About Perfect TommyStats:
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
Perc 11 -1 4 14
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
Starting Traits:Reactionary,
Spell Book:
School of the gun
Prohibited Schools
Reduce Person feather fall anticipate peril light
See Invis
flamin arrows
Named Bullets
Permanency
Greater named bullet
Magic Items:
Head band of mental prowess +4 20000 +1 spell storing, thundering double barrelled shotgun 25300 12,650
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
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)
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
hp 29 Feats: Agile Maneuvers, Improved Init DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10 5 saves
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks starlight blast Spell-Like Abilities (CL 3rd; concentration +8) Constant--detect evil, detect magic, freedom of movement
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
SPECIAL ABILITIES
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
SR16
Base attack bonus equal to total Hit Dice (fast progression).
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
Bluff +11
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