Technomancer

Skyne Dorfursson's page

131 posts. Alias of Granta.


About Skyne Dorfursson

Init +2; Senses Perception +2 (+4 w/ Alertness)
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DEFENSE
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AC 12, touch 12, flat-footed 10
hp 13 (1d6+7)
Fort +8, Ref +3, Will +4
Immune resist cold 2
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OFFENSE
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20) or quarterstaff +1 (1d6)
Ranged light crossbow +2 (1d8/19-20)
Special Abilities Augment (5/day), Physical Enhancement (+1 Strength)
Spells Prepared (CL 1st, Concentration +3)
1st—enlarge person, grease (DC 13), silent image (DC 13)
0—acid splash, detect magic, read magic
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STATISTICS
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Str 13, Dex 14, Con 16, Int 14, Wis 14, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats Great Fortitude*, Scribe Scroll, Toughness*
Skills Knowledge (dungeoneering, engineering, nobility) +6, Linguistics +6, Spellcraft +6
Traits Deft Dodger*, Northern Ancestry*
Languages Common, Hallit, Skald, Sylvan
Arcane School Enhancement
Opposition Schools Enchantment, Evocation
SQ arcane bond (rat)
Gear cold-weather outfit, dagger, explorer's outfit, flint and steel, light crossbow w/ 28 bolts (1 regular, 10 cold iron, 10 silver), oil (10), quarterstaff, spell component pouch (2), spellbook, 80 gp 6 sp
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SPECIAL ABILITIES
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Alertness (Ex) While Takken is within arm's reach, Skyne gains the Alertness feat.

Augment (Sp) As a standard action, Skyne can touch a creature and grant it either a +2 enhancement bonus to a single ability score of his choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels he possesses, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 his wizard level (minimum 1 round). Skyne can use this ability a number of times per day equal to 3 + his Intelligence modifier.

Physical Enhancement (Su) Skyne gains a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels he possesses to a maximum of +5 at 20th level. He can change this bonus to a new ability score when he prepares spells. At 20th level, this bonus applies to two physical ability scores of his choice.

SPELLBOOK:
  • Acid Splash
  • Arcane Mark
  • Bleed
  • Detect Magic
  • Detect Poison
  • Disrupt Undead
  • Enlarge Person
  • Ghost Sound
  • Grease
  • Haunted Fey Aspect
  • Identify
  • Mage Hand
  • Mending
  • Message
  • Open/Close
  • Prestidigitation
  • Read Magic
  • Resistance
  • Silent Image
  • Touch of Fatigue
  • Unseen Servant

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BOT ME:
Skyne begins combat by augmenting his allies, then tries to use his crossbow. If he doesn't have a clear shot (no melee, no cover), he uses a melee weapon instead to provide flanking and aid an ally.

*The effects of this ability have already been calculated into Skyne's statistics.