About Luna R.skills:
acrobatics 11, appraise 10, bluff 11,craft:mechanics 6, diplo 10, disable 11, disguise 8, escape 11, intimidate 7, know dungeon 7, know local 7, know arcana 6, perception 11, perform 8, sense motive 9, slt of hand 11, spellcraft 7, stealth 11, survival 6, umd 7 traits:
Power of Suggestion - bluff to make one object seem like another Fast Talker - +1 to bluff feats:
Sneaky Vagabond +2 stealth, +4 in crowds, +2 diplo/know local to hide Maelstrom Navigator You are hardened against the effects of the Maelstrom, having grown use to the unbridled chaos and can resist the voices and visions more readily than the normal crew. Benefit : You gain a +2 will save vs Enchantment effects. Additionally, you do not have to make Will saves while in any part of the Maelstrom that is considered a 'safe' area. In an unsafe area, your bonus to will saves increases to +5 to avoid the effects of the Maelstrom Madness. If you fail your will save, you only take half the penalties, and you never enter a suicidal or murderous rage while in the Maelstrom. Finally, you may make a Profession (Sailor) check to determine the ECL of the Maelstrom in your area. The DC for this check is 10 plus the ECL of the Maelstrom you are in. Weapon Finesse (dex to hit instead of str (see rogue talent) Alertness (+2 perception when familiar is near) Improved trip +2 to trip, no aoo Weapon Focus: whip +1 to hit Extra Hex (flight) - for 7th lvl - improved familiar?
rogue class features:
sneak attack 3d6 evasion natural born liar - if use bluff successfully target is -2 on any further bluff checks vs rogue for 24 hrs. grand hoax - gain 'rumormonger' advanced talent at 3rd lvl Uncanny Dodge (Ex) Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. rogue talents:
Finesse Rogue - gain weapon finesse as a bonus feat Weapon Training Benefit: A rogue that selects this talent gains Weapon Focus as a bonus feat. Rumormonger Benefit: A rogue with this talent can attempt to spread a rumor through a small town or larger settlement by making a Bluff check. She can do so a number of times per week equal to her Charisma modifier (3x/week). The DC is based on the size of the settlement, and it takes a week for the rumor to propagate through the settlement. If the check succeeds, the rumor is practically accepted as fact within the community; succeeding by 5 or more over the DC decreases the time it takes the rumor to propagate by 1d4 days. A failed check means the rumor failed to gain traction, while failing by 5 or more causes the opposite of the rumor or some other competing theory involving the rumor’s subject to take hold. witch class:
Maiden Witch (charisma based) Raven familiar +3 appraise, alertness feat 3 hexes spells hexes:
witch spells known by familiar:
0 lvl (dc 13) all 0 lvl spells 1st lvl (dc 14) Bungle, Charm Person, Command, cure LIght Wounds, Deathwatch, Ear Piercing Scream, Fumbletongue, Mudball, Peacebond, Ray of Enfeeblement, Sleep, Web Bolt 2nd lvl (dc 15) Alter Self, Blessing of Courage and Life, Blindness/Deafness, Cure Moderate Wounds, Glitterdust, Levitate, Web 3rd lvl (dc 16) lightning bolt, water walk witch spells memorized:
4 lvl 0: message, stabilize, guidance, detect magic 4 lvl 1: charm person, ray of enfeeblement, command, sleep 3 lvl 2: alter self, glitterdust 2 lvl 3: water walk, lightning bolt mythic features:
surge 1d6 hard to kill mythic power 7 uses per day Amazing Initiative {Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round. trickster attack: Fleet Charge - +tier to attack, swift action move and attack, attack bypasses all dr Mythic Path abilities:
Shadow Stealth (Ex): Whenever you're in darkness , you
Combat Trickery (Ex): Through buffoonery and deceit,
mythic feats:
Mythic Weapon Finesse +dex bonus to hit AND damage equipment:
broken phone wrist watch ID bag (money 3k) ** climbing kit grappling hook 2 50' lengths of silk rope (3 given to Paul, Sterling and Harry) +1 ring of protection Handy Haversack MW thieves' tools MW darkleaf scorpion whip 1d4+4 dmg (has choice of summoning either of the following 2 armors) MW darkleaf leather armor Corset : This slimming garment is fastened with laces, buckles, and buttons and reinforced with ribs of bone. The corset grants a +1 armor bonus to AC. Each day when she communes with her familiar to prepare spells, she may enhance one hex she knows, increasing its caster level by 1 for a single use in the next 24 hours. This enhancement ends if the corset is removed. potion of spider climb potion of invisibility potion of cure light wounds x5 vermin repellent x4 bag of gems (val ???) cloak of the hedge wizard, evocation - prestidigitation and light at will; floating disk and magic missile 1x/day each at CL 1 boots of the cat - always take min damage from a fall and land on feet. belt of tumbling - +4 acro to through threatened square or opponent's space. ** stashed in her apartment
familiar:
"Crow" Alertness, improved evasion, share spells, empathic link, Deliver touch spells, +3 appraise skill to master +2 natural armor bonus, int 7 Luna's compound:
Luna would need to spend more time in her building to figure out what else it's good for. One thing it is good for is information gathering, she's found out a lot of things about other compounds. She can also always retrieve new thieves tools from it (always MW). There's always 5 flasks of oil sitting next to the thieves tools, and a grapple, and five spools of spider silk rope (50 ft each), a MW backpack, a disguise kit, and a MW climbing kit sitting in the trophy room. Note that if she still has the ones she got last time she was in the trophy room, they do not 'respawn'. But if she's lost or used them (such as using the oil) replacements appear. She also has a large closet that seems to hold way more clothes than is entirely possible, and can pull out up to a dozen outfits before removing one causes a previously removed one to vanish. It seems that the only restriction no the outfit is her ability to imagine it (which means that right now it's mostly full of NY fashion, which would stick out like a sore thumb here). Oh, also note that Luna's people can teach various rogue talents, rogueish skills (slight of hand, stealth, escape artist, etc) and stealthy/sneaky feats, including dirty tricks. Mr. Martelli on the 1st floor knew about possible road to the underground.
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