Satyr

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Pathfinder Lost Omens, Rulebook Subscriber. Organized Play Member. 2,029 posts (2,159 including aliases). 2 reviews. 2 lists. 2 wishlists. 13 Organized Play characters. 22 aliases.


Full Name

Perfect Tommy

Race

Elf

Classes/Levels

Spell Slinger 11

Gender

M

Size

Small

Age

Immaterial

Special Abilities

See Below

Alignment

CG

Languages

Elf, Common, draconic, gnome, gnoll, orc, goblin, sylvan

Occupation

Marshal

Strength 5
Dexterity 28
Constitution 12
Intelligence 22
Wisdom 8
Charisma 13

About Perfect Tommy

Stats:

Purch Racial level Gear Size
Str 7 -4 (18) -2 5(18)
Int 16 10 2 4 22
Wisdom 8 -2 8
Con 14 5 -2 12
Dex 18 17 2 2 4 +2 28
Ch 9 -1 4 13

HP 58

Skill points 66+22
Ranks stat misc class acro

Perc 11 -1 4 14
Know Arcana 11 6 3 20
Stealth 11 9 4+2 26
Spell Craft 11 6 +2,-5,+2 17
UMD 11 1 12
Swm 11 -1 10
Acro 11 9 20
KnowNat 1 6 3 10
Know Eng 1 6 3 10
Fly 8 9 5 2 4 4 32
Craft Alch 1 -1 ? ? 3 ? 2?

Fly: Acro +4 Size +2 Class +3 Maneu +4 Fly spell +5

Init:
Init
Improved init 4
Dex 9
Reactionary 2
Elf Feat 2
+17
anticipate. +5

Used Up:

6: Greater Named Bullets, Greater Named Bullets
5: Overland flight
4:
3: flame arrows, SG: EI, SG:EI
2:
1: anthaul, Silent image
CLW= 5
Wand of dd: 3
Scroll of X: 1
oil of GWM
Elixir of Luck
Hero Points: 2

.

BAB:

Bab 5
+5 Bul 5
dex 9
Size 1
Total 20
Aspect 1
+1 Gun 1
Mage Bullets +x

Feats, Traits:

1 Improved Init
3 Intensify
5 Craft Wondrous Items
Bonus Craft Arms & Armor
7 Empower
9 Eldridtch heritage
Bonus Improved Familiar
11 Quicken

SpellSlinger: EWP : Firearms
Elf Fleet: Run
Gunsmithing
alertness

Starting Traits:Reactionary,
PAPG Magical Lineage: Shocking Grasp

Spell Book:

School of the gun
Allowed Schools
Evocation
transmutations
Divination
Illusion

Prohibited Schools
Enchantment
Necromancy
Abjuration
Conjuration

Reduce Person feather fall anticipate peril light
vanish floating disk anthaul
prestidigitation Read Magic silent image
Mmissile Detect Magic spark

See Invis
mrror image
invis
web

flamin arrows
clair audience/clairvoyance
greater invis
fireball

Named Bullets
Dim Door
calcific touch
ice storm

Permanency
true seeing
summon monster V
overland Fligh

Greater named bullet
Distintegrate

Magic Items:

Head band of mental prowess +4 20000

+1 spell storing, thundering double barrelled shotgun 25300 12,650
+1 vicious shocking (25 buckshot, 25 bullets) 18750 9,375
musket 10 bullets, 10 power in horn 55
Belt of Incredible dex +4 8000
eyes of eagle 1250
Potion of greater magic weapon +5 3000
Wand of CLW 750 Elixir of Luck 3600
Permanent Reduce Person 5000
wand of dim door (summoner 3) 15750
2 scroll of alarm 50
2 scrolls of longshot 50
2 scrolls of silent image 50
Ring of counterspells 2000

Total:81580

wand of CLW, start with 2 charges used up to get the +2 activation bonus. Wand of dim door has 1 charge used up for same reason.

