Ranger

Lady Shakira Gabrielle Suna's page

10 posts. Alias of GYPSY ROSE.


Full Name

Lady Shakira Gabrielle Suna

Race

Elf of the High and Hornsaw Descent.

Classes/Levels

Rogue 7/Fighter 3/Duelist 9

Gender

Female

Size

Medium

Age

135 estimate, or older than all of you.

Special Abilities

Special Attacks scout's charge, sneak attack +4d6; Defensive Abilities defensive flurry, evasion, trap sense +2; DR 5/piercing or slashing Weaknesses light sensitivity

Alignment

Chaotic Good

Deity

Tanil (Goddess of the Wilds)

Location

Bridge City

Languages

Elven, Common, Draconic.

Occupation

Alchemist Merchant.

Strength 16
Dexterity 19
Constitution 14
Intelligence 16
Wisdom 10
Charisma 14

About Lady Shakira Gabrielle Suna

Shakira Gabrielle Gadiva Suna
Female elf fighter (two-weapon fighter) 3/rogue (scout) 7 (Pathfinder RPG Advanced Player's Guide 109, 134)
CG Medium humanoid (elf)
Init +11; Senses darkvision 60 ft.; Perception +17
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Defense
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AC 23, touch 18, flat-footed 17 (+3 armor, +2 deflection, +5 Dex, +1 dodge, +2 natural)
hp 91 (10 HD; 7d8+3d10+20)
Fort +9, Ref +13, Will +5 (+1 vs. fear)
Defensive Abilities defensive flurry, evasion, trap sense +2; DR 5/piercing or slashing
Weaknesses light sensitivity
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Offense
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Speed 30 ft.
Melee +1 driftsteel shortsword +12 (1d6+6/19-20) or
. . +1 fortuitous cup-hilt rapier +14/+9 (1d6+4/18-20) or
. . +1 icy burst driftsteel shortsword +14/+9 (1d6+6/19-20 plus 1d6 cold)
Special Attacks scout's charge, sneak attack +4d6
Spell-Like Abilities (CL 10th; concentration +12)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
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Statistics
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Str 16, Dex 21, Con 14, Int 16, Wis 10, Cha 14
Base Atk +8; CMB +11; CMD 34
Feats Amateur Swashbuckler[ACG], Breadth Of Experience[APG], Combat Expertise, Dodge, Failed Apprentice, Flanking Foil[UC], Improved Initiative, Mobility, Responsive Duelist, Sharp Senses[APG], Spring Attack, Two-weapon Fighting, Weapon Finesse
Traits spell intution, warrior of old
Skills Acrobatics +18 (+23 to reduce damage from falls), Bluff +15, Climb +12, Craft (alchemy) +7, Craft (poison) +7, Craft (tattoo) +7, Craft (traps) +5, Craft (weapons) +3, Diplomacy +10, Disable Device +23 (+19 to checks if more than five feet away from device), Disguise +6, Escape Artist +19, Heal +0 (+3 to treat poison), Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +5, Knowledge (planes) +6, Knowledge (religion) +6, Perception +17, Profession (gambler) +2, Profession (herbalist) +2, Profession (librarian) +2, Profession (merchant) +2, Profession (sailor) +2, Ride +13, Spellcraft +12, Stealth +13, Use Magic Device +13; Racial Modifiers +4 Perception, derring-do
Languages Common, Draconic, Elven, Orc, Sylvan
SQ dreamspeaker[APG], noqual, noqual, rogue talents (finesse rogue, offensive defense[APG], surprise attacks), trapfinding +3
Combat Gear caltrops; Other Gear +3 darkleaf cloth studded leather, boneless leather[APG], +1 driftsteel shortsword, +1 fortuitous cup-hilt rapier, +1 icy burst driftsteel shortsword, amulet of natural armor +2, belt of incredible dexterity +2, eyes of the eagle, horseshoes of speed, ring of protection +2, ring of resistance +2, stone horse (destrier)[UE], antidote kit[UE], bedroll, belt pouch, chalk (10), climber's kit, flint and steel, gas mask, grappling arrow[UE], marbles[APG], masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], mirror, pirate clothes, fancy, piton (10), poisoner’s gloves, poisoning sheath[UE], silk rope (50 ft.), soap, thieves' tool extenders, mithral, trail rations (5), waterskin, 150 gp
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Tracked Resources
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Antidote kit (10 uses) - 0/10
Comprehend Languages (1/day) (Sp) - 0/1
Detect Magic (1/day) (Sp) - 0/1
Detect Poison (1/day) (Sp) - 0/1
Failed Apprentice (Acid Splash, Disrupt Undead, At will) (Sp) - 0/0
Panache Pool (2/day) - 0/2
Poisoner’s Gloves - 0/5
Read Magic (1/day) (Sp) - 0/1
Trail rations - 0/5
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Special Abilities
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Amateur Swashbuckler Although you are not a swashbuckler, you have and can use panache.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Damage Reduction (5/piercing or slashing) You have Damage Reduction against all except Piercing or Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deed: Derring-Do (Ex) Spend 1 panache to add 1d6 when making Escape Artist, Fly, Ride, or Swim check.
Defensive Flurry +1 (Ex) +1 AC vs. melee when making a full-attack with both weapons.
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Failed Apprentice (Acid Splash, Disrupt Undead, At will) (Sp) You may select two cantrips from the 0th Sorcerer/wizard spell list. You can cast those cantrips at will. Your caster level always counts as level 1. If you ever use a cantrip to deal damage, always subtract one from the damage roll (minimum 1).
Flanking Foil Foes you strike lose their flanking bonus against you
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Noqual Noqual looks almost like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance. It is associated with abjuration magic, charity, and envy. Noqual is light—half as heavy as iron, yet just as strong. More importa
Noqual Noqual looks almost like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance. It is associated with abjuration magic, charity, and envy. Noqual is light—half as heavy as iron, yet just as strong. More importa
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Responsive Duelist When fighting with slashing light weapon or a rapier, you can use an AoO as a counter-attack.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
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Daughter of a wealthy merchant, got bored and wanted to get out in the world and make a difference. Her only allegiances are to family and friends. Her mother is deceased and she is a only child. Her mother was a Forest Elf who became a Arch Mage before her death in the war with the humans. Her father is mundane, but she inherited her mothers skill with magic and her fathers skill with a blade.

