swashbuckler of his magus level. The magus can use that deed by using points from his arcane pool as the panache points required for that deed. Even if he gains a panache pool through another means, the magus is not considered to have at least 1 point in his panache pool for the purpose of deeds selected with arcane deed, and his effective swashbuckler level for determining such a deed's effect is 0. A magus can take this arcana multiple times, each time gaining a new deed. The magus must have the flamboyant arcana (see below) to select this arcana.

Arcane Movement (Su) Whenever a spell dancer casts a magus spell, he gains a competence bonus on Acrobatics, Climb, Escape Artist, and Stealth checks equal to the spell's level until the beginning of his next turn.

Armor Proficiency (Ex) You can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Bonus Feats At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Class Skills A spell dancer adds Acrobatics and Perform (dance) to his list of class skills and removes Intimidate and Ride from his list of class skills.

Disruptive (Ex) The magus gains Disruptive as a bonus feat. The magus must be at least 6th level before selecting this arcana.

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magical Lineage (Shocking Grasp) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Shocking Grasp, treat its actual level as 1 lower for determining the spell's final adjusted level.

Magus Arcana As he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.

Magus Arcana The following magus arcana complement the spell dancer archetype: arcane cloak, prescient defense (Ultimate Combat); close range, concentrate, hasted assault, spell shield (Ultimate Magic).

No Racial Subtype You have chosen no racial subtype.

Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.

Spell Dance (Su) The spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +22 enhancement bonus to his movement rate and a +4 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. Once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round.

Spell Recall (Su) You can use your arcane pool to recall spells he has already cast. With a swift action, you can recall any single magus spell that you have already prepared and cast that day by expending a number of points from your arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.


What rules for HP to 6th?


Interested. PC coming.


Here is my straight-up trap finding rogue. I have not yet written her backstory or added the background skills.

Spoiler:

KANAN

Female aasimar rogue 10

None Medium outsider (native)

Init +7; Senses darkvision 120 ft., Perception +17
DEFENSE

AC 21, touch 14, flat-footed 21 (+6 armor, +1 deflection, +3 Dex, +1 natural)
hp 73 (10d8+20)
Fort +6, Ref +14, Will +7, +3 Reflex to avoid traps

Defensive Abilities evasion, improved uncanny dodge, trap sense +3, uncanny dodge; Resist acid 5 , cold 5 , electricity 5
OFFENSE
Speed 20 ft.
Ranged crossbow, light +2 +14/+9 (1d8+2/19-20)
Melee rapier +1 (adamantine) +13/+8 (1d6+1/18-20)

Space 5 ft.; Reach 5 ft.

Special Attacks crippling strike, sneak attack 5d6
Innate Spell-Like Abilities: daylight ( 1/day) Magic Item Spell-Like Abilities: feather fall (at will)
STATISTICS
Str 10, Dex 20, Con 12, Int 14, Wis 14, Cha 16
Base Atk +7; CMB +7; CMD 23

Feats Deepsight, Deft Hands, Extra Rogue Talent, Skill Focus (Disable Device, Stealth), Weapon Finesse,

Skills Acrobatics +15 , Acrobatics (Jump) +11 , Climb +5 , Diplomacy +13 , Diplomacy (Potentially Sexually Attracted) +14 , Disable Device +32 , Disguise +13 , Escape Artist +15 , Fly +2 , Knowledge (Dungeoneering) +12 , Knowledge (Local) +8 , Perception +17 , Perception (Trapfinding) +22 , Ride +2 , Sense Motive +10 , Sleight of Hand +19 , Stealth +21 , Swim -3 , Use Magic Device +16

Languages Celestial, Common, Draconic, Elven

SQ celestial language, celestial resistance, charmer, peerless maneuver, resistance to acid 5, resistance to cold 5, resistance to electricity 5, skilled, snap shot, spell-like ability, stats, trapfinding, trap spotter

Combat Gear potion of cure serious wounds (3), potion of invisibility (3), potion of reduce person (3); Other Gear mithral shirt +2, crossbow, light +2, rapier +1 (adamantine), amulet of natural armor +1, headband of alluring charisma +2, ring of feather falling, ring of protection +1, belt of incredible dexterity +2, cloak of resistance +2, efficient quiver, handy haversack, outfit (entertainer's/leather), bolts, crossbow (10) (10), disguise kit, masterwork thieves' tools (4), outfit (explorer's), thieves' tools (3)

SPECIAL ABILITIES

Celestial Language (Ex) Aasimars speak Celestial.

Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Charmer (Ex) 3/day, the rogue can roll two dice while making a Diplomacy check, and take the better result. She must choose to use this talent before making the Diplomacy check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Crippling Strike (Ex) You can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage.

Darkvision See in the dark up to 60 ft.

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.

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.

Evasion

Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 14.

Peerless Maneuver (Ex) 3/day, a rogue with this talent can roll two dice while making an Acrobatics check, and take the better result. She must choose to use this talent before making the Acrobatics check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Rogue ~ Uncanny Dodge Tracker

Skilled (Ex) Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Snap Shot (Ex) A rogue with this talent may treat her initiative roll as a 20 for a surprise round, regardless of her initiative, but she may only take an attack action with a ranged weapon. Her normal initiative roll is used in subsequent rounds. If two or more rogues possess this talent, their initiative determines the order in which they act, but they all go before any other creature. If a rogue is prevented from acting in the surprise round, this talent has no effect.

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 5d6 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.

Spell-Like Ability (Sp) Aasimars can use daylight 1/day as a spell-like ability.

Stats +2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.

Trapfinding (Ex) You add +5 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.

Trap Sense (Ex) You gain a +3 bonus on Reflex saves made to avoid traps, and a +3 dodge bonus to AC against attacks made by traps.

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.

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.


Hi, new to the boards but not to PBP.

I am also willing for a D20, Skype, or Google Hangout game, or something similar, depending on time.

I am specifically looking for AP Rise of the Runelords. I am thinking of a wizard, fighter, or thief variant but for RotR, I am willing to take on whatever is needed.

Please send me a PM if I am needed or considered to make sure I dont miss it. I can promise to post at least 3x per week and prefer quicker paced games that are RP heavy.

Thanks in advance.