Lantern Bearer

Langdon Whitefeather's page

7 posts. Alias of Shady_Motives.


Classes/Levels

Unchained Acrobat Rogue/Beguiler 1| HP 11| AC:19, T: 15, FF:14| Fort: +3, Reflex: +7, Will: +4| Init +5| Perception +82

About Langdon Whitefeather

Langdon

Appearance:
Luscious raven black locks that flow like an obsidian waterfall fall to the short man's shoulders, clothed in a fine black jacket of silk. With average looks and fair skin, his emerald green elven eyes stand out sharply against the white and black of his outfit. He moves with the wiry gate of dancers and it's clear from the tight pants that there isn't a spec of fat on the dextrous half-elf.

Level 1 Half-elf U. Acrobat Rogue/Beguiler
AL:N
Init +5
Speed: 40 Ft.
Perception +8
Low-light
5' 7", 135 Lbs.

Race alterations:

-Multitalented
+Skilled
Weapon Familiarity (Elven, Bows)
Fast
Integrated
Standard Abilities (+2 Dex, +2 Int, -2 Str.)

LANGUAGES
Common, Elven, Draconic, Sylvan, Orc, Dwarven, +1

STATS
Str 14, Dex 20, Con 16, Int 20, Wis 15, Cha 17, Beauty 11

DEFENSE
AC 19, touch 15, flat-footed 14 (+5 Dex, +4 Mage Armor)
HP 11
Fort +3, Ref +7, Will +4
+4 Concentration
+1 Will vs. Fey
+2 vs Charm, Compulsion
Speed 30 ft.
CMD: 17

OFFENSE
Base: +0
Melee +2
Ranged +5
CMB: +2
Elven Thinblade: +5 (1d8+5, 18-20,x2)
Longbow: +5 (1d8, x3)
Dagger: +5 (1d4, 19-20, x2)
Sneak Attack +1d6

FEATS
Combat Casting
Alertness

Bonus Feats
Skill Focus (Bluff)
Scribe Scroll

TRAITS
Noble Born (Medvyed)
Clever Wordplay (Bluff)
Pragmatic Activator
Child of Two People

DRAWBACK
Vain

ADVENTURING SKILLS
Acrobatics: +11
Bluff: +15
Climb: +6
Diplomacy: +8
Disguise: +8
Escape Artist: +5
Fly: +7
Handle Animal: +3
Heal: +2
Intimidate: +3
Knowledge:
>>Arcane: +9
>>Nature: +5
>>Planes: +5
>>Religion: +5
>>Dungeoneering:+5
>>Local:+10
Perception: +8
Ride: +5
Sense Motive: +8
Spellcraft: +9
Stealth: +9
Survival: +2
Swim: +6
UMD: +9

BACKGROUND SKILLS
Appraise: +5
Craft (Alchemy): +9
Knowledge (engineering): +5
Knowledge (geography): +5
Knowledge (history): +9
Knowledge (nobility): +5
Linguistics: +9
Perform: +3
Profession (): +2

SPECIAL ABILITIES
Trapfinding +1
Sneak Attack +1d6
Armored Mage (Light)
Natural Liar +1 Bluff

Apprentice:
Apprentices are those learning a trade. This category is broadly defined, including blacksmiths, butchers, chandlers, leather workers, and even street prostitutes.

Alignment: Any

Skills: Choose 2 of the following skills as class skills. If a skill you select is already a class skill, you receive a +1 competence bonus on checks using that skill.

Appraise, Bluff, Craft, Diplomacy, Disable Device, Profession, Sense Motive

Starting Money: 4d4 x 10 gp

Acrobat:

Agility and daring are both excellent rogue traits, and their confluence can create spectacular feats of acrobatics. Whether they are daring thieves, infiltrating assassins, or intrepid spies, proper training in acrobatics is a valuable boon for rogues.

Expert Acrobat (Ex)
At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks.

This ability replaces trapfinding.

Second Chance (Ex)
At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check she has just made. This reroll is made at a –5 penalty. She must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. She can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd.

This ability replaces trap sense.

Rogue Talents: The following rogue talents complement the acrobat archetype: expert leaper, ledge walker*, nimble climber, peerless maneuver, rogue crawl*, and stand up*.

Advanced Talents: The following advanced rogue talents complement the acrobat archetype: defensive roll*, fast getaway, fast tumble, and improved evasion*.

Items:
Adventurer's Outfit
Light Horse
Elven Thinblade
Longbow w/50 Arrows
MW Thieves Tools (+1 Disable)
Dagger

Potions:

Scrolls:

Future Options::
3-
5-

Spells:

0 Level: Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic.

1st Level: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm

2nd Level: Blinding Color Surge, Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisibility, Silence, Spider Climb, Stay the Hand, Touch of Idiocy, Vertigo, Whelming Burst

3rd Level: Arcane Sight, Clairaudiance/Clairvoyance, Crown of Veils, Deep Slumber, Dispel Magic, Displacement, Glibness, Halt, Haste, Hesitate, Hold Person, Inevitable Defeat, Invisibility Sphere, Legion of Sentinels, Major Image, Nondetection, Slow, Suggestion, Vertigo Field, Zone of Silence

4th Level: Charm Monster, Confusion, Crushing Despair, Freedom of Movement, Greater Invisibility, Greater Mirror Image, Locate Creature, Mass Whelm, Phantom Battle, Rainbow Pattern, Solid Fog

5th Level: Break Enchantment, Dominate Person, Feeblemind, Freind to Foe, Hold Monster, Incite Riot, Mind Fog, Telepathic Bond, Seeming, Sending, Swift Etherealness

6th Level: Greater Dispel Magic, Mass Suggestion, Mislead, Overwhelm, Repulsion, Shadow Walk, True Seeing, Veil

7th Level: Ethereal Jaunt, Greater Arcane Sight, Mass Hold Person, Mass Invisibility Bubble, Phase Door, Power Word Blind, Project Image, Spell Turning

8th Level: Demand, Discern Location, Mind Blank, Moment of Prescience, Power Word Stun, Scintillating Pattern, Screen

9th Level: Dominate Monster, Etherealness, Foresight, Mass Hold Monster, Power Word Kill, Time Stop