Shoanti Tribeswoman

Tauni "Rabbit" Desba's page

822 posts. Alias of markofbane.


About Tauni "Rabbit" Desba

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Lawful Good Female Human Wizard (Diviner, Foresight) 9 // Archmage 2
Medium Size (5’ 4”, 105 pounds, Brown Eyes, Brown Hair)
Age: 25
Move: 30’
Languages: Common, Draconic, Celestial, Abyssal, Infernal, Terran, Auran, Aquan, Ignan, Elven, Dwarven, Orcish, Aklo, Undercommon, Giant, Gnoll, Goblin. 1 base, 7 Intelligence, 9 Linguistics

11 Strength 11 base
14 Dexterity 14 base
14 Constitution 14 base
24 Intelligence 16 base, +2 racial modifier, +1 at 4th level, +1 at 8th level +2 blessing, +2 Tier 2
12 Wisdom 12 base
12 Charisma 12 base

Initiative: +16 +2 Dexterity, +4 Feat, +4 Familiar, