Artemis Entreri

Razfallo's page

41 posts. Organized Play character for Razfalo.


Strength 7
Dexterity 16
Constitution 11
Intelligence 23
Wisdom 10
Charisma 7

About Razfallo

Male Human
Wizard 3/Rogue 1/Arcane Trickster 2
Chaotic Neutral
Medium humanoid (human)

SNUFFLES EDIT!:

N Tiny animal
Init +?; Senses low-light vision, scent; Perception +5

DEFENSE
AC[/b] 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp[/b] 13 (4 HD)
Fort[/b] +1, Ref[/b] +5, Will[/b] +4

OFFENSE
Speed 30 ft.
Melee 2 claws +6 (1d2–4), bite +6 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 8 (12 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +8, Stealth +21; Racial Modifiers +4 Climb, +4 Stealth

SPECIAL ABILITIES - Familiar
The master of a cat familiar gains a +3 bonus on Stealth checks.

0 lvl spells/cantrips (4 prep + 1 div)::

Detect Magic Detects spells and magic items within 60 ft.
Mending Makes minor repairs on an object.
Mage Hand 5-pound telekinesis.
Read Magic Read scrolls and spellbooks.
Ghost Sounds Figment sounds.
ResistanceSubject gains +1 on saving throws.
Acid SplashOrb deals 1d3 acid damage.
Detect PoisonDetects poison in one creature or small object.
Dancing LightsCreates torches or other lights.
FlareDazzles one creature (–1 on attack rolls).
LightObject shines like a torch.
Ray of FrostRay deals 1d3 cold damage.
MessageWhisper conversation at distance.
Open/CloseOpens or closes small or light things.
Arcane MarkInscribes a personal rune on an object or creature (visible or invisible).
PrestidigitationPerforms minor tricks.
Bleed: Cause a stabilized creature to resume dying.
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Daze: A single humanoid creature with 4 HD or less loses its next action.

1 lvl spells(5 prepared + 1 div)::

Color SprayKnocks unconscious, blinds, and/or stuns weak creatures.
Mage ArmorGives subject +4 armor bonus.
Magic Missile 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking GraspTouch delivers 1d6/level electricity damage (max 5d6).
GreaseMakes 10-ft. square or one object slippery.
ShieldInvisible disc gives +4 to AC, blocks magic missiles.
IdentifyGives +10 bonus to identify magic items.
Sonic scream
Obscuring mist
Shock shield
Burning hands
Enlarge person
Comprehend languages
+2 spells for lvl

2 lvl spells(4 prepared + 1 div)::

Darkvision 1hr/lvl
Fiery Shuricken
Invisibility
See invis

3 lvl spells(2 prepared + 1 div)::

heroism
arcane sight
dispel

_ _ _ _ _ _ _ _ _ _
Defence
_ _ _ _ _ _ _ _ _ _
Init
+12 (+4 dex, +2 trait, +4 feat +2 div)
AC 14 | Flat-footed 10 | Touch 14 (+4 dex); (+1 vs traps)
HP 36 (1d8 + 3d6 + 2d6 + 3(FC))
Fort +2 (2) | Ref +7 (4) | Will +4 (4)
+??
+1 vs traps
+??

_ _ _ _ _ _ _ _ _ _
Offense
_ _ _ _ _ _ _ _ _ _
Base Atk
+2; CMB ?; CMD 13
Speed 30 ft / 6 sq

Melee

Ranged including PBS
spell +6 vs touch
fiery shuricken x3 +6 (1d8+1+sneak)

Sneak attack 3d6

Skills:
* - class skills, only trained
Ranks (2 + Int + 1human) x3
(8 + Int + 1human) x1
(4 + Int + 1human) x2
64

