Arnistolientar Popswicker

RUBY REDHAT's page

2 posts. Alias of Johnny_Panic.


About RUBY REDHAT

IMAGE HERE

Description:

Personality:

Statistics:

N Medium (Native)
Init +3; Senses Perception +10 Dark Vision 60'
------------------------------
DEFENSE
------------------------------
AC 16, touch 13, flat-footed 14 (+3 armor, +3 dex, +0 shield)
HP 20/20 [1d8+1+5+3+3]
Fort +4, Ref +4, Will +6
------------------------------
OFFENSE BAB+2
------------------------------
Speed 40 ft.
Melee MBAB+4
Unarmed strike TH+5 [DMG1d3+2] x2 B+L
Cold Iron Spear TH+5 [DMG1d8+2] 19/20x3 [brace]
Cold Iron Dagger TH+5 [DMG1d4+2] x2

Ranged RBAB+5
Crossbow, light TH+5 [DMG1d8] 19-20x2 80'r
Sling TH+5 DMG1d4+2 50' range
Fire Bolt (Sp) RTA+5 [DMG1d6+1+1] x2 30'r [6/day]

------------------------------
STATISTICS
------------------------------
Str 14, Dex 17, Con 13, Int 14, Wis 16, Cha 15

Base Atk +2; CMB +4; CMD 16
Traits
1:Birthmark [Faith]
You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

2:Flame-Touched [Magic]
You share an affinity with elemental fire.
Benefit: You gain DR 1/— against creatures and attacks with the fire type.

3:Rich Parents [Social] [From Feat]
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances.
Benefit: Your starting wealth increases to 900 gp.

4: Arcane Dabbler [Regional][From Feat]
Your study of magic is shown by your expertise in the simplest of magical exploits.
Benefit: Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st).
If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.
1: Prestidigitation 1/day
2: Know Direction 1/day

5: Pyromancer [(Aasimar)][From Drawback]
You're especially adept at casting flame-based spells.
Benefit: You gain a +1 trait bonus on damage rolls for any spell you cast with the fire descriptor. Spells that do not deal damage do not benefit from this trait.

Drawbacks
1:Naive
Your perception that everyone is innately good does not bode well in the heat of battle, when less scrupulous foes might take advantage of your misguided optimism.
Effect: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.

Feats
1: Additional Traits
You have more traits than normal.
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

2: Weapon Finesse
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

-:Improved unarmed Strike [Faith]

SKILLS:

Skills (12 points; 2 class, 2 INT)
ACP -0

+8 Acrobatics(+3dex, +2rank +3Class)^<
+2 Appraise(+2int, 0rank)<
+2 Bluff (+2Cha 0Rank)
+2 Climb(+2str, 0rank)^
+6 Craft[medical](+2int, 1rank)< ※
+3 Fly (+3dex, +0rank +3Class)
-- Disable Device (+2int, 0rank)
+8 Diplomacy (+2Cha+1Rank+3class+2race)<
+2 Disguise(+2cha, 0rank)
+3 Escape Artist(+3dex, 0rank)
+12 Heal (3wis 3rank +3Class +2Item +1item)< ※
+2 Intimidate (+2Cha 0Rank)
-- Knowledge (Dungeoneering) (+2int, 0rank)
-- Knowledge (Engineering) (+2int, 0rank)
-- Knowledge (Geography) (+2int, 0rank)
+6 Knowledge (History) (+2int, +1rank +3class)<
-- Knowledge (Local) (+2int, 0rank)
-- Knowledge (Nature) (+2int, 0rank)
+6 Knowledge (Nobility) (+2int, +1rank +3class)<
-- Knowledge (Planes) (+2int, 0rank)<
+6 Knowledge (Arcana) (+2int, 1rank +3class)<
+6 Knowledge (Religion) (+2int, 1rank +3class)<
+6 Linguistics(+2int +1rank +3class)
+10 Perception(+3wis+2rank+3race+2Race)<
+6 Profession (healer) (+2int 1rank +3class)※
+2 Ride (+2Str 0ranks)<
+2 Perform (+2Cha 0Rank)
+7 Sense Motive(+3wis, 1rank +3class)<
-- Sleight of Hand(+3dex, 0rank)
+2 Spell craft(+2int, 0rank)<
+3 Stealth(+3dex, 0rank)^
+3 Survival(+3Wis 0rank)
+2 Swim (+2Str 0rank)^
+6 Use Magic Device(+2cha, +1rank +3class)<

Concentration +6 (3CL+3WIS)

※ background skills

< = Classfeat other Skill

*ACP applies to these skills

Non-Standard Skill Bonuses
Perception +2Race)<

Languages: Common + Celestial

Occupation: Combat Healer

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Race Gnome:

Standard Racial Traits
Ability Score Modifiers: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Blended View: Prerequisite(s):
Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Gnomes can take this trait in place of keen senses.
Master Tinker Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.

