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About Laeron the Flash 2.0Laeron the Flash
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...
NG Male Advanced Elf Magus Kensai 11 Arcane Trickster 10 Rogue Knifemaster 1 Alchemist Vivisectionist 2 Init +40; Low-Light Vision, Darkvision 60ft, Blindsight 40ft; Perception +39 DEFENSE AC 62, Touch 45, flat footed 34 (+8 armor, +15 Dex, +9 natural, +5 deflection, +13 dodge, +1 insight +1 luck) hp 276 (24d8 + Con) Fort +27, Ref +33, Will +27; +2 against enchantments Fort: +0 R +3 A +7 M +3 AT +7 Con +5 Resistance +1 Competence +1 Luck Ref: +2 R +3 A +3 M +5 AT +15 Dex +5 Resistance +1 Competence +1 Luck Will: +0 R +0 A +7 M +5 AT +8 Wis +5 Resistance +1 Competence +1 Luck Defensive Abilities: Can't be flanked (arachnid goggles), Evasion, Improved Uncanny Dodge; SR 32; resist fire 20, resist cold 20, resist energy 20, resist acid 20, resist sonic 20 OFFENSE Speed 30 ft. ; Fly 60ft (good maneuverability) when active "Flicker" (+4 Agile Speed Keen Ghost Touch Duelling Kukri) +33/+33/+28/+23 (1d4+20/15-20x2) Additionally, "Flicker" contains a Wand of Dimension Door with 50 charges thanks to a permanent Weapon Wand spell. “Flash” (+4 Agile Speed Keen Ghost Touch Duelling Kukri) +33/+33/+28/+23 (1d4+20/15-20x2) Additionally, "Flicker" contains a Wand of Rime Piercing Frigid Touch with 50 charges thanks to a permanent Weapon Wand spell. 4 +1 Mithril Daggers +27/+22/+17 (1d4+12/19-20x2) 10ft. Range Space 5ft.; Reach 5 ft. STATISTICS Str 24, Dex 40, Con 24, Int 34, Wis 26, Cha 22 [20 Point Buy] Strength 14 base + 6 Belt of Physical Perfection +4 advanced Dexterity 17 base +4 ASI +6 Belt of Phys Perfection +5 Manual of Quickness +4 Alchemical +4 advanced Constitution 10 base +6 Belt of Physical Perfection +4 Manual of Bodily Health +4 advanced Intelligence 17 base +2 ASI +6 Headband of Mental Superiority +5 Tome of Clear Thought +4 advanced Wisdom 13 base +6 Headband of Mental Superiority +3 Tome of Understanding +4 advanced Charisma 7 base +6 Headband of Mental Superiority +5 Tome of Leadership and Influence +4 advanced Base Attack +14/+9/+4; CMB +0; CMD 0 CLASS ABILITIES:
MAGUS - Arcane Pool: Gain a pool of arcane pool points equal to 1/2 your Magus level + your Intelligence --> AP = 17 - Enhace Weapon: At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. - Canny Defense (+11): When a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that his chosen weapon may be of any type. - 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 - Magus Arcana: Gain a magus arcana, see effects below - Perfect Strike: When a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1. - Fighter Training: A kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon. - Iaijutsu: A kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity. - Critical Perfection: A kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai’s favored weapon. - Superior Reflexes: A kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat. ARCANE TRICKSTER
ROGUE
Alchemist
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 - 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 -Flamboyant Arcana: Can use Derring-do and Opportune parry and riposte swashbuckler deeds - Wand Wielder: activate a wand or staff in place of casting a spell with Spell Combat - Prescient Defense: spend 1 point as an immediate action after hitting a target to gain a bonus to AC and Reflex saves equal to your Intelligence modifier - Arcane Deed (evasive): while a magus has at least 1 panache point, she gains the benefits of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her magus level as her rogue level for improved uncanny dodge. DISCOVERIES:
- Vestigial Arm (x2): The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time). FEATS Racial: Run 1st Level: Two-Weapon Fighting Bonus: Weapon Finesse 3rd Level: Double Slice 5th Level: Dodge Bonus: Extra Arcana 7th Level: Extra Arcana 9th Level: Improved Two-Weapon Fighting 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: Extra Discovery Bonus: Extra Arcana 25th Level: Improved Initiative 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: 366
TRAITS & DRAWBACK:
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 3rd: Magical Knack Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice. - Meticulous: You take a –2 penalty on skill checks for skills with which you’re untrained.
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" (+4 Agile Keen Speed Ghost Touch Duelling Kukri) - "Flash" (+4 Agile Keen Speed Ghost Touch 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 Rime Piercing Frigid Touch CL 7th (50 charges) --> In "Flash" - 1 Wand of Dance of 100 cuts CL 15th - 4 +1 Mithril Daggers Scroll - Dance of a Thousand Cuts x5 (CL 20th) - Greater Heroism x5 - Time Stop x5 - Energy Drain x5 - Waves of Exhaustion x5 - Anti-Magic Field x5 - Prediction of Failure x5 - Planar Ally x4 (1 already summoned) - Contingency x1 (already in effect with True Ressurection, activate on death) - True Ressurection x1 Ioun Stones (all implanted except pearly white spindle) - Standard Wayfinder: With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself. - Cracked Dusty Rose Prism: +1 initiative - Cracked Pearly White Spindle: regeneration 1/hour - Dusty Rose Prism: +1 insight bonus to AC - Gamboge Nodule: Immune to poison - Iridescent Spindle: no need to breath - Orange Prism (in wayfinder): 1d4-2 +1 CL every turn - Pale Green Prism: +1 competence bonus to attack, save, skill and ability checks Slotless Items - Manual of Bodily Health +4 - Manual of Quickness and Action +5 - Tome of Clear Thought +5 - Tome of Leadership and Influence +5 - Tome of Understanding +3 - Stone of Good Luck: +1 luck bonus on saving throws, ability checks, and skill 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 Mental Superiority +6: +6 enhancement bonus to Int, Wis, Cha - Arachnid Goggles: Can't be flanked - Amulet of Natural Armour: +5 enhancement bonus to natural armour - Vest of Stable Mutation: While under the effect of any type of mutagen, the wearer takes no penalty to mental ability scores from that mutagen. - BODY - Cloak of Resistance +5: +5 resistance bonus on saves - Belt of Physical Perfection +6: +6 enhancement bonus to Str, Dex and Con - Bracers of Armour +8: +8 armour bonus, energy resistance 20 against fire, cold, energy, acid and sonic, greater slick, greater shadow - HAND - Ring of Arcane Mastery: Ring contains 4 arcane pool points and can be used in various ways - Ring of Protection +5: +5 deflection bonus - Boots of Speed: Free action haste, 10 rounds/day - Handy Haversack: Store 120lbs. of equipment, always weighs 5lbs, retrieve stored item as a move action that doesn't provoke AoO's Intelligent Items "Kyonin's Plea" (Intelligent Rune of Razing) Int 10, Wis 10, Cha 16 Ego 17, defend elves Blindsense 120ft. Telepathy, Common and Elvish Fly 3/day (CL 13th) Heal at will when fulfilling purpose Survival Gear bedroll, iron pot, mess kit, soap, trail rations (20 days), waterskin, masterwork thieves tools, 325gp SPELLS:
Concentration bonus +39; +2 during spell combat; +4 for teleportation magic SR bypass bonus +26 - 0th 4/day, DC 22: 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 8/day, DC 23: Colour Spray, Feather Fall, Frostbite, Grease, Longarm,Magic Missile, Shield, Shocking Grasp, Thunderstomp, True Strike, Vanish, Unnering Weapon - 2nd 10/day, DC 24: Acid Arrow**, Bladed Dash**, Blur, Brow Gasher, Frigid Touch, Mirror Image, Scorching Ray, Tactical Acumen - 3rd 9/day, DC 25: Air Geyser**, Daylight, Dispel Magic*, Fly, Force Punch, Greater Thunderstomp**, Haste, Lightning Bolt, Storm Step*, Water Breathing**, Vampiric Touch - 4th 7/day, DC 26: Black Tentacles, Dimension Door, Fire Shield*, Greater Invisibility, Ice Storm, Shout, Stoneskin, Wreath of Blades** - 5th 7/day, DC 27: Corrosive Consmption, Vampiric Shadow Shield, Greater Bladed Dash - 6th 6/day, DC 28: Chain Lightning, Contagious Flame, Disintegrate, Greater Dispel Magic, Stone to Flesh, True Seeing, Walk Through Space
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