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43 posts. Alias of miteke.


Full Name

Stirge

About PbP Submission

Resource Tracking:

Loot Held:
Level 1 Spell uses:
Arcane Reservoir uses (3/4 per day):
ghost sound, pass without trace, and ventriloquism, DC 11 (10 +1[cha] +?[spell lvl]) (1/day):

Main Stats:

Grey N/G Male Wyang Arcanist(Blade Adept)/1 Unchained Rogue(Burglar/Dark Lurker)/1
[b]Deity:
?

Str 10, +0 (10[race] +0[0 points spent])
Dex 18, +4 (12[race] +6[10 points spent])
Con 13, +1 (10[race] +3[3 points spent])
Int 18, +4 (12[race] +6[10 points spent])
Wis 10, +0 (8[race] +2[2 points spent])
Cha 14, +2 (10[race] +4[5 points spent])

HP 10 (+8[1d8] +1[con] +1[favored class - Rogue])
Init +4 (+4[dex])
Senses Darkvision 60'
Perception +5(+6 traps)
Speed 20 ft.
Base Attack +0
Languages Common, Wayang, Abyssal, Aklo, Infernal

Defense:

CMD 13 (10 +0[BAB] +0[str] +4[dex] -1[size])
AC (10 +1[size] +4[dex])
Fort +0 (+0[con] +0[Rogue])
Ref +6 (+4[dex] +2[Rogue])
Will +2 (+0[wis] +2[Arcanist])
Light and Dark (Su) Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
Special ST Bonuses:
  • Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.

  • Offense:

    CMB +0 (+0[BAB] +0[str] -1[size]])

    Normal Attacks

  • +5/1d6(+1d6) Rapier [crit 19-20/x2; S) (+0[BAB] +4[dex] +1[size]/1d6 +0[str])

    Ranged

  • +5/1d8+0 Light Crossbow [rng: 80 ft;crit 19-20/x2; P] (+0[BAB] +4[dex] +1[size]/1d8])

    Specials

  • Spells:

    Specials
  • Concentration +6 (+1[arcanist], +4[int] +2[focused mind])
  • Shadow Magic: Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Wayangs

    Cantrips 4 prepared, DC xx

  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Light
  • Prestidigitation
  • Read Magic: 1 page per minute. 10 min/lvl

    Level 1 2 prepared, 3/day [ooc](2 +1[int]/day) DC xx

  • Blend: personal, 10 min/lvl, +4 stealth
  • Silent Imasge: long range, 10' cube +10'/lvl, concentration. This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

  • Skills:

    Skill Ranks 12 = 12[8+4[int]] * 1[Thief level]
    The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
    The arcanist's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

    Acrobatics +8 (+1[ranks], +4[dex], +3[class], -0[ACP])
    Appraise +8 (+1[ranks], +4[int], +3[class])
    Bluff +5 (+1[ranks], +1[cha], +3[class])
    Climb +2 (+1[ranks], +0[str], +3[class], -0[ACP])
    Craft +3 (+0[ranks], +4[int], +3[class])
    Diplomacy +1 (+0[ranks], +1[cha], +3[class])
    Disable Device +9 (+1[ranks], +4[dex], +3[class], +1[trapfinding], -0[ACP])
    Disguise +1 (+0[ranks], +1[cha], +3[class])
    Escape Artist +4 (+0[ranks], +4[dex], +3[class], -0[ACP])
    Fly +4 (+0[ranks], +4[dex], +3[class], -0[ACP])
    Handle Animal N/A (+0[ranks], +1[cha])
    Heal -1 (+0[ranks], +0[wis])
    Intimidate +1 (+0[ranks], +1[cha], +3[class])
    Knowledge
    - arcana N/A (+0[ranks], +4[int], +3[class])
    - dungeoneering N/A (+0[ranks], +4[int], +3[class])
    - engineering N/A (+0[ranks], +4[int], +3[class])
    - geography N/A (+0[ranks], +4[int], +3[class])
    - history N/A (+0[ranks], +4[int], +3[class])
    - local +7 (+1[ranks], +4[int], +3[class])
    - nature N/A (+0[ranks], +4[int], +3[class])
    - nobility N/A (+0[ranks], +4[int], +3[class])
    - planes N/A (+0[ranks], +4[int], +3[class])
    - religion N/A (+0[ranks], +4[int], +3[class])
    Linguistics +7 (+1[ranks], +4[int], +3[class] - lng)
    Perception +5(6) (+1[ranks], +0[wis], +3[class] +2[lurker] (+1)[Trpfinding])
    Profession
    - XX N/A (+0[ranks], +0[wis], +3[class])
    Ride +4 (+0[ranks], +4[dex], -0[ACP])
    Sense Motive +0 (+0[ranks], +0[wis], +3[class])
    Sleight of Hand +8 (+1[ranks], +4[dex], +3[class], -0[ACP])
    Spellcraft +7 (+1[ranks], +4[int], +3[class])
    Stealth +14 (+1[ranks], +4[dex], +3[class], +4[size] +2[lurker] -0[ACP])
    Survival -1 (+0[ranks], +0[wis])
    Swim -1 (+0[ranks], +0[str], +3[class], -0[ACP])
    Use Magic Device +5 (+1[ranks], +1[cha], +3[class])