Concentration 5 + 6 = 11

Acrobatics*//Dex 6 + 3 + 4 = 13
Appraise*//Int 6
Bluff*//Cha -2
Climb*//Str -1
Craft(traps?)*//Int -
Diplomacy*//Cha -2
Disable device*//Dex 6 + 3 + 3 + 2(tools) + 1 (class) + 4 = 19
Disguise*//Cha -2
Escape artist*//Dex 6 + 3 + 4 + 6 = 19
Fly*//Dex 4
Handle animal*Cha
Heal//Wis 0
Intimidate*//Cha -2
Knwldg(arcana)*//Int 6 + 3 + 6 = 15
Knwldg(monster lore)*x5//Int 1 + 3 + 6 = 10
Knwldg(other)x4*//Int 1 + 3 + 6 = 10
Linguistics*//Int
Perception*//Wis 6 + 3 + 0 + 5(eyes) + 2(snuffles) = 16 (+1 to locate traps)
Perform*//Cha -2
Prfssn (merchant)*//Wis 0
Sense motive*//Wis 1 + 3 + 0 + 2(snuffles) = 6
Ride//Dex 4
Sleight of Hand*//Dex 6 + 3 + 3 = 12
Spellcraft*/Int 6 + 3 + 6 = 15
Stealth*//Dex 6 + 3 + 3 + 3(snuffles) + 5(cloak) + 2 = 22
Survival//Wis 0
Swim*//Str -2
Use magic device*//Int 6 + 3 + 6 = 15

Languages:
Common, Elven, Draconic, Gnome, Celestial, Sylvan, lips

Racial Traits:

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Traits:

Reactionary [Combat]: You gain a +2 trait bonus on Initiative.

Progmatic Activator [Magic]: UMD from int

Class stuff and Feats (respectively):

Weapon and Armor Proficiency: Rogues 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.
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

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 two rogue levels thereafter. Should the rogue 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 (like a sap, whip, or an unarmed strike), 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 concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Arcane School (Divination/Enchantment, Necromancy): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

[Forewarned (Su):
You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Familiar (cat): Master gains a +3 bonus on Stealth checks

Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Improved Initiative (1 lvl): You get a +4 bonus on initiative checks.

PBS (1st lvl)

Precise Shot (3d)

Accomplished sneaker (5th): +1d6 to sneak attack

Special Abilities:

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.

Equipment:

Combat Gear
Rapier, 2 lb
Noble's outfit, 10 lbs
Armor
Shoulders cloak of elvenkind
Belt|Gloves
Neck natural armor +1
Ring 1 protection +1
Feet
Head
Headband Headband of vast Intelligence +2
Eyes eyes of eagle (+5 competence perception)
Chest
Body vest of escape (+5 DD and EA)
Wrists Sleeves of Many Garments
Hands
Ring 2

Other Gear
handy haversack
thieve's tools, mwk
wand of clw 16/50
adventurer's kit
wand of exp. retreat

Carrying capasity, lbs
19 lb
Light load: < 30
Medium Load: 31-60
Heavy Load: 61-90

Chronicles and Currency:

Creating carachter: 150 gp / 0 PP / 0 Fame / 0 XP / 1 lvl

#7-01 Between the Lines: 150 + 341 = 491 gp / 0 + 1 = 1 PP / 0 + 1 = 1 Fame / 0 + 1 = 1 XP / 1 lvl

#3-21 The Temple of Empereal Enlightment: 491 + 512 = 1003 gp / 1 + 2 = 3 PP / 1 + 2 = 3 Fame / 1 + 1 = 2 XP / 1 lvl

#79 The Half-Dead City: 1003 + 1536 = 2539 gp / 3 + 4 = 7 PP / 3 + 4 = 7 Fame / 2 + 3 = 1 + 2 XP / 2 lvl

Phantom Phenomena: 2539 + 250 = 2789 gp / 7 + 1 = 8 PP / 7 + 1 = 8 Fame / 2 + 1 = 3 + 0 XP / 3 lvl

Feast of Ravenmoor: 2789 + 3762 = 6551 gp / 8 + 4 + 1(Impressive Find) - 2(Wand of Cure Light Wounds)= 11 PP / 8 + 4 = 12 Fame / 0 + 3 = 3 + 0 XP / 4 lvl

#85 Fires of Creation: 6551 + 3141 = 9692 gp / 11 + 4 = 15 PP / 12 + 4 = 16 Fame / 0 + 3 = 3 + 0 / 5 lvl

#7-25 Orders from the Gate: 9692 + 1288.5 = 10980,5 gp / 15 + 1 = 16 PP / 16 + 1 = 17 Fame / 0 + 0.5 = 0.5 / 5 lvl