Class legendary investigator L4:

Hit Die: d8
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills: The legendary investigator treats all skills as class skills.
Skill Ranks per level: 6 + Intelligence modifier

Class Features
The following are class features of the legendary investigator.

Weapon and Armor Proficiencies: A legendary investigator is proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. If they have the arcane source of power, they may cast legendary investigator spells while wearing light armor without incurring the normal arcane spell failure chance.

Like any other arcane spellcaster, a legendary investigator wearing medium or heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass legendary investigator still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Course of Study (Ex)
A legendary investigator has a curious mind and may dabble in many disciplines, but their thirst for knowledge drives them to specialize in a particular field which they use to their advantage when adventuring. At 1st level, a legendary investigator chooses a course of study (see the courses of study page). Once the choice is made, it cannot be changed. They gain additional abilities at 4th, 8th, 12th and 16th levels.

Each courses of study provides a bonus equal to the legendary investigator level to a related skill notated under the course of study as the ‘focus skill.’

Power Source: A legendary investigator chooses to mix extracts or to cast arcane, divine, or psychic spells as determined by their courses of study. The investigator can create only a certain number of extracts or cast a certain number of spells of each level per day. Their base daily allotment of extracts or spells is given on Table: Investigator Spellcasting. In addition, they receive bonus extracts or spells per day if they have a high Intelligence score, in the same way a wizard receives bonus spells per day.

Power Sources
Arcane Power Source
A legendary investigator casts arcane spells drawn from the bard, bloodrager, magus, sorcerer/wizard, and witch spell lists. Only spells of 5th level and lower are added to their spell list. If a spell appears on more than one spell list, the investigator uses the lower of the two spell levels listed for the spell. For instance, charm monster is a 3rd-level bard spell and a 4th-level sorcerer/wizard spell, making it a 3rd-level legendary investigator spell.

A legendary investigator must prepare their spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, they can cast any spell that they have prepared, consuming a spell slot of the appropriate level, assuming they haven’t yet used up their spell slots per day for that level. To learn, prepare, or cast a spell, the legendary investigator must have an Intelligence score equal to at least 10 + the spell’s level.

The saving throw DC against a legendary investigator’s spell is 10 + the spell’s level + the legendary investigator’s Intelligence modifier.

A legendary investigator may know any number of spells, but the number they can prepare each day is limited. At 1st level, they can prepare four 0-level spells and two 1st-level spells each day. At each new legendary investigator level, the number of spells they can prepare each day increases, adding new spell levels as indicated on Table 1-2: Legendary Investigator Spellcasting.

Unlike the number of spells they can cast per day, the number of spells a legendary investigator can prepare each day is not affected by their Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a legendary investigator can prepare.

A legendary investigator must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their spell book. While studying, the legendary investigator decides what spells to prepare and refreshes her available spell slots for the day.

Like a sorcerer, a legendary investigator can choose to apply any metamagic feats they know to a prepared spell as they cast it, with no increase in casting time.

A legendary investigator must study their spellbook each day to prepare their spells. they cannot prepare any spell not recorded in her spellbook except for read magic, which all legendary magi can prepare from memory. A legendary investigator begins play with a tome containing all 0-level investigator spells plus three 1st-level investigator spells of her choice. The investigator also selects a number of additional 1st-level investigator spells equal to her Intelligence modifier to add to her spellbook. At each new investigator level, they gain two new investigator spells of any spell level or levels that they can cast (based on their new legendary investigator level) for their spell book.

At any time, a legendary investigator can also add spells found in other spell books to their own.

A legendary investigator can learn spells from a wizard’s or a magus’s spell book, just as a wizard can from a legendary investigator’s tome. The spells learned must be on the investigator spell list, as normal.

