Rogue Elf

Laeron the Flash's page

21 posts. Alias of Vaite Belleran.


Full Name

Laeron the Flash

Race

Advanced Elf Magus (Spelldancer Spellblade) 12, Arcane Trickster 10, Rogue (Knifemaster) 1, Ninja 1

Classes/Levels

228/228hp | AC 43, T 30, FF 30 | CMB +21 | CMD 43 | F +23, R +31, W +26; +2 against enchantments | Can't be flanked, resist fire 10, resist cold 10, resist energy 10, resist acid 10, resist sonic 10 | Init +20 | Perception +36

Gender

Male

Size

M

Age

167

Special Abilities

see below

Alignment

CG

Deity

none

Languages

Aboleth, Abyssal, Aklo, Auran, Celestial, Common, Dark Folk, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Necril, Orc, Protean, Sylvan, Terran, Treant

Occupation

Personal Study, Guarding the Mordant Spire

Strength 24
Dexterity 34
Constitution 20
Intelligence 32
Wisdom 23
Charisma 11

About Laeron the Flash

Laeron the Flash
Level by Level Progression
Hit Point Rolls
Appearance

Background:

Born in the Elf city of Kyonin, Laeron grew was raised in the light of the relative peace and safety of his people. A quick witted youth, he also possessed a certain amount of grace which spoke as much of his way of moving as it did of his character: adaptable, quick to act and most of all free. Like the majority of his race he was rapidly introduced to magic and the art of the hunter, both of which he excelled at from an early age. As time progressed and his knowledge in both of these domains grew, Laeron began to experiment at combining the two separate disciplines into one flowing, deadly art. One of his mentors took particular notice of his growth and aided him in mastering what he knew to be the art of the Magus, all be it in a much more elegant form.

By the time he reached adulthood and had finished his training, Laeron was 118 years old. He spent the next 10 years in service to his people guarding the Demon Swamp near Kyonin before leaving the great city to travel the world and learn what he could. After crossing the Five Kings Mountains, he traveled through the lands of Druma, Inger, Molthume and Nidal before crossing the Conqueror's Bay and arriving in Varisia. There he spent many long years broadening and then focussing his study of magic onto the manipulation of space and dimensions, as well as that of his skill at arms towards the way of the subtle killer.

During his travels Laeron learned of the Mordant Spire, a structure at the edge of the world guarded by his kinsmen and said to contain forbidden knowledge the likes of which could end the world. Intrigued and excited by this new the chance to serve his people in such an important location, he ventured to the Spire and offered his services as a guardsmen. There he has spent the last 29 years of his life rising through the ranks of guardsmen, perfecting the use of teleportation and time magic and all the while guarding the deep and dangerous secrets of the Mordant Spire.

Until his aid was requested in raiding the Vaults of Time and Space that is...


CG Male Advanced Elf
Magus Spelldancer Spellblade 12
Arcane Trickster 10
Rogue Knifemaster 1
Ninja 1
Init +20; Low-Light Vision, Darkvision 60ft, see invisibility; Perception +36
DEFENSE
AC 43, Touch 30, flat footed 30 (+6 armor, +12 Dex, +7 natural, +4 deflection, +1 dodge, +2 insight +1 luck)
hp 228 (25d8 +125 Con)
Fort +23, Ref +31, Will +25; +2 against enchantments
Defensive Abilities: Can't be flanked (arachnid goggles); resist fire 10, resist cold 10, resist energy 10, resist acid 10, resist sonic 10
OFFENSE
Speed 40 ft. ; Fly 60ft (good maneuverability) when active
"Flicker" (+5 Keen Ghost Touch Duelling Kukri) +30/+24/+19 (1d4+12/15-20x2)
Additionally, "Flicker" contains a Wand of Dimension Door with 50 charges thanks to a permanent Weapon Wand spell.
+5 Force Athame +30/+24/+19 (1d4+12/19-20x2)
60ft. Range
4 Mithril Daggers +27/+22/+17 (1d4+12/19-20x2)
10ft. Range
Space 5ft.; Reach 5 ft.
STATISTICS
Str 24, Dex 34, Con 20, Int 32, Wis 23, Cha 11 [20 Point Buy]
Strength 14 base + 6 Belt of Physical Perfection +4 advanced
Dexterity 17 base +3 ASI +6 Belt of Phys Perfection+4 Manual of Quickness +4 advanced
Constitution 10 base +6 Belt of Physical Perfection +4 advanced
Intelligence 17 base +3 ASI +6 Crimson Spheres +2 Tome +4 advanced
Wisdom 13 base +6 Headband of Aerial Agility +4 advanced
Charisma 7 base +4 advanced
Base Attack +14/+9/+4; CMB +21; CMD 43
CLASS ABILITIES:

MAGUS
- Arcane Pool: Gain a pool of arcane pool points equal to 1/2 your Magus level + your Intelligence --> AP = 17
- Spell Dance: The Spelldancer Magus may expend 1 arcane pool point to enter a spell dance. For 1 minute his speed increases by 40ft, he gains a +8 dodge bonus to AC against AoO's from moving out of or through a threatened space. He may also cast one of the following spells during the spell dance as a free action: blur(1 round), fly (1 round), haste (1 round), dimension door, freedom of movement (1d4 rounds)
- Improved Spell Combat: As a full round action the Magus may make all of your attacks and cast a spell that takes 1 STANDARD ACTION to cast. You gain a +2 bonus on concentration checks, any attack rolls made as part of this action suffer a -2 penalty and you may take an additional penalty to attacks equal to your Intelligence bonus and add it to your concentration check
- Force Athame: As a swift action the Spellblade Magus may manifest a dagger of force in your hand by sacrificing one of your daily spells. The hand holding the athame is still considered empty for the purpose of spell combat and delivering touch spells. The dagger has an enhancement bonus equal to the level of the spell sacrificed and lasts for 1 minute.
- Magus Arcana: Gain a magus arcana, see effects below
- Improved Spell Recall: As a swift action the Magus may recall 1 spell he prepared and used that day by expending a number of arcane pool points equal to 1/2 the spells level. Additionally, he may recall any spell he knows of a a level matching one of the slots he has already used by expending a number of arcane pool points equal to the spells level
- Knowledge Pool: The Magus may expend 1 or more arcane pool points to a maximum of his Intelligence bonus. For each point he expends this way he may choose one spell on the magus spell list and have it count as though it is in his spell book for 24 hours
- Dance of Avoidance: The Spelldancer Magus gains a +2 insight bonus to AC
- Fighter Training: The magus counts as being a Fighter of 1/2 his Magus for the purpose of selecting fighter feats

ARCANE TRICKSTER
- Ranged Legerdemain: The Arcane trickster may the Disable Device and Sleight of Hand skills at a distance of 30ft. This increases the DC by 5 and any object being manipulated must weigh less than 5 pounds
- Impromptu Sneak Attack 2/day: The Arcane Trickster may designate any one attack to be a sneak attack. The target of the Impromptu Sneak Attack loses it's Dexterity bonus to AC but only against that attack
- Tricky Spells 5/day: The Arcane Trickster may cast a spell as though it were modified by the Silent Spell and Still Spell Metamagic feats without modifying the spell's actual level.
- Invisible Thief 10 rounds/day: As a free action, the Arcane Trickster may become invisible as though affected by Greater Invisibility
- Surprise Spells: The Arcane Trickster may add his Sneak Attack damage to any spell that deals damage, as long as the target of the spell is flat-footed. This extra damage is of the same type as the spell. If the spell allows a saving throw for 1/2 damage, the Sneak Attack damage is halved as well.

ROGUE
- Sneak Stab 7d8: Whenever the rogue attacks an enemy who is denied his Dexterity bonus to AC or is being flanked he may deal additional sneak attack damage. A Knifemaster Rogue may deal d8s of damage when using a dagger, kerambit, kukri, punching dagger, starknife, or swordbreaker dagger and uses d4s for any other weapon.
- Hidden Blade: The Knifemaster Rogue adds 1/2 her level on Sleight of Hand checks made to conceal a light blade

NINJA
- Poison Use: A ninja may apply poison to a weapon or surface without the risk of accidentally poisoning himself

MAGIC ITEM
- Evasion: A character wearing this ring can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the character is wearing light armour or no armour. A helpless character does not gain the benefit of evasion.


