The Rake

Onas Feher's page

56 posts. Organized Play character for Jeremy Packer.


Full Name

Onas Feher

Race

Varisian

Classes/Levels

Rogue 2/ Spell Sage 2 | HP 30/30 | AC 16, T 12, FF 14, CMD 15 | F +2, R +5, W +5 | Init. +2, Perc. +9 (+10 vs. traps)

Gender

M

Size

Medium

Languages

Taldane (common), Draconic, Shoanti, Sylvan, Varisian

Occupation

Adventurer

Strength 12
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 14
Charisma 8

About Onas Feher

Onas Feher
Varisian Human Male Rogue 2/Wizard (spell sage) 2
CG Medium humanoid (human)
Init +2; Senses Perception +9 (+10 vs. traps)
-----DEFENSE-----
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 30 (1d8+2d6+8)
Fort +2, Ref +5, Will +5; evasion, +2 vs. charm and compulsion effects
-----OFFENSE-----
Speed 30 ft.

Melee:
  • mithral dagger +5 (1d4+1/19-20)
  • or cold iron dagger +5 (1d4+1/19-20)

Ranged:
  • darkwood composite shortbow +5 (1d6+1/x3)
  • or mithral dagger +5 (1d4+1/19-20)
  • or cold iron dagger +4 (1d4+1/19-20)
  • or ranged touch +4 (varies)

Special Attack focused spells 1/day, sneak attack +2d6
Wizard Spells Prepared (CL 4, concentration +7)
-----STATISTICS-----
Str 12, Dex 14, Con 14, Int 17, Wis 14, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats Accomplished Sneak Attack, Expert Sniper, Point-blank Shot, Precise Shot, Scribe Scroll, Weapon Finesse
Skills Acrobatics +7, Climb +5, Disable Device +9 (+10 vs. traps), Escape Artist +9, Knowledge (arcana) +10, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +9 (+10 vs. traps) (+11 in dim light), Ride +3, Sense Motive +6, Sleight of Hand +6, Spellcraft +10, Stealth +14, Survival +3, Swim +5
Languages Taldane, Draconic, Shoanti, Sylvan, Varisian
SQ finesse training, rogue talents (superior sniper), scribe scroll, spell study 1/day, trapfinding +1
Traits magical knack (wizard), underbridge dweller
Combat Gear 2 potions of cure light wounds (CL 1), 2 scrolls of gravity bow (CL 4), 2 scrolls of ray of sickening (CL 1), 2 scrolls of vanish, wand of snowball (CL 3, 3 charges); Other Gear mithral chain shirt armor, darkwood composite shortbow (+1 pull) w/ 20 cold iron arrows, mithral dagger, cold iron dagger, cloak of elvenkind, ioun torch, cold weather outfit, masterwork backpack, belt pouch, filter scarf, flint and steel, 3 scroll cases, signal whistle, spell component pouch, masterwork thieves’ tools, 20 copper coins, 8 silver coins, 9 gold coins, 6 platinum coins
Backpack contents:
bedroll, crowbar, glasscutter, grappling arrow, grooming kit, vial of ink, inkpen, journal, 50 ft. of silk rope, scroll box, scroll of anticipate peril (CL 4), scroll of comprehend languages (CL 2), scroll of detect secret doors (CL 1), scroll of ears of the city (CL 2), scroll of expeditious retreat (CL 4), scroll of jump (CL 1), scroll of monkey fish (CL 4), scroll of obscuring mist (CL 2), spellbook, traveler’s outfit, waterskin

Encumbrance Medium (69.86 of 100), Light (34.36, without pack)
Capacity:
  • Light up to 50 lbs
  • Medium 51 to 100 lbs
  • Heavy 101 to 150 lbs

Racial Abilities:
Bonus Feat: Humans select one extra feat at 1st level. (precise shot)
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Abilities:
Favored Class (wizard): +2 skill point
Weapon and Armor Proficiency: Rogue-Wizards are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Focused Spells (Su): At 1st level, once per day the spell sage’s understanding of spells allows him to increase his caster level by 4 for a single spell cast. He can do this twice per day at 8th level, and three times per day at 16th level. [1/day]
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
    Superior Sniper: A rogue who selects this talent gains Expert Sniper as a bonus feat. If she already has this feat, she can instead select any feat that lists Expert Sniper as a prerequisite, as long as she meets the feat’s prerequisites.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. [+2d6]
Spell Study (Su): At 2nd level, the sage’s understanding of the spells of bards, clerics, and druids is so great that he can use his own magic in an inefficient, roundabout way to duplicate those classes’ spells. Once per day, a spell sage can spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared. Casting the spell requires the spell sage to spend 1 full round per spell level of the desired spell (if the spell is on multiple spell lists indicated above, using the lowest level from among those lists) and requires expending two prepared spells of that spell level or higher; if the spell’s casting time is normally 1 full round or longer, this is added to the spell sage’s casting time. For example, if a spell sage wants to use spell study to cast cure light wounds (cleric spell level 1st), he must spend 2 full rounds casting and expend two prepared wizard spells of 1st level or higher.
At 6th level and every 5 levels thereafter, a spell sage can use this ability an additional time per day (to a maximum of four times per day at 16th level). [1/day]
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. [+1 bonus]

Traits:
Magical Knack (magic): You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. [wizard]
Underbridge Dweller (region, Magnimar): You were raised in the Shadow district of Magnimar beneath the Irespan, a veiled place the light of the sun touches for only 3 hours per day. Your well-founded suspicions grant you a +2 trait bonus on Perception checks in dim light, and Perception is always a class skill for you.


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