Darkborn

Purple Pointyear's page

70 posts. Alias of Foxy Quickpaw.


Full Name

Purple

Race

Half Elf (Drow)

Classes/Levels

Fighter/Arcanist/Rogue(4) - HP48 AC21/14/17 F6/R10/W7 Init+4 Perc+15 DD+12

Gender

Female

Strength 12
Dexterity 18
Constitution 10
Intelligence 16
Wisdom 13
Charisma 8

About Purple Pointyear

Purple

Backstory:
She was always that girl. Even the dogs would attack her or run away if she wanted to play. She was the disgrace of her mother, who dropped her at the next best temple door. An old woman, a follower of Desna cared for her. Nanny always told, that she doesn't see any difference between Purple and the other kids. Which was no lie. Nanny was almost blind. The care and affection of that woman prevented an early death of Purple.

During the nights they would lie in the garden together looking at the sky - Purple describing the stars in the night sky to Nanny. Nanny gave Purple a name. But outside their time together, they never used it. It was their secret. Purple didn't want others to use her beautiful name to spit it out like an insect that you almost swallowed by accident.

Outside the temple no one cared for her. They called her Purple and Pointy-Ears, and put the blame on her for everything that went missing, or was broken. After getting shouted at and beaten for things she didn't do, she started doing the things. Over time she got really good at it. Just for the fun of it, she would take one man's purse and put it into the pocket of another. Which led to interesting brawls.

When Nanny died, Purple left the temple and the village. She became a scavenger. She collected the goods left over when doom struck someone down. And misery and doom was plenty near the worldwound. As she got better and better at hiding and avoiding other creatures she got bold. She moved into the worldwound, where the demons roamed. The remains of age old battles lay there. But that grew over her head in the aftermath of the attack on Kenabres. The mass of demons that poured out into the land, to line up at the border marked by the wardstones. The chaos that followed, when the last flash from the wardstones killed most of those demons. She almost fell victim to a raging demon the size of a house.

Just then a mysterious woman grabbed her from behind and pulled her along on a reckless path out. Miraculously the demon never looked that way. The woman led her on, further and further through the barren lands. Always five steps ahead. No matter how hard she tried, Purple could never catch up. But the woman also didn't move further away when Purple slowed down. At last the woman stopped, took Purples hand, and put a small beautifully crafted swallowtail brooch into it. When Purple looked up from her own hand, the woman was gone. Instead she heard screaming, and saw a man who was carried away by some fear inducing flying beast.

Fighter/Arcanist/Rogue(4) - HP48 AC21/14/17 F6/R10/W7 Init+4 Perc+15
None Medium humanoid (elf, human)
Init +4, Senses darkvision (120 ft.), Perception +15
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DEFENSE
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AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
hp 48 ((1d10)+(1d6)+(4d8))
Fort +6, Ref +10, Will +7, +1 Reflex to avoid traps
Defensive Abilities danger sense +1, evasion, uncanny dodge, Vulnerabilities light blindness,
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OFFENSE
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Speed 30 ft.
Ranged +1 evil outsider bane composite longbow (str+2) +10 (1d8+3/x3), within 30 ft. +11 (1d8+4)
Melee elven curved blade (cold iron) +8 (1d10+6/18-20)
Melee dagger (cold iron) +8 (1d4+1/19-20)
Ranged dagger (cold iron/thrown) +8 (1d4+2/19-20), within 30 ft. +9 (1d4+2)
Special Attacks Arcane Reservoir (3/4), Arcanist Exploits, Consume Spells (1/day), Sneak Attack 2d6,

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MYTHIC
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Mythic Power 5/day
Hard to Kill Death at 2xCon negative HP
Surge 1d6 on every d20 roll for 1 MP

Feats
Mythic Rapid Shot.

Path Trickster
Trickster Attack: Surprise Strike

Mythic Sustenance (Su): Your mythic power is enough to sustain you. You no longer need to eat, drink, or breathe to live. You’re immune to inhaled poisons and any spell or effect that requires breathing, though you are still affected by any food or drink you intake.