Mundane Items:
item qty cost weight source effect total cost total weight
acid 1 10 2 aa +2 cl on dispell 10 2
alchemical grease 1 5 1 +5 escape artis 5 1
alchemists fire 1 20 1 20 1
Antitoxin 1 50 c +2 neut poison cl 50 0
Master Work Backpack (+1 Str) 1 2 2 50 4
belladonna 1 2 2 0
block tackle 1 5 5 5 5
candle, Insectbane 2 0.1 0.2 0
chalk 1 0.01 0.01 0
food 1 0.3 0.3 0
garlic 2 0.01 0.02 0
grapple hook 1 1 4 1 4
Ear plugs 1 0.03 0.03 0
flint and steel 1 1 1 0
gunsmiths kit 1 15 2 15 2
familiar satchel 1 25 6 25 6
hammer 1 0.05 2 0.05 2
mirror 1 10 0.5 10 0.5
oil 2 0.1 1 0.2 2
Parchment 5 0.2 1 0
pelt, spell componetnt 2 5 2 10 4
piton 6 0.1 0.5 0.6 3
silk rope 1 10 5 10 5
smoked goggles 1 10 10 0
Smokesick 1 20 0.5 increases Pyrotechnics 5 feet and 2 round 20 0.5
skeleton key 1 85 0 0
string 1 0.01 0.5 0.01 0.5
sunrod 2 2 1 4 2
tangleffot 1 black tentacles 250
bag of flour 1
waterskin 1 1 4 1 4
weapon cord 3 0.1 0.3 0
wolfsbane 1 0.5 0.5 0
277.22 48.5

bandolier
2 spell component pouch
2 ammo pouch

Special:

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

5/day Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

AC CMD:
AC 20 (Size +1, Dex +9
Touch Ac 20
Flatfooted AC 11

CMB = 1 (5,-3 -1)
CMD = 20 10+5-3+9-1

Familiar:
Azata, Lyrakien
This tiny woman has a lithe form with delicate butterfly wings. She is surrounded by sparkling lights and gentle rainbow arcs.
Lyrakien
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +22

Saves 3 3 7
Stat 1 4 3
4 7 10
AC 22, touch 16, flat-footed 12 (+4 Dex, +2 size) +6 Nat Enh

hp 29

Feats: Agile Maneuvers, Improved Init

DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10 5 saves
OFFENSE 7 Magical aptitude
Speed 30 ft., fly 80 ft. (perfect)
Melee slam +9 (1d2–3)

Space 2-1/2 ft.; Reach 0 ft.
Tiny Creatures automatically use dex not strength, the feat does nothing for them.

Special Attacks starlight blast

Spell-Like Abilities (CL 3rd; concentration +8)

Constant--detect evil, detect magic, freedom of movement
At will--dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)

1/day--cure light wounds, lesser confusion (DC 16), silent image (DC 16)

1/week--commune (6 questions, CL 12th)

STATISTICs Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha20

Base Atk +5; CMB +5; CMD 12
SQ traveler’s friend

SPECIAL ABILITIES
Starlight Blast (Su)
As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.
Traveler’s Friend (Su)
The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance— doing so removes the effects of exhaustion and fatigue from the listener.

familiar: Bab Changes to same as Caster

Melee Attack bonus uses dexterity

Saves: Use Famiarsliars, or Masters base. Use Familiars Stats for modifiers

Skills: Masters ranks, fam stats: Acro, climb, fly, percept, stealth swim are class -outsider 6+4.

Natural armor +6,

Improved Evasion
share spells
empathic link
Deliver tuch, Speak with master

SR16
An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. An outsider has the following features.
d10 Hit Dice.

Base attack bonus equal to total Hit Dice (fast progression).
Two good saving throws, usually Reflex and Will.

Skill points equal to 6 + Int modifier (minimum 1) per Hit Die. The following are class skills for outsiders: Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth. Due to their varied nature, outsiders also receive 4 additional class skills determined by the creature's theme.

Traits: An outsider possesses the following traits (unless otherwise noted in a creature's entry).

Darkvision 60 feet.

Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

Proficient with all simple and martial weapons and any weapons mentioned in its entry.

Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.

Ranks/Stat/Class/Misc/Tot
Perc 11/3/3//17 +5 for eyes of the eagle = 22
Know arc11/2/// 13
Stealth 11/4/3/4/8/30
Spell C 11/2 13
UMD 11/5 16 +2 for previous
Swm 11/-3/3/4/15
Climb
Acro 11/4/3/18
Know Nat1/2/3
Know En 1/2/3
Fly 9/4/3/8/4/4/32

Bluff +11
Dipo +11
KnowP +8
Perf +11