MAGUS ARCANA:

- Arcane Accuracy: spend 1 arcane pool point as a swift action to gain an insight bonus equal to your Intelligence on attack rolls until the end of your turn
- Disruptive: gain the Disruptive feat
- Prescient Attack: as an immediate action after hitting a target with a weapon attack, you may spend 1 arcane pool point to deny the target his Dexterity bonus to AC until the end of your next turn
- Spellbreaker: gain the Spellbreaker feat
- Spell Scars: you can scribe 18 levels of spells onto your skin as if using the Scribe Scroll feat
- Arcane Edge: as an immediate action after hitting a target with a weapon attack, you may spend 1 arcane pool point to deal an amount of bleed damage equal to his Intelligence modifier

FEATS
Racial: Run
1st Level: Two-Weapon Fighting
3rd Level: Double Slice
5th Level: Dodge
Bonus: Step Up
Magus Arcana: Disruptive
7th Level: Weapon Finesse
9th Level: Improved Two-Weapon Fighting
Magus Arcana: Spellbreaker
11th Level: Dimensional Agility
13th Level: Dimensional Assault
15th Level: Dimensional Dervish
17th Level: Dimensional Savant
19th Level: Combat Reflexes
21st Level: Greater Two-Weapon Fighting
23rd Level: Following Step
Bonus: Two-Weapon Rend
25th Level: Step Up and Strike
CLASS SKILLS:

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Dimplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Linguistics (Int), Perception (Wis), Perform (dance) (Cha), Profession (Wis), Sense Motive (Cha), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and Use Magic Device (Cha)

Skill Points Total: 375
Acrobatics +41 (25 rank +12 dex +1 competence +3)
Appraise +28 (13 ranks +11 Int +1 competence +3)
Bluff +25 (21 ranks +0 Cha +1 competence +3)
Climb +35 (24 ranks +7 Str +1 competence +3)
Disable Device +41 (25 ranks +12 Dex +1 competence +2 tools +3)
Escape Artist +28 (12 ranks +12 Dex +1 competence +3)
Fly +32 (16 ranks +12 Dex +1 competence +3)
Knowledge (arcana) +34 (19 ranks +11 Int +1 competence +3)
Knowledge (dungeoneering) +40 (25 ranks +11 Int +1 competence +3)
Knowledge (local) +34 (19 ranks +11 Int +1 competence +3)
Knowledge (nobility) +34 (19 ranks +11 Int +1 competence +3)
Knowledge (planes) +34 (19 ranks +11 Int +1 competence +3)
Linguistics +29 (14 ranks +11 Int +1 competence +3)
Perception +36 (25 ranks +7 Wis +1 competence +3)
Sense Motive +36 (25 ranks +7 Wis +1 competence +3)
Spellcraft +40 (25 ranks +11 Int +1 competence +3) +2 racial to identify a magic item
Stealth +32 (16 ranks +12 Dex +1 competence +3)
Swim +35 (24 ranks +7 Str +1 competence +3)


TRAITS:

1st : Arcane Revitalization
Any time you score a critical hit against an enemy you regain 1 arcane pool point
2nd: Reactionary
You gain a +2 trait bonus to Initiative

LANGUAGES:

Aboleth, Abyssal, Aklo, Auran, Celestial, Common, Dark Folk, Draconic, Dwarven, Elven, Giant, Ignan, Infernal, Necril, Orc, Protean, Sylvan, Terran, Treant

RACIAL TRAITS:

- Fleet-footed: Gain the Run feat and +2 to Initiative
- Elven Immunities: Immune to magical sleep effects, +2 on Will saves against enchantments
- Elven Magic: +2 on CL checks to bypass spell resistance, +2 on spellcraft checks to identify a magic item
- Low-Light Vision: Can see twice as far as humans in conditions of low light

GEAR:

Combat Gear
- "Flicker" (+5 Keen Ghost Touch Duelling Kukri)
- 1 Wand of Dimension Door CL 7th (50 charges) --> In "Flicker"
- 1 Wand of Dimension Door CL 7th(50 charges) --> In Handy Haversack
- 1 Wand of Dance of 100 Cuts CL 15th (20 charges) --> Glove of Storing
- 4 Mithril Daggers
Ioun Stones
- Crimson Sphere x3: +2 enhancement bonus to Int
- Pale Green Prism: +1 competence bonus to attack, save, skill and ability checks
Other Gear
- Jingasa of the Fortunate Soldier: +1 luck bonus to AC, 1/day ignore sneak attack or reduce critical hit to normal hit
- Headband of Aerial Agility +6: +6 enhancement bonus to Wis and can use Fly at will
- Arachnid Goggles: Can't be flanked
- Amulet of Natural Armour: +5 enhancement bonus to natural armour
- Spectral Shroud: Gain constant see invisibility. 1/day can become ethereal for 10 rounds, can't attack during this time but can end the effect as a move action
- Cloak of Resistance +5: +5 resistance bonus to all saves
- Belt of Physical Perfection +6: +6 enhancement bonus to Str, Dex and Con
- Bracers of Armour and Energy Resistance+6: +6 armour bonus, energy resistance 10 against fire, cold, energy, acid and sonic
- Glove of Storing: Store and retrieve 1 item as a free action
- Ring of Arcane Mastery: Ring contains 4 arcane pool points and can be used in various ways
- Ring of Protection +4: +4 deflection bonus
- Boots of Striding and Springing: +10ft to land speed and +5 to Acrobatics when jumping
- Manual of Quickness and Action +4 (used): +4 inherent bonus to Dex
- Tome of Clear Thought +2 (used): +2 inherent bonus to Int
- Scroll of Darkvision (used), Scroll of Permanency (used), 5000gp of Diamond Dust: Darkvision 60ft
- Handy Haversack: Store 120lbs. of equipment, always weighs 5lbs, retrieve stored item as a move action that doesn't provoke AoO's
- 5x Scroll of Freedom of Movement (70 min) --> In Handy Haversack
- 5x Scroll of Heal (110 hp) --> In Handy Haversack
- 3x Scroll of Mass Heal (170hp) --> In Handy Haversack
- 4x Spell Scar of Shield (10 rounds)
- 4x Spell Scar of Mirror Image (1 minute, 1d4+1 images)
- 1x Spell Scar of Greater Dispel Magic (CL 16th)
- 5x Spell Crystal of Heal (150hp) --> In Handy Haversack
- 2x Spell Crystal of Dance of 1000 cuts (+5, 20 rounds) --> In Handy Haversack
- 1x Spell Crystal of Plane Shift --> In Handy Haversack
- 2x Spell Crystal of Raise Dead (20 days) --> In Handy Haversack
Survival Gear
bedroll, iron pot, mess kit, soap, trail rations (20 days), waterskin, masterwork thieves tools, 47gp

SPELLS:

Concentration bonus +33; +2 during spell combat; +4 for teleportation magic
SR bypass bonus +24

- 0th 5/day, DC 21: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestigitation, Ray of Frost, Read Magic, Spark

- 1st 9/day, DC 22: Colour Spray, Feather Fall, Frostbite, Grease, Longarm,Magic Missile, Shield, Shocking Grasp, Thunderstomp, True Strike, Vanish, Unnering Weapon

- 2nd 11/day, DC 23: Acid Arrow**, Bladed Dash**, Blur, Brow Gasher, Frigid Touch, Mirror Image, Scorching Ray, Tactical Acumen

- 3rd 10/day, DC 24: Air Geyser**, Daylight, Dispel Magic*, Fly, Force Punch, Greater Thunderstomp**, Haste, Lightning Bolt, Storm Step*, Water Breathing**, Vampiric Touch

- 4th 8/day, DC 25: Black Tentacles, Dimension Door, Fire Shield*, Greater Invisibility, Ice Storm, Shout, Stoneskin, Wreath of Blades**

- 5th 8/day, DC 26: Corrosive Consmption, Vampiric Shadow Shield, Greater Bladed Dash

- 6th 7/day, DC 27: Chain Lightning, Contagious Flame, Disintegrate, Flesh to Stone, Greater Dispel Magic, Stone to Flesh, True Seeing