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SPELLS
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Spellbook:
Cantrips
All cantrips from the sorcerer/wizard list

Level 1
Abundant Ammunition
Air Bubble
Alarm
Animate Rope
Comprehend Languages
Detect Secret Doors
Disguise Self
Feather Fall
Identify
Magic Missile
Mount
Obscuring Mist
Protection From Evil
Reduce Person
Shield
Silent Image
Vanish


Prepared:
Cantrips
Detect Magic
Mage Hand
Prestidigitation
Protective Penumbra

[/b]Level 1[/b]
Feather Fall
Abundant Ammunition
Obscuring Mist

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TACTICS
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STATISTICS
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Str 12, Dex 18, Con 10, Int 16, Wis 13, Cha 8,
Base Atk +5; CMB +6; CMD 20
Feats Deadly Aim, Exotic Weapon Proficiency (Elven Curve Blade), Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Perception), Weapon Finesse, Weapon Focus (Longbow)
Skills
Acrobatics +10,
Acrobatics (Jump) +6,
Appraise +9,
Bluff +8,
Climb +5,
Diplomacy +3,
Disable Device +12,
Escape Artist +5,
Knowledge (Dungeoneering) +9,
Knowledge (Local) +7,
Knowledge (Planes) +9,
Knowledge (Religion) +9,
Linguistics(Aboleth, Infernal, Sylvan) +9,
Perception +15,
Perception (Avoid Surprise) +16,
Perception (Trapfinding) +17,
Sense Motive +10,
Sleight of Hand +10,
Spellcraft +7,
Stealth +10,
Survival +5,
Swim +4,
Use Magic Device +3,

Traits Chance Encounter, Magical Knack (Arcanist),
Languages Aboleth, Abyssal, Auran, Celestial, Common, Elven, Infernal, Orc, Sylvan
SQ adaptability, arcanist spells prepared, bonus feats, cantrips, debilitating injury, drow blooded, elf blood, elven immunities, finesse training, keen senses, light blindness, low-light vision, multitalented, ninja trick, quick study, rogue's edge, skill unlock perception 5 ranks, trapfinding, wall climber, weapon and armor proficiency, weapon choice (elven curve blade),
Combat Gear rations (trail/per day) (10),
Other Gear composite longbow str +1 (bane (outsiders (evil))/+2), gloves of reconnaissance, outfit (explorer's), breastplate +1 (mithral), cloak of resistance +2, backpack, masterwork, grooming kit, mess kit (2), everburning torch, twine (50 ft.), rope (silk/50 ft.), waterskin, blanket, arrows (20), arrows (20/cold iron) (2), arrow, blunt (20), bedroll, dagger (cold iron) (2), 3348.99 gp
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SPECIAL ABILITIES
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Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 4 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 3. Any points you had from the previous day are lost. You 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 arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.

Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 9

Arcanist Spells Prepared Spell slots per day - 1st = 3, 2nd = 0, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0

Background Skill (Appraise, Appraise, Appraise, Linguistics, Linguistics, Linguistics, Linguistics, Sleight of Hand, Sleight of Hand, Sleight of Hand, Sleight of Hand, Sleight of Hand, Sleight of Hand, Sleight of Hand)

Chance Encounter Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.

Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Cantrips You can prepare 4 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Danger Sense (Ex) You gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, you gain a +1 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class).

Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a -2 penalty to AC. The target takes an additional -2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by -2 (to a total maximum of -8).
Disoriented: The target takes a -2 penalty on attack rolls. In addition, the target takes an additional -2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by -2 (to a total maximum of -8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Drow Blooded Some half-elves born of drow parents exhibit more drow traits than others:particularly many of the physical features of the drow:and have darkvision 60 feet and light blindness.

Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Evasion

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.

Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.

Light Blindness (Ex) You are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. You are dazzled as long as you remain in areas of bright light.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Magical Knack (Arcanist) 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. Your caster level in Arcanist gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Ninja Trick (Ex) A rogue with this talent can choose a trick from the ninja trick list (see pages 14-16). The rogue can choose but cannot use talents that require ki points, unless she has a ki pool. A rogue can pick this talent more than once. The rogue cannot choose a ninja trick with the same name as a rogue talent.

No Racial Subtype You have chosen no racial subtype.

Quick Study (Ex) You can prepare a spell in place of an existing spell by expending one point from your arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. You must be able to reference your spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Rogue's Edge (Ex) You have mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. You gain the skill unlock powers as appropriate for the number of ranks you have.

Skill unlock perception 5 Ranks You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.

Skills

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 3d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex) You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Wall Climber (Su) A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

Weapon and Armor Proficiency Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail

Weapon Choice (Elven Curve Blade) (Ex) Dexterity to Damage with Elven Curve Blade