Ectoplasm Master

Reonnyn's page

211 posts. Alias of Eric Swanson.


Race

Init: +3 | AC: 21 / FF: 18 / Touch 14 [+4 vs giants] | Fort: +7 / Ref: +7 / Will: +6 [+2 vs fear] | Speed: 30' | DR 1/cold iron |

Classes/Levels

Attacks: +2 rapier +13/+8 to hit (1d4+3 damage); Eldritch Blast +12 to hit ranged touch (2d6 damage, range 250', x2)

Gender

Male halfling Swashbuckler 4/Warlock 4

About Reonnyn

Reonnyn
Lightfoot halfling Swashbuckler 4/Warlock 4
Size: Small
Alignment: Neutral
Gender: Male
Age: 31
Height: 3’2”
Weight: 35 lb.
Eyes: Brown
Hair: Brow
Languages: Common, Halfling, Elvish, Touv
Location: Castle Greyhawk

STR 8 (-1)
DEX 16 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 15 (+2)

Combat
Defense:
Init +3; Move 20', 30' w/boots
HP 54 (10+3d10+4d6+8) Total 10 + (5, 9, 5) + (5, 5, 3, 4) + 8 = 54, currently 54
AC: 21 (+6 armor, +3 DEX, +1 Size, +1 natural), Touch 14, FF 18
Fort +7 (+5 base, +1 CON, +1 racial)
Refl +7 (+2 base, +3 DEX, +1 racial, +1 Grace)
Will +6 (+5 base, +0 WIS, +1 racial)
Offense:
BAB +7/+2, Grapple +3
Melee +7
Ranged +10 (+11 w/ranged spells)
Attacks: +2 rapier +13/+8 to hit (1d4+3 damage, 18-20/x2, P) or
Eldritch Blast +12 to hit ranged touch (2d6 damage, range 250', x2) or
Javelin (3) +10 to hit (-2 size) (1d6 damage, range 30', x2, P)

Skills
Balance 4+2= +6
Bluff 6+3= +9
Climb 5+2= +7
Concentration= +1
Diplomacy 2+3= +6
Disguise 3+2= +5 (+7 when acting)
Escape Artist 4+3= +7
Hide 2+3+4 size= +9
Intimidate 6+3+2= +12
Jump 5+2+5+2= +14
Listen 2+1= +3
Move Silently 2+3= +6
Profession (sailor) 2+1= +3
Sleight of Hand 4+2= +6
Swim 2+0-1= +1
Tumble 7+4+2= +13
Use Magic Device 6+4= +10

Feats:

Dodge
Weapon Focus (Ranged Touch spells)
Mobility

Racial Abilities:

- Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
- Halfling base land speed is 20 feet.
- +2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile, surefooted, and athletic.
- +1 racial bonus on all saving throws: Halflings are surprisingly capable of avoiding mishaps.
- +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
- +1 racial bonus on attack rolls with a thrown weapon and slings: Throwing and slinging stones is a universal sport among halflings, and they develop especially good aim.
- +2 racial bonus on Listen checks: Halflings have keen ears.
- Automatic Languages: Common and Halfling.

Class Abilities:

Swashbuckler
- Weapon Finesse: Use Dex modifier instead of Str modifier on attack rolls with light melee weapons.
- Grace +1 (Ex): +1 competence bonus on Reflex saves. A swashbuckler loses this bonus when wearing medium or heavy armor, or carrying a medium or heavy load.
- Insightful Strike (Ex): Apply Intelligence bonus (+2) to all damage rolls with any light weapon that can be used with Weapon Finesse. Targets immune to sneak attacks or critical hits are immune to this extra damage. This ability cannot be used while wearing medium or heavy armor or when carrying a medium or heavy load.

