Man in Mask

Sovellis Ilphukiir's page

226 posts. Organized Play character for therealthom.


Full Name

Sovellis Ilphukiir

Race

Init +3 Percept +2 SenseMotive +0 // F 3 R 3 W 3 // low light vision //

Classes/Levels

EAC 15 KAC 17 ; Stamina 14/14 HP 18/18 Resolve 4/4

Gender

Male Elf Priestly Soldier 2

About Sovellis Ilphukiir

Sovellis Ilphukiir
Male elf priest soldier 1
CG Medium humanoid (elf)
Init +3; Senses Perception +2 low light vision

_________________________________________________
DEFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EAC 15; KAC 17
SP 14 HP 18 RP 3
Fort +2, Ref +3, Will +2

_________________________________________________
OFFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed Walk 25'
Melee longsword +5 (1d8+2 , critical -; Analog)
Melee starknife, tactical (called) +5 (1d4+2 , critical -; Analog, thrown (20 ft.)
Ranged starknife, tactical (called/thrown) +4 (1d4+2, critical -; Analog, thrown (20 ft.), A weapon with the called fusion can be teleported to its owner's hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function.)
Ranged smoke grenade +3 (, critical ; DC 13, Explode (smoke cloud 1 minute, 20 ft.))
Ranged shock grenade i +3 (1d8, critical ; DC 13, Explode (1d8 E, 15 ft.))

_________________________________________________
STATISTICS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Str 14, Dex 16, Con 10, Int 12, Wis 11, Cha 10,
Base Atk +2; Grp+4
Feats Step Up, Weapon Focus (Weapon Focus ~ Advanced Melee Weapons)
Skills Acrobatics +6, Athletics +5, Engineering +5, Mysticism +6, Piloting +8, Profession (Mercenary) +4, Stealth +4,
Languages Common, Draconic, Elven
Combat Gear hidden soldier armor: EAC Bonus +3; KAC Bonus +5; Max. Dex Bonus +2 Armor Check Penalty -2; Speed Adjustment -5 ft. Upgrade Slots 1; Bulk 2
Other Gear longsword, starknife, tactical (called), medpatch, backpack (industrial), cable line (titanium alloy/10 ft) (5), tool kit (climbing), flashlight, battery, smoke grenade, shock grenade i, 970.0 gp

_________________________________________________
SPECIAL ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
RACIALTRAITS
Size And Type Elves are medium humanoids with the elf subtype
Elven Immunities Elves are immune to magic sleep effects and receive a +2 racial bonus to saving throws against enchantment spells and effects
Elven Magic Elves receive a +2 racial bonus to caster level checks to overcome spell resistance. In addition, elves receive a +2 racial bonus to mysticism skill checks
Keen Senses Elves receive a +2 racial bonus to perception skill checks
Low-light Vision Elves can see in dim light as if it were normal light. See vision and light on page 261

THEME BENEFITS
Priest You are a member of an organized religion or similar association. Your belief, whether it has been a part of you since childhood or it came to you later in life, is an integral part of your character. You might travel the stars proselytizing your deity, or your church might have sent you out on a specific holy (or unholy) mission. No matter what obstacles life puts in your way, you always have the conviction of your beliefs to fall back on
Theme Knowledge Choose a deity or a philosophy whose alignment is within one step (on either the good-evil axis or the law-chaos axis) of your own. Reduce the dc of culture and mysticism checks to recall knowledge about religious traditions, religious symbols, and famous religious leaders by 5. Mysticism becomes a class skill for you, though if it's a class skill from the class you take at 1st level, you instead gain a +1 bonus to mysticism checks. In addition, you gain an ability adjustment of +1 to wisdom at character creation

CLASS FEATURES:
Primary Fighting Style You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. Descriptions of the fighting styles you can choose from appear on pages 112-115
Arcane Assailant The arcane assailant fighting style supplements its combat effectiveness with magic powers, drawing on traditions of warrior-wizards dating back to well before the gap. This allows you to use magic runes to augment your weapons and call on legendary powers, giving you access to arcane options even when you don't have a magic weapon in your possession
Primary Style Technique At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style
Rune Of The Eldritch Knight You can imbue a weapon with a magic sigil, the rune of the eldritch knight, allowing the weapon to act as a magic weapon for the purposes of bypassing dr and affecting incorporeal creatures. This takes 10 minutes, and you can imbue only a single weapon at a time. If you imbue a new weapon with the rune of the eldritch knight, any previously imbued weapon loses this benefit. When calculating the hit points and hardness of a weapon imbued with the rune of the eldritch knight, treat its item level as 5 higher (longsword)
Combat Feat At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can't be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat

FEATS:
Step Up You can close the distance when a foe tries to move away Whenever an adjacent foe attempts to take a guarded step away from you, you can also take a guarded step as a reaction as long as you end up adjacent to the foe that triggered this ability
Weapon Focus (weapon Focus ~ Advanced Melee Weapons) You have increased training in a particular weapon type, making it easier to hit your target Choose one weapon type (small arms, longarms, heavy weapons, etc.). You gain a +1 bonus to attack rolls with that weapon type. If your base attack bonus is at least 3 lower than your character level (or your mechanic's class level, if you are a drone), you gain a +2 bonus instead

Description:
The elf is tall and lean. with his armored helmet removed, white half mask obscures his nose and cheeks, while the mask's yellow lenses turn his large, presumably blue, irises green. A butterfly patterned bandana is drawn up over his nose and mouth. A long sword hangs from his right hip. His pack has a pointed star shaped case strapped to its back.

Exo-Guardian Champion
Dream Whispers (Ally Boon) : Once per adventure if you miss an attack or saving throw, you can count it as 2 higher. (Not on nat 1.)
Private Vault (Slotless Vanity Boon) -- 20x 20 chamber in the Communion Vaults. Store magical items. Warded by 10th level non-detection.