#0-56 Jester's Fraud: 10980,5 + 1282 = 12262,5 gp / 16 + 1 = 17 PP / 17 + 1 = 18 Fame / 0.5 + 0.5 = 1 / 5 lvl

AP #86 Lord of Rust: 12262,5 + 1350 - 720 - 960(старый шмот) = 12892 / 17 + 1 - 14 = 4 PP / 18 + 1 = 19 Fame / 1 + 0.5 = 1.5 / 5 lvl
[ooc]sold wakizashis +370, shurikens +40, mithral shirt +550, bought atonement 2 PP, retrained feat 5 PP 300, retrained class 7 PP 420, retrain 720 gp

#7–15: The Deepmarket Deception: 12892 + 1128 = 14020 / 4 + 1 = 5 PP / 19 + 1 = 20 Fame / 1,5 + 0.5 = 2 / 5 lvl

#4-05 Sanos Abduction: (не забуть зарепортить) [/b]14020 + 2265(=16285) - 14700 = 1585 gp / 5 + 2 - 2 = 5 PP / 20 + 2 = 22 Fame / 2 + 1 = 3 + 0 XP / 6 lvl
headband int +2 4000, Cloak of Elvenkind 2500, eyes of eagle 2500, vest of escape 5200, thieve's tools, mwk 100, Sleeves of Many Garments 200, wand of exp. retreat 2 PP

#9-02 A case of missing Persons: [/b]1585 + 3311 - 197 = 4699 gp / 5 + 2 = 7 PP / 22 + 2 = 24 Fame / 0 + 1 = 1 XP / 6 lvl
party needs 107, learn gaseous form 90

#7-00 Sky Key Solution: [/b]4699 + 3917 = 8616 gp / 7 + 2 = 9 PP / 24 + 2 = 26 Fame / 1 + 1 = 2 XP / 6 lvl

#7-28 Ageless Ambitions 7 lvl

Faction Journal:

Journal Season 7
Rewards
HEX ADEPT (2+ goals): By working around dangerous objects, you are inured against their lingering defenses. You gain a bonus on saving throws against spells and effects with the curse descriptor equal to 1 plus 1 for every four goals you have completed.

ARCHIVIST (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language.

MASTER LIBRARIAN (7+ goals): Before the start of an adventure, you may requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value is equal to 100 times your character level or less. You and your allies may use these items freely, but Zarta expects you to return any unused items at the end of the adventure.

Goals
|+| |+| |+| Recover a named text found during the course of an adventure.#0-07, ?, ?

|+| |+| Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level.

|-| Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level(minimum 9).

|+| Recover a named minor artifact or major artifact during the course of an adventure.

|-| Participate in an adventure in Cheliax for which you receive the full Prestige Point award.

|+| Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge(arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.

|-| Resolve an encounter with Hellknights nonviolently through diplomacy, trickery, collaboration, or a similar tactic.

|-| |-| |-| |-| |-| Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.

Journal Season 8
Awards
ENDURING SCHOLAR (2+ goals): Your exposure to dangerous magic has conditioned you to resist spells. Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 plus half the number of goals you have completed.

ARCHIVIST (4+ goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language.

[i]MASTER LIBRARIAN (7+ goals): Before the start of an aventure, you may requisition up to three alchemical or magic items (except wands or scrolls with multiple spells) whose total gold piece value does not exceed 100 times your character level. You and your allies may use these items freely, but Zarta expects you to return any unused items at the end of the adventure.

Goals
|+| |-| Recover a named text (typically listed in italics or quotes) found during the course of an adventure. Phenomena; #2-21

|+| |+| Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level. #7-05; HE

|+| Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9). #8-05

|-| Recover a named minor artifact or major artifact during the course of an adventure.

|+| Identify a potion or other magic item whose caster level equals or exceeds your character level. #4-01

|-| Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge (arcana), profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device.

|+| While adventuring in an area strongly connected to an element (e.g. a volcano, deep under the ocean, or an Elemental Plane), attune that area to Zarta’s extraplanar ritual. You can attempt this attunement once per region by spending 10 minutes and attempting a Knowledge (arcana or planes) check with a DC equal to 15 plus your character level.#8-10

|+| |+| |+| / |+| |+|Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. #5-08; #7-21; #1-35; #3-07; #7-01[/spoiler]