Piper Wizard(Cloakfighter)9/Cryptic(Distorter)1
Init +4; Senses Perception +8
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AC 24, touch 16, flat-footed 18
hp 60
Fort +4, Ref +8, Will +9
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Str 11, Dex 18, Con 14, Int 18(22), Wis 10, Cha 14
Base Atk +5; CMB +9; CMD 19
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Spd 30 ft.
Melee: Cloak +9(1d6+6/20x2 +4 bleed) 10' range (piranha strike)
Ranged: Disrupting Ray (to active type) +9(1d6+6/20 x2) 30' ranged touch attack
(half damage to types other than active type)
Feats Scribe Scroll, Weapon Finesse, Dodge, Craft Magic Arms and Armor, Agile Maneuvers, Piranha Strike, Combat Expertise
Traits Fraud (+2 to Bluff, treat as class skill), Psionic Knack
[spoiler=:-------Skills-------]
+10 Acrobatics 3(+4/+3)
+ 5 Appraise
+ 8 Autohypnosis 5(+0/+3)
+15 Bluff 4(+2/+3/+2/+2/+2) (+25 total to imitate voice)
+ 5 Climb 2(+0/+3)
+15 Diplomacy 5(+2/+3/+3/+2)
+15 Disable Device 7(+4/+3/+1)
+15 Disguise 10(+2/+3) (+25 total with Altered Appearance)
+ 8 Escape Artist 1(+4/+3)
+12 Know(Arcana) 3(+6/+3)
+12 Know(Dungeoneering) 3(+6/+3)
+12 Know(Local) 3(+6/+3)
+12 Know(Nature) 3(+6/+3)
+12 Know(Planes) 3(+6/+3)
+12 Know(Religion) 3(+6/+3)
+19 Linguistics 10(+6/+3)
+ 8 Perception 5(+0/+3)
+10 Perform(sing) 5(+2/+3)
+ 8 Perform(dance) 3(+2/+3)
+ 8 Sense Motive 5(+0/+3)
+12 Sleight of Hand 5(+4/+3)
+19 Spellcraft 10(+6/+3)
+10 Stealth 3(+4/+3)
+ 5 Survival 5(+0)
+ 5 Swim 2(+0/+3)
Languages: Common, Dwarven, Elven, Gnomish, Goblin, Orc, Giant, Gnoll,
Undercommon, Aklo, Sylvan, Draconic, Celestial, Abyssal,
Terran, Aquan, Auran, Ignan.
[spoiler=:-------Magic-------]Caster Level 9 [[E]nchantment(Charm) CL13] Concentration Check 1d20+15[/sp]Memorized Spells
cantrips at will - Detect Magic, Read Magic, Mage Hand, Light.
1st Level - [E]Bungle, [E]Charm Person, Cultural Adaptation, [E]Memory Lapse, Reduce Person, Enlarge Person.
2nd Level - [E]Hideous Laughter, [E]Tactical Acumen, [E]Touch of Idiocy, [E]Unnatural Lust, Invisibility, Spontaneous Immolation.
3rd Level - [E]Deep Slumber, [E]Hold Person, Resist Energy Communal, Haste.
4th Level - [E]Aura of the Unremarkable, [E]Charm Monster, Ball Lightning.
5th Level - [E]Mind Fog, Overland Flight.
[spoiler=:-----Race Traits-----]
>Born Charmer: Gain a +2 racial bonus to all Bluff and Diplomacy checks. This replaces the Born Performer racial ability.
>Elven Soul: Your elven heritage shows through much more strongly than for most pipers. You count as an elf for all prerequisites. This ability replaces access to piper racial feats.
>Mystic Voice (Su): Piper spellcasters have a natural magic in their voice and must use it as an element of all their spellcasting. The additional magic imbued in their voice means a spellcasting piper never has to worry about somatic components, and ignores the somatic component of any spell. However, pipers cannot cast spells without singing out verbal components. Even spells that normally do not have verbal components gain them when cast by a piper, and pipers cannot use the Silent Spell feat. Further, a piper cannot cast such spells quietly. It is not possible for a piper to make a Stealth check when casting.
>Soul of Music: Music is part of a piper’s sustenance as surely as food, sleep and air. A piper must have music. Being prevented from performing or listening to music has the same effects as starvation[/sp]
[spoiler=:------Psionics------]Manifester Level 3 (Power point pool: 8)
Mental Display: A subtle chime rings once in the minds of creatures within 15 feet of either the manifester or the subject (at the manifester’s option). At the manifester’s option, the chime can ring continuously for the power’s duration.
(The cryptic's known powers can be identified via Spellcraft checks with a DC equal to 10 + double the power's level)[/sp]
Talents: (1 power point or expend focus)
>Empathy - mental, 30 ft radius pbaoe, std action, concentration up to 3 min. +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on this power.
>Missive - mental, 30 ft range, std action. Send a telepathic message of up to ten words to any living creature within range.
Powers: (1 power point)
>Conceal Thoughts - mental, 30 ft range, std action, 3 hour duration. Target gains a +10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. Also +4 bonus on its saving throw against any power or spell used to read its mind (such as read thoughts or mind probe).
[spoiler=:----Cryptic Abilities----]Altered Defense: (Su) (10 rds)
A cryptic learns early on to modify the patterns around her to grant her protection as a swift action. The cryptic chooses from the options below and may only have one such effect active at any given time. The cryptic can use this ability for a number of rounds per day equal to 4 + her Intelligence modifier. The cryptic can maintain this ability as long as she wants as long as she has rounds available, or dismiss it at any time as a free action.