Minor Alchemy
Prerequisites: 10 Intelligence.
Benefit: A rogue with this talent chooses one 1st-level formulae from the Alchemist formulae list that she may prepare as an alchemist’s extract once per day from memory, using her rogue level as her caster level. The rogue does not gain or need a formulae book, and does not count as being an alchemist, a spellcaster, or possessing a formulae book for any other purpose.

Major Alchemy
Prerequisites: Minor Alchemy, 11 Intelligence.

Benefit: A rogue with this talent chooses a 1st-level formulae from the alchemist formulae list. She may prepare this extract from memory, just like the formulae gained from the Minor Alchemy talent. She may create two extracts from memory each day, and these extracts may be carried and imbibed by others, as if the rogue possessed the Infusion alchemist discovery.

Alchemist Discovery (Ex)
Benefit: The investigator can select one of the following alchemist discoveries as an investigator talent: combine extracts, concentrate poison, dilution, elixir of life, enhance potion, eternal potion, extend potion, infusion, mutagen, and poison conversion. When selecting an alchemist discovery, he must be high enough level to qualify for that discovery, using his investigator level as his alchemist level to determine if he qualifies. This talent can be selected multiple times; each time grants a new alchemist discovery.

Bomber’s Discovery (Su)
Prerequisite(s): bomber rogue talent

Benefits: A rogue with this talent gains an alchemist’s discovery that modifies a bomb.

advanced talent
Mutagen (Su)
Prerequisites: Major Alchemy, Advanced Rogue Talents.

Benefit: A rogue with this talent may prepare a mutagen as the alchemist class feature, using the rogue’s level -4 as her alchemist level when determining the mutagen’s duration. These levels stack with any alchemist levels she possesses for this purpose.

Also recommend

Rope Master — Move at normal speed when using a rope while climbing PZO1118

SRD
Acrobatic Charge (Ex)
Benefit: A rogue with this talent may make an Acrobatics check to move through a threatened area or an opponents square as part of a charge . He may also change direction once during a charge .

Aerial Acrobatics (Ex)
Prerequisites: Rope Mastery

Benefit: A rogue with this talent gains a climb speed equal to her base speed while using a rope to climb, with all the related benefits. She only needs one hand free to climb a rope, and may perform actions while hanging from a rope which usually requires having two free hands. Finally, she may descend a rope with a speed of up to 60 ft without penalty or damage.