An alchemist can learn formulae from a legendary investigator’s spellbook, if the spells are also on the alchemist formulae list. A legendary investigator cannot learn spells from an alchemist.

Inspiration (Ex)
A legendary investigator is beyond knowledgeable and skilled—they also possess keen powers of observation and deduction that far surpass the abilities of others. A legendary investigator typically uses these powers to aid in sizing up a situation but can also use these flashes of inspiration in other situations.

They have an inspiration pool equal to 1/2 their legendary investigator level + their Intelligence modifier (minimum 1). A legendary investigator’s inspiration pool refreshes each day, typically after they get a restful night’s sleep or spend time doing an activity that stimulates their brain. As a free action, they can expend one use of inspiration from their pool to add 1d6 to skill and ability checks, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. A legendary investigator can only use inspiration once per check or roll.

They can use inspiration on any Intelligence-based skill checks without expending a use of inspiration, provided they’re trained in the skill. This includes skills in which the legendary investigator substitutes their Intelligence modifier for the skill’s typical ability modifier.

Inspiration can also be used on attack rolls and saving throws, at the cost of spending two uses of inspiration each time from the legendary investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Temporary increases to Intelligence, like from the spell fox’s cunning do not increase the number of points of inspiration the investigator has or can have.

Studied Combat (Ex)
A life of a legendary investigator typically leads them into danger, so they must always be ready to bring their wits to bear in a fight. By taking the time to observe the movements and tactics of their opponent, a legendary investigator can take advantage of openings in the opponent’s guard and faults in their skill. At 1st level, a legendary investigator can use a move action to study a single enemy that they can see. Upon doing so, they add 1/2 their investigator level (minimum 1) as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to their Intelligence modifier (minimum 1) or until they deal damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage and is not multiplied on a critical hit.

A legendary investigator can only have one target of studied combat at a time, and once a creature has become the target of their studied combat, it cannot become the target of the same legendary investigator’s studied combat again for 24 hours unless the legendary investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex)
At 1st level, a legendary investigator can choose to make a studied strike against the target of their studied combat as a free action, upon successfully hitting their studied target with a melee attack, to deal additional damage, ending any instance of studied combat on the target. The damage is 1d6 at 1st level and increases by 1d6 for every odd level thereafter (to a maximum of 10d6 at 19th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the legendary investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), they may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If they chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The legendary investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. They cannot use a studied strike against a creature with concealment.

Quick Wits (Ex)
At 2nd level, a legendary investigator’s ability to focus on the minutiae in their environment gives them a deep insight into their surroundings. They may use their Intelligence modifier instead of their Wisdom modifier for Perception and Sense Motive. Additionally, they may use Intelligence instead of Charisma when using Diplomacy to gather information. This use of Intelligence to gather information entails the legendary investigator using their powers of observation rather than simply carousing, otherwise, the check is unchanged.

Danger Sense (Ex)
At 3rd level, due to their preternatural ability to notice minute changes in their environment, a legendary investigator gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, they gain a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for any feat or class prerequisite.

The bonuses gained from this ability stack with those gained from trap sense (if the legendary investigator has trap sense from another class).

Investigator Talent (Ex)
At 3rd level and every odd level thereafter, a legendary investigator gains an investigator talent using their legendary investigator level as their investigator level. Except where otherwise noted, each investigator talent can only be selected once.

Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.

Keen Recollection (Ex)
At 3rd level, a legendary investigator can attempt all Knowledge or Lore skill checks untrained. This does not allow them to apply their inspiration die to the check if they normally would be unable.

Piercing the Veil (Ex)
A legendary investigator’s grasp of facts and data teaches them to see past the veils and legerdemain conjured up by others, granting them resistance to even the most potent illusions. At 4th level, they may use their Intelligence modifier instead of their Wisdom modifier on Will saving throws against illusions. Additionally, they may spend a point of inspiration to add their inspiration die to such a Will saving throw. At 8th level, they may make a Will save against any illusion requiring a specific action, like interacting with it, simply by being in its presence. At 12th level, they can make a Will save against any glamer or figment present within 10 feet regardless of it having a saving throw. For example, if an invisible creature passes within 10 feet, the legendary investigator can make a Will save to see through it. At 16th level, they automatically succeed on any Will saving throw against an illusion that grants a saving throw.