Absorb: The cryptic gains DR 1/-.
Deflect: The cryptic gains a +1 dodge bonus to his AC.
Retaliate: The cryptic gains a +1 bonus on his attack rolls against any opponent that successfully hit him since his last turn.
Disrupt Pattern: (Su)
All cryptics are able to disrupt the patterns they can perceive, although the potency of this disruption is based on the cryptic's focus. When a cryptic gains psionic focus, she selects one creature type as her active type (she does not need to select a subtype). As a standard action, the cryptic can make a ranged touch attack with a range of 30 feet, firing a ray of black energy at the target. If the attack is successful, the cryptic deals 1d6 points of damage + additional damage equal to the cryptic's Intelligence modifier. This attack deals half damage if the target's type is not of the cryptic's active type. Like some other rays, if the attack roll of this ability would indicate a critical hit, the damage is doubled. This ability can only be used once per round, even if an item or other effect would duplicate it.
Altered Appearance: (Su)
A distorter has learned to alter her pattern to mask her appearance. As long as the distorter is maintaining psionic focus, as a full-round action, the distorter can change her physical appearance to look like someone else, granting a +10 bonus on Disguise skill checks. The distorter’s size does not change, and she does not gain any special abilities, even if her new appearance would seem to grant it. The effect ends once the distorter is not maintaining psionic focus or it can be dismissed as a free action.
Trapfinding: (+1)
A cryptic adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A cryptic can use Disable Device to disarm magic traps.
Trapmaker: (+1)
A cryptic gains a competence bonus on Craft (traps) checks equal to her class level.[/sp]
[spoiler=:-----Cloak Abilities-----]Improved Cloak Proficiency (Ex):
A cloakfighter can use a cloak as if it was a whip, but with a maximum reach of only 10 feet. Additionally, a cloakfighter's natural comfort with the movement of his cloak and the effort required to attack with it allows him to not provoke attacks of opportunity when making an attack with the cloak.
Crack and Chink (Ex):
The cloakfighter's specialty is her ability to make a cloak crack in the chinks of a target's armor to achieve maximum effect. While a more armored foe is still harder to hit, through extensive practice the cloakfighter can hit exposed flesh or transmit shock through even hide and chain defenses. The cloakfighter can deal lethal or nonlethal damage with a cloak, as she prefers. She can also deal damage to targets with her cloak even if they have an armor bonus of +1 or higher or a natural armor bonus of +3 or higher
Cloak Talents
>Sting (Ex): (Fort DC20) With this talent a cloakfighter can use her cloak to cause painful welts that distract her foes. As a standard action the cloakfighter may attempt to sting a single target within range of her cloak. She must make a melee touch attack against the target. If the attack is successful, the target must make a Fortitude save (DC 10 + the cloakfighter's Dexterity modifier + 1/2 the cloakfighter's level + any enhancement bonus to attack of the cloak). The target may add his armor or natural armor bonus (whichever is higher) as a bonus to this Fortitude save. On a failed save, the target drops any object he is holding, and provokes attacks of opportunity from anyone threatening him (including the cloakfighter, if she threatens him with a weapon other than a cloak).
>Snap (Ex): The cloakfighter becomes increasingly familiar with the full reach and capabilities of his cloak, becoming a more potent threat to those around him. When armed with a cloak, the cloakfighter threatens spaces within 5 feet. If he is 6th level or higher, when armed with a cloak he threatens spaces within 10 feet.
>Fine Control (Ex): As a full-round action, the cloakfighter may use his cloak to manipulate an unattended object up to 15 feet away as if he were adjacent to it. The cloakfighter is limited to manipulations he could accomplish in a single move action using only one hand. For example, the cloakfighter can pick the object up, bringing it to his space (and even grabbing it with a free hand, if he has one).
>Flay (Ex): (4 point bleed) This talent allows the cloakfighter to actually lift skin off her targets with well-struck attacks. When the cloakfighter scores a critical hit on a target, it also suffers a bleed effect. This causes the target to take 1 additional point of damage each round for every 2 class levels of the cloakfighter (for example, an 8th-level rogue that has taken the cloakfighter archetype package causes 4 points of bleed).
Bleeding creatures take this damage every round at the start of their turns. The bleeding can be stopped by a DC 15 Heal check or the application or any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.[/sp]
+Advancing Cloak property: Once per round, when the wielder damages a creature in melee, he can take a 5' step as a swift action after the attack but before the end of his turn. This movement does not count against his ability to move or take a 5' step earlier or later in the round, though using this ability imposes a —2 penalty on all attack rolls until the start of his next turn. (This ability may not be used in conjunction with any other ability or effect that allows moving as part of an attack.)
+Decoy Ring: Whenever the wearer of this ring takes the withdraw action or becomes helpless (including falling unconscious), it instantly makes her invisible for 3 rds and creates four illusory duplicates that either run off in opposite directions or perform other plausible actions that could draw enemy attention away from her. The duplicates last for 3 rds before disappearing, but they instantly pop out of existence if struck by an attack (AC 10) and can be disbelieved (Will DC 19). Allies of the wearer always know her true location and can freely provide aid or assistance to her.
+Jaunt Boots: Three times per day, on command for 1 round when the wearer makes a 5' step, he can move up to 15 ft. This movement does not provoke AoOs.
+4 Headband of Vast Intelligence(Spellcraft, Linguistics)
+2 Advancing Cloak
+2 Glamered Mithral Chainmail
+2 Ring of Protection
Decoy Ring
Sleeves of Many Garments
Mummer's Ruff
Handy Haversack
Everful Mug
Jaunt Boots
[spoiler=Spellbook]