Pirate
Contents [show]

A pirate breaks from the confines of country and king to commit her crimes upon the high seas. She holds allegiance only to her ship and its captain (if even that much is true), and lives a lawless life upon the waves, plundering ships and shorelines as suits her whim.

Sea Legs (Ex)
At 1st level, a pirate becomes adept at moving on ships, boats, and similar vessels. She gains the Sea Legs feat as a bonus feat, even if she does not meet the prerequisites.

This ability replaces trapfinding.

Swinging Reposition (Ex)
At 2nd level, a pirate incorporates a ship’s masts, rigging, ropes, sails, and other such structures into her combat style. Provided she is wearing light armor or no armor, when fighting in an environment where such structures exist, the rogue incorporates them into her movement, and does not have to move in a straight line when making either a charge attack or bull rush combat maneuver. Once she completes her attack or maneuver, she can reposition herself. Immediately after making the charge or bull rush, she can move 5 feet as a free action, even if the charge ends her turn. This movement does not provoke attacks of opportunity.

This ability replaces the 2nd-level rogue talent.

Unflinching (Ex)
Pirates are a salty and steadfast lot. At 3rd level, a pirate gains a +1 bonus on saving throws against fear and mind-affecting effects. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level.

This ability replaces trap sense.

Rogue Talents: The following rogue talents complement the pirate archetype: black market connections, combat trick, finesse rogue, firearm training, hold breath, rope master, and strong stroke.

Advanced Talents: The following advanced rogue talents complement the pirate archetype: getaway master, hard to fool, and unwitting ally.

Bomber
Contents [show]
Bombers forgo the backstabbing associated with most rogues. Instead, bombers focus on the construction and lobbing of explosives to control and destroy their foes. A bomber is more likely to blow a hole in a wall than bother disarming a trapped door.

The bomber is an archetype of the rogue class.

Bomb
At 1st level, a bomber gains the bomb and throw anything abilities as an alchemist of the same level. If a character already has bomb from another class, the levels from the classes that grant bomb stack to determine the effective alchemist level for the bomb’s extra damage dice (so an alchemist 1/ rogue 1 deals 1d6 + Int damage with a bomb like a 2nd level alchemist, a rogue 2/ alchemist 1 deals 2d6 bomb + Int damage like a 3rd alchemist,
and so on.)

This ability replaces sneak attack.

Or

Chemist
Contents [show]

A chemist is a practical alchemist, one who cares more about getting the job done than studying strange theory or ancient magic. A chemist is an expert of the firebomb, tanglefoot bag, and itching powder, inhibiting his foes and controlling the battlefield with equal ability. A chemist knows how to turn any challenge to his advantage, and no matter the situation he may find himself in, a chemist can brew the right tool for the job.

The chemist is an archetype of the rogue class.

Weapon Proficiency
A chemist gains proficiency with bombs.

Budding Alchemist
A chemist adds half his rogue level as a bonus to his Craft (alchemy) skill.

Throw Anything (Ex)
All chemists gain the Throw Anything feat as a bonus feat at 1st level. A chemist adds his Intelligence modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.

This ability replaces trapfinding.

Tactical Alchemy
At 3rd level, whenever the chemist uses alchemist bombs or any non-magical, alchemical weapon or item, the DC needed to overcome the effects or halve the damage increases by 1. The damage and splash damage of his bombs and alchemical weapons is also increased by 1.

These benefits increase by an additional +1 at 6th level, and by +1 for every three levels beyond to a maximum of +6 at 18th level.

This ability replaces trapsense.

Sneak Attack
A chemist gains sneak attack at a slightly slower rate than a normal rogue. He gains sneak attack dice at 1st level, 4th level, and every 3 levels thereafter, to a maximum of 7d6 at level 19.

Bomb (Su)
Starting at 3rd level, the chemist learns to make bombs, similar to the alchemist’s bomb class feature. The chemist may create a number of bombs per day equal to his rogue level plus his intelligence modifier. Treat the chemist’s rogue levels as alchemist levels when determining bomb variables or effects that depend on caster level or alchemist level. If the chemist gains bombs from any other class, add these class levels together to determine bomb variables and the total number of bombs usable per day.

