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Lightfoot Raven's page
154 posts. Organized Play character for Keith Apperson.
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| Full Name |
Lord Raven, The Lightfooted |
| Race |
| HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 |
| Classes/Levels |
| Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA |
| Gender |
Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 |
| Size |
Medium |
| Age |
28 |
| Alignment |
TN |
| Deity |
The Lost Prince |
| Languages |
Abyssal, Celestial, Elven, Osiriani, Varisian |
| Strength |
12 |
| Dexterity |
19 |
| Constitution |
14 |
| Intelligence |
12 |
| Wisdom |
16 |
| Charisma |
7 |
About Lightfoot Raven
Lighty #3
Half-elf rogue (unchained) 7/warpriest (sacred fist) of The Lost Prince 4 (Pathfinder RPG Advanced Class Guide 60, 130, Pathfinder Unchained 20)
N Medium humanoid (elf, human)
Init +13; Senses low-light vision; Perception +30
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Defense
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AC 28, touch 23, flat-footed 21 (+4 armor, +1 deflection, +6 Dex, +1 dodge, +1 natural, +5 untyped bonus)
hp 91 (11d8+33)
Fort +9, Ref +13, Will +12; +2 vs. enchantments
Defensive Abilities danger sense +2, evasion, uncanny dodge; Immune sleep
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Offense
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Speed 50 ft.
Melee +1 adamantine elven branched spear +16/+11 (1d8+10/×3) or
+1 elven branched spear +16/+11 (1d8+10/×3) or
sap +14/+9 (1d6+1 nonlethal) or
silver light mace +14/+9 (1d6+1) or
unarmed strike +14/+9 (1d8+1) or
unarmed strike flurry of blows +12/+12/+7 (1d8+1)
Ranged darkwood composite shortbow +15/+10 (1d6+1/×3) or
(S) mwk light crossbow +13 (1d6/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 elven branched spear, 10 ft. with +1 adamantine elven branched spear)
Special Attacks blessings 5/day (Knowledge: lore keeper, Nobility: inspiring word), channel positive energy 3/day (DC 14, 1d6), fervor 7/day (1d6), sneak attack (unchained) +5d6
Warpriest (Sacred Fist) Spells Prepared (CL 6th; concentration +11)
2nd—inheritor's smite, weapon of awe[APG] (DC 17)
1st—bless, blessed fist[ACG], divine favor, fallback strategy, shield of faith
0 (at will)—create water, detect magic, mending, stabilize
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Statistics
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Str 12, Dex 22, Con 14, Int 12, Wis 20, Cha 7
Base Atk +8; CMB +9; CMD 32
Feats Accomplished Sneak Attacker, Alertness, Canny Tumble[ACG], Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Weapon Finesse, Weapon Focus (elven branched spear)
Traits magical knack, reactionary
Skills Acrobatics +20 (+35 to jump), Appraise +5, Bluff +2, Climb +5, Diplomacy +5, Disable Device +25, Disguise -1, Escape Artist +10, Heal +10, Intimidate +2, Knowledge (dungeoneering) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nobility) +5, Knowledge (religion) +5, Linguistics +7, Perception +30, Ride +10, Sense Motive +11, Sleight of Hand +10 (+12 to conceal the ring in a search), Spellcraft +10, Stealth +15, Survival +5 (+7 to avoid becoming lost), Swim +5, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Elven, Osiriani, Varisian
SQ blessed fortitude, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, flurry of blows, rogue talents (expert leaper, trap spotter, weapon training), trapfinding +3
Combat Gear adamantine arrows (15), oil of bless weapon (2), potion of enlarge person (2), potion of fly, wand of cure light wounds, wand of mage armor (50 charges), acid (3), alchemist's fire (3), antiplague[APG], antitoxin, hype (5); Other Gear +1 adamantine elven branched spear, +1 elven branched spear, darkwood composite shortbow (+1 Str), mwk light crossbow, sap, silver light mace, dark blue rhomboid ioun stone, amulet of natural armor +1, belt of incredible dexterity +4, boots of striding and springing, bracers of armor +3, cloak of resistance +1, cracked dusty rose prism ioun stone, eyes of the eagle, first aid gloves, headband of inspired wisdom +4, wayfinder[ISWG], canteen[UE], canteen[UE], grappling hook, hot weather outfit[APG], iron holy symbol of Prince[UE], masterwork backpack[APG], masterwork thieves' tools, masterwork tool, silk rope (50 ft.), thieves' ring, wrist sheath, spring loaded (2), 11,292 gp, 7 sp, 5 cp
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Special Abilities
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Blessed Fortitude (Su) If you succeed at a Fort save for partial effect, take none instead.
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Canny Tumble +2 circ bon on melee atk vs. opp whose space you moved through without provoking AoO.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Expert Leaper (Ex) Always running for jumps, add +7 to jump, and can negate more fall distance.
Fervor (1d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Flurry of Blows+6/+6/+1 (Su) You can make a flurry of blows, as the monk.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Warpriest Channel Positive Energy 1d6 (3/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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