Warlock
- Eldritch Blast (Su): Ray with Range 60' (250' w/Eldritch Spear) (CL 2), damage 2d6, subject to SR.
- Detect Magic (Sp): cast Detect Magic (CL 3rd) at will.
- DR 1/cold iron.
- Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened
- Invocations (Sp):
Eldritch Spear: Increase range of Eldritch Blast to 250'
*Beguiling Influence: +6 to Bluff, Diplomacy, and Intimidate checks for 24 hours
*Devils Sight: You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness out to 30 feet.
* - currently in effect

Equipment
+2 Mithril chain shirt (5100gp)
Boots of Striding and Springing (5500gp)
Amulet of Natural Armor +1 (2000gp)
Ring of Counterspells (Hold Person is cast into it)
+2 Small rapier (8310gp)
3 javelins (medium)
Wand of Cure Light Wounds (29 charges) [0.0 lb.] UMD DC 18 to activate.
Wand of Lessor Vigor (39 charges) [0.0 lb.] UMD DC 18 to activate.
Bag of Tricks (grey) (900gp)
190 gp left

Backpack [0.5 lb.] holds:
Bedroll [1.25 lb.]
4 Days of trail rations [1.0 lb.]
1 Waterskin [1.0 lb.]
1 Torch [1.0 lb.]
Coins [1.5 lb.]
50' silk rope [1.0 lb.]

Belt Pouch [0.25 lb.] holds:
Flint and steel [0.0 lb.]
3 Magical Potions of Cure Serious Wounds [0.0 lb.]
Magical Potion of Neutralize Poison [0.0 lb.]
Elemental Gem (Air)
Whetstone [1.0 lb.]

Money: 15pp, 31gp, 13sp, 7cp

Background:

If there is one thing he would blame on how his life turned out, it would be his mother for cursing him with that god awful name 'Reonynn', it was a lass's name for Pete's sake!

Still he didn't let it get him down. Much.

He grew up near a port city, and one day as a child saw his first pirate ship captured by the royal navy. His little sister Kilia was there with him, and when she asked him about that ship, it made him feel special for some reason. That was enough to inflame his passions, and he decided to become a pirate. Not long afterwards, he stowed away on a vessel, and when he was caught, he was pressed to a decision, join the crew or sleep with the fishes. Not suprising, he chose the former.

The captain of the vessel had a mage working for him, who threatened Reonnyn, with the fishies thing to accept a dark pact with one of the Abyssal lords.

At first nervous about losing his soul to the power, he soon grew to enjoy his newfound powers, especially using his blasts to sink merchant vessels (most vessels cannot withstand the blasts for very long).

Unfortunately all good things come to an end and he was captured with his crew, and sentenced to the Prison Island. He maintained he never did sink the Royal Galley, and a rival kingdome did it. No such luck convincing the magistrate of that now.

Now he finds himself trapped in a deadly place, looking for a way off this rock...

After many days of exploration of the island (which he has dubbed Hell's Kitchen) he managed to track down the location of a long dis-used portal which lead him back to the Flanaess, not far from the City of Greyhawk. The journey was a long and arduous one as he nearly fell prey to the wildlife and also a band of brigands.

His tribulations did not end when he returned to Greyhawk, as the Assassin's guild still had a contract upon his life. Now he has joined forces with a party intent on recovering supplies from the Castle Greyhawk ruins. While the prospect of delving into that noted deathtrap did not appeal to him, it surely could not be worse than the Rock...Right??

Smilodan's PF Warlock:

Pathfinder Warlock

BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Acrobatics, Appraise, Bluff, Craft, Disguise, Fly, Intimidate, Knowledge arcana, Knowledge planes, Knowledge religion, Profession, Sense Motive, Spellcraft, Use Magic Device.
Skill Ranks Per Level: 4 + Int modifier

Warlocks are proficient in all Simple Weapons, Light Armor, but no shields.

LEVEL ABILITY
1. Eldritch Blast 1d6, Hex Pool, Least Invocations, Pact, Warlock's Curse.
2. Hex, Detect Magic
3. Eldritch Blast 2d6, Pact Defense 1
4. Hex, Deceive Item
5. Eldritch Blast 3d6, Arcane Sight
6. Hex, Lesser Invocations
7. Eldritch Blast 4d6, Improved Warlock's Curse, Pact Defense 2
8. Hex, Pact Ward 1, Two Eldritch Blasts
9. Eldritch Blast 5d6, Baleful Luck
10. Hex, Pact Resistance
11. Eldritch Blast 6d6, Greater Invocations, Pact Defense 3
12. Hex, Imbue Item
13. Eldritch Blast 7d6, Greater Warlock's Curse
14. Hex, Greater Arcane Sight
15. Eldritch Blast 8d6, Pact Defense 4, Three Eldritch Blasts
16. Hex, Dark Invocations
17. Eldritch Blast 9d6, Mind-blank
18. Hex, Pact Warding 5
19. Eldritch Blast 10d6, Pact Defense 5, Dire Warlock's Curse
20. Hex, Greater Pact Resistance

Eldritch Blast (Su). As standard warlock's eldritch blast, but supernatural instead of spell-like.

Hex Pool (Su). A Warlock has a Hex Pool equal to his Charisma bonus (minimum 1) multiplied by his class level. His Hex Pool is replenished each day at dawn. The Warlock spends points from his Hex Pool to power his Warlock's Curse and Hex Power abilities.

Least Invocations (Sp). At 1st level, the warlock gains the ability to use least invocations. In addition to the normal number of invocations a standard warlock gets, a Pathfinder Warlock gains a bonus eldritch shape or eldritch essence invocation each time he gains a new level of invocations (at levels 1, 6, 11, and 16).

Pact (Su). Each Pathfinder Warlock makes a pact with some kind of otherworldly entity. Depending on the kind entity the warlock is bound to influences his Pact Defenses, Pact Wards, and Pact Resistances. Each Pact also grants the Warlock a bonus class Skill.

Warlock's Curse (Su). As a swift action, the Warlock can target an opponent within 60 feet with his Warlock's Curse. The Warlock must spend at least 1 point from his Hex Pool to activate this power; the duration of the Warlock's Curse is 1 round per point spent from the Hex Pool. The opponent is allowed a Will save with a DC of 10 + 1/2 the Warlock's class level + his Charisma modifier to avoid the Warlock's Curse. If the opponent fails the Will Save, the opponent takes a -2 luck penalty to its Ability Checks, AC, Attack Rolls, Damage Rolls, Caster Level Checks, Saving Throws, and Skill Checks for the duration of the Warlock's Curse.
At 7th level, the luck penalty increases to -4. At 13th level, it increases to -6, and at 19th level, it increases to -8.

Hex (Su). The Warlock is adept at using power of luck to hinder his enemies and aid himself. At 2nd level, and every 2 levels thereafter, the Warlock selects one of the following abilities. Using a Hex Power is an immediate action unless otherwise stated.

Hexed Ability. The Warlock can force an opponent to reroll an ability check by spending 1 point from his Hex Pool, or the Warlock can re-roll his own ability check by spending 2 points from his Hex Pool.

Hexed Attack. The Warlock can force an opponent to reroll an attack roll by spending 2 points from his Hex Pool, or the Warlock can re-roll his own attack roll by spending 4 points from his Hex Pool.

Hexed Magic Damage. The Warlock can force an opponent to re-roll a spell's, spell-like ability, or supernatual ability's damage roll by spending 3 points from his Hex Pool, or the Warlock can re-roll his own spell's, spell-like ability's, or supernatural ability's damage roll by spending 6 points from his Hex Pool.

Hexed Weapon Damage. The Warlock can force an opponent to re-roll a weapon's damage roll by spending 2 points from his Hex Pool, or the Warlock can re-roll his own weapon damage roll by spending 4 points from his Hex Pool.

Hexed Save. The Warlock can force an opponent to re-roll a saving throw by spending 2 points from his Hex Pool, or the Warlock can re-roll his own saving throw by spending 4 points from his Hex Pool.