Precision Throw (Ex)
At 3rd level, a chemist may add his sneak attack damage to damage dealt with bombs and splash weapons, so long as the target is hit directly with the splash weapon, and is flat-footed or denied their Dexterity bonus to AC. The sneak attack damage is of the same damage type as the weapon, and if a saving throw halves the damage, the sneak attack damage is also halved. Abilities that alter sneak attack may be applied to these attacks as normal.

Sneaky Bomb (Ex)
A chemist may create a bomb and hide it somewhere on a creature instead of throwing it. This re- quires a Sleight of Hand check outside of combat, or a steal combat maneuver check in combat.

If the check is successful, then the bomb has been planted successfully and will detonate at the end of the rogue’s turn, dealing damage, sneak attack damage, and splash damage as normal. If the check fails, the bomb has not been placed on the target, and must be used the next round or explode in the chemist’s hands.

Chemistry
A chemist may select any of the following alchemist discoveries in place of a rogue talent: explosive missile, strafe bomb, breath weapon bomb, fast bombs, precise bomb, or any alchemist discovery available to him as a bonus discovery through his bomb class feature. Treat his rogue levels as alchemist levels when meeting prerequisites or determining effects of his alchemist discoveries.

Underground Chemist
Underground chemists are part of the rotting, fetid underbelly of the alchemical world. While underground chemists can’t hold a candle to dedicated alchemists, they’re tricky and dangerous with alchemical substances and potions.

Chemical Weapons (Ex)
At 2nd level, an underground chemist is able to retrieve an alchemical item as if drawing a weapon. She adds her Intelligence modifier to damage dealt with splash weapons, including any splash damage. She adds 1/2 her level to Craft (alchemy) checks.

This ability replaces evasion.

Precise Splash Weapons (Ex)
At 4th level, an underground chemist can deal sneak attack damage with splash weapons. The attack must be her first attack that round, qualify for dealing sneak attack damage (such as against a flat-footed target), and be directed at a creature rather than a square.

This ability replaces the rogue talent gained at 4th level.

Discovery (Su)
At 10th level, an underground chemist can select one of the following alchemist discoveries in place of a rogue talent: concentrate poison, dilution, enhance potion, extend potion, mummification, nauseating flesh, poison conversion, preserve organs, spontaneous healing, or sticky poison. She uses her rogue level as her alchemist level for determining the effects of her discoveries and whether she is able to select one.

This ability alters advanced talents.

Rogue Talents: The following rogue talents complement the underground chemist archetype: black market connections, fast fingers, lasting poison, sniper’s eye, and swift poison.

Advanced Talents: The following advanced rogue talents complement the underground chemist archetype: deadly cocktail and thoughtful reexamining.

Globe Of Invulnerability:

School: abjuration
Level: Sorcerer: 6; Wizard: 6; Arcanist: 6
Area: 10-ft.-radius spherical emanation, centered on you
Saving Throw: none
Spell Resistance: no
Source: Core Rulebook
Summary: Stops 1st- through 4th-level spell effects.
Artifacts and deities are unaffected by mortal magic such as this.

An immobile, faintly shimmering magical sphere surrounds you and moves with you, excluding all spell effects of 4th level or lower. The area or effect of any such spells does not include the area of the globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. Any type of spell, however, can be cast through or out of the magical globe. Spells of 5th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast.

Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.

If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.

The Girding of Mitra:

(The Lion Belt) An actual relic, this is the belt worn by
Mitra when he walked the earth as a man. It radiates a
powerful Magic Circle against Evil and if combined with
the Amulet (Mitra’s Eye) it will form a globe of
invulnerability about the bearer as if cast by a 20th level
Wizard. The spell may be dispelled only by removing one of
the items from the bearer’s person or by depressing the
topaz in the lion mouth of the amulet which will negate the
globe of invulnerability only for 1d6 melee rounds.

If combined with the ring (Mitra’s favor), the magic circle
against evil spell will become a widened magic circle
against evil. Any Evil creature(s) within that radius will
suffer 1d8 points smite evil damage per round.

With the exception of the globe of invulnerability all individual powers may be turned on and off at will by the bearer. However, the bearer must be aware of the existence of a given power to be able to “turn it off”,
otherwise that power will function continuously. The reverse is true of the undeath to death spell, which must be known of to be used and may be used once a day.
CL 20th; Craft Wondrous Item; magic circle
against evil (widened), globe of invulnerability, undeath to death, smite evil, greater planar ally.

[dice=Identify, I did identify when found but rolling again, but not for in this battle]1d20 + 25[/dice]18+25=43