    Notes:

  • [lurker] Wayangs gain a +2 racial bonus on Perception and Stealth checks.
  • [size] Wayangs are small creatures and gain a +4 size bonus on Stealth checks.

  • Gear:

    Scimitar
    Light Crossbow
    spellbook: Animate Rope, Ant Haul, Blend, Detect Secret Doors, Reduce Person, Silent Image, Vanish

    Racial Traits, Traits, Class Abilities, and Feats:

    Wayang Specials
  • +2 Dexterity, +2 Intelligence, -2 Wisdom: Wayang are nimble and cagey, but their perception of the world is clouded by shadows.
  • Small: Wayangs are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their CMB and to CMD, and a +4 size bonus on Stealth checks.
  • Slow Speed: Wayangs have a base speed of 20 feet.
  • Darkvision: Wayangs can see in the dark up to 60 feet.
  • Light and Dark (Su): Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
  • Lurker: Wayangs gain a +2 racial bonus on Perception and Stealth checks.
  • Shadow Magic: Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Wayangs with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, and ventriloquism. The caster level for these effects is equal to the wayang's level. The DC for these spells is equal to 10 + the spell's level + the wayang's Charisma modifier.
  • Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.
  • Languages: Wayangs begin play speaking Common and Wayang. Wayangs with high Intelligence scores can choose from the following: any human language, Abyssal, Aklo, Draconic, Goblin, Infernal, Nagaji, Samsaran, and Tengu.

    Starting Traits

  • Focused Mind: +2 on concentration checks
  • Campaign Trait

    Arcanist Abilities

  • Arcane Reservoir (Su) An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
  • Arcanist Exploits By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist's level + the arcanist's Charisma modifier.
  • - N/A Level 1. Lost to archetype
  • - Arcane Accuracy Level 1 Feat, The magus can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Intelligence bonus on all attack rolls until the end of his turn.
  • - N/A Level 3. Lost to archetype.
  • - [i]Spell Strike (Su) Level 5. The blade adept can deliver touch spells with her bonded weapon. This works as the magus ability of the same name.
  • Consume Spells (Su) At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

    Blade Adept Abilities

  • Sword Bond (Su) At 1st level, a blade adept develops a bond with a blade and infuses it with arcane power. This ability works like a wizard's arcane bond ability save that the blade adept must bond to a one-handed piercing or slashing melee weapon. Additionally, the blade adept gains proficiency with the weapon if it is a simple or martial weapon. This ability replaces the arcanist exploits gained at 1st and 9th levels.
  • Sentient Sword (Su) At 3rd level, the blade adept's bonded sword becomes a powerful, sentient black blade. The blade advances as a black blade using the blade adept's class level in place of the magus's class level and points from her arcane reservoir in place of the magus's arcane pool. A blade adept with this class feature cannot have a familiar of any kind, even from another class. This ability replaces the arcanist exploit gained at 3rd level.
  • Adept Exploits A blade adept can select from additional exploits.

    Rogue Abilities

  • 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.
  • 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.
  • 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.

    Feats
    1H) Weapon focus, Rapier (house rule for rogues)
    1) Arcane Exploit (Dimensional Slide)