Hexed Caster. The Warlock can force an opponent to re-roll a caster level check by spending 3 points from his Hex Pool, or the Warlock can re-roll his own caster level check by spending 6 points from his Hex Pool.

Hexed Skill. The Warlock can force an opponent to re-roll a skill check by spending 1 point from his Hex Pool, or the Warlock can re-roll his own skill check by spending 2 points from his Hex Pool.

Hexed Reaction. The Warlock can force an opponent to re-roll an initiative check by spending 2 points from his Hex Pool, or the Warlock can re-roll his own initiative check by spending 4 points from his Hex Pool. This use of Hex Power does not take an action; it occurs prior to actions being taken.

Hexed Prowess. The Warlock can force an opponent to re-roll a Combat Maneuver Check by spending 2 point from his Hex Pool, or the Warlock can re-roll his own Combat Maneuver Check by spending 4 points from his Hex Pool.

Detect Magic (Sp). At 2nd level, the Warlock can use Detect Magic at will as a spell-like ability.

Pact Defense (Su). At 3rd level, depending on the type of Pact the Warlock made, he gains DR 1/-, DR 2/cold iron, DR 2/silver, DR 2/magic, DR 2/good, DR 2/chaotic, DR 2/evil, DR 2/evil, DR 2/adamantium, DR 2/piercing, DR 2/slashing, DR 2/bludgeoning, or Natural Armor +1. This benefit is multiplied by the increases in the Pact Defenses at levels 7, 11, 15, and 19.

Deceive Item (Ex). At 4th level, the Warlock can take 10 on Use Magic Device skill checks.

Arcane Sight (Sp). At 5th level, the Warlock's Detect Magic ability improves. The Warlock can use Arcane Sight at will as a Spell-like ability.

Pact Ward (Su). At 8th level, depending on the type of Pact the Warlock made, he gains the ability to spend points from his Hex Pool to Ward himself. As a free action, he can spend 1 Hex Point and gain Fast Healing for 1 round equal to the value of Pact Ward, gain an energy shield that does 1d6 points of damage per point of the Ward for 1 round, gain a deflection bonus to AC equal to the amount of the Ward for 1 round, etc.

Two Eldritch Blasts (Su). At 8th level, the Warlock can use a full round action to use 2 eldritch blasts in the same round. The second eldritch blast takes a -5 penalty to its attack roll. Both eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.

Baleful Luck (Su). At 9th level, when using his Hex Power against an opponent, the Warlock applies a luck penalty equal to his Charisma bonus (if any) to his opponent's reroll. When using his Hex Power to benefit from a re-roll himself, the Warlock may spend 1 additional point from his Hex Pool to add his Charisma bonus (if any) as a luck bonus to the results of the reroll.

Pact Resistance (Su). At 10th level, depending on the Pact the Warlock made, he gains energy resistance 10 to two energy types or energy resistance 20 to one energy type. Certain Pacts may provide a bonus against a certain type of special attack, such as paralysis, petrification, or poison.

Imbue Item (Ex). At 12th level, the Pathfinder Warlock gets the same ability as the standard Warlock ability to use the Use Magic Device skill to enchant magic items.

Greater Arcane Sight (Sp). At 14th level, the Warlock can use Greater Arcane Sight as a spell-like effect at will.

Three Eldritch Blasts (Su). At 15th level, the Warlock can use a full round action to use 3 eldritch blasts in the same round. The second eldritch blast takes a -5 penalty to its attack roll and the third eldritch blast takes a -10 penalty to its attack roll. All three eldritch blasts must have the same shape and essence, if any. They can target the same or different opponents.

Mind Blank (Sp). At 17th level, the Warlock gains the benefits of the Mind Blank spell. He can re-activate it as a standard action if it is somehow dispelled or suppressed.

Greater Pact Resistance (Su). At 20th level, the resistances from the Pact Resistance ability double.