Favored Class Bonuses
Any: +1/4 to all knowledge checks.

Spells:

------------------------------
Spells
------------------------------
Spells:
Orisonsx4 DC13
1:Read Magic
2:Detect Magic
3:Mending
4:Create Water

Level 1 2+1+1 DC14
D:longstrider [used]
1:Dream Feast [Used each night]
2:Air Bubble
3:celestial-healing
-:cure-light-wounds

Level 2 1+1+1/day DC15
D:produce flame
1:Admonishing Ray
2:Lesser Restoration
-:cure-moderate-wounds

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------

Armor
MW Red Parade Armor 175gp 20lb

Weapon
- Cold Iron Spear 6lb 8lb [Hand]
- Cold Iron Dagger 4gp 1lb [Boot]
- Weapon Cords 8sp --lb [Spear]
- Crossbow, light 35gp 1d8 80' 19-20/×2 4lb [Leg strap]
- Bolts 2gb [20/20] 2lb [Leg straps]

Silkweave Spell component pouch 10gp 1/4lb
- Small Cumpuss 2gp --lb
- Travel documents --
- Letters of reference.--
- Magisterium mask

Silkweave Belt Pouch 1 2gp 1/4lb
Signal whistle x1 2sp --lb
Note book and Silver point pen 3gp --lb

Silkweave Belt Pouch 2 2gp 1/4lb
- Healers Kit 10/10 50gp 1lb

Carrying Capacity
Light 0-100 lb. Medium 100-160 lb. Heavy 68-100 lb.
Current Load Carried 46 lb.
Money 0 GP 0 SP 0 CP

Starting coin: [1040gp] 140gp+900gp[trait]

Background:

10 mins Background
Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character.

0:Noble - Lady Rosalyn Aanya_Luminuss is a noble of the Underwater city of Soliana.
1:Not be cruel - She has a deep need to save others, she is drown to those in trouble and suffering. Companion and Empathy are big parts of her personality. She would never knowing be cruel I others.
2:over protective - She has a deep fear of loss and losing those she cares for, this can lead her to be over protective and place herself in the way of harm that would hurt others.
3:Death of Brother - As a child she believes her actions lead to the death of her twin brother. Something she has never forgiven herself for. She keeps with her a small part of him in the hope that one day she can bring him back to life.
4:Shame and Honor She was not born with wings but grow them in purity. This led to some embarrassment in the family. It was only when she was seen by a priestess of Soriel-That which is Many. That she was seen as holy touched child that should be trained in the way of the faith. This was done and so she gave the family honor in this. Shame and honor mean a lot to her.
5:Odd habits - She has some odd habits, She is a strict vegan, and eats no form of animal or animal product. She dose not drink alcohol unless medicinal. She is close to fanatical about cleanliness and is almost OCD about being tidy.

Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.

1:To fine a way to resurrect her dead brother. This is a core driving force behind her actions. Her own happiness can second to this need. That at times can bring her into conflict with her own need to help others and protect them.

2:To gain the honor of becoming a high priestess of Soriel-That which is Many. With the respected and power to help others.

Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1:Where others believe her brothers death was just bad luck she knows it was her own actions the coursed his death.
2:Her brother is not dead but alive.

Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
1:Her father Load Anaya master of Luminous tower and keep, one of the protective towers of her home city. Her family has the great honer of being lords over it. Her brother was to take over the lordship be she knows that can't happen now with his death. She may have to tale the roll.
2: The high priestess Lirona Coll-ath. Her teacher and training in the cleric-hood. It was she who told her family that Rosalyn should be trained in the ways of the faith.
3:The Orc chieftain Fegaruk who she and others bested when he and his tribe attack the Luminous keep.

Step 5: Describe three memories that your character has.
1: She is sitting on her fathers lap, her brother playing with his toy soldiers. Her father telling her stories of the family and hits history.
2: Her brothers screams as he was crushed under a rock slide. A slide she had started when she had jumped to him on a high rock. He has called to late for her to stop saying it was unsafe. He fell while she her gifts saved her. The guilt and crying after, they never found his body, berried as it was under a mass of rock. All they found was some of his blood on an his hat. This she keeps with her.

1: fear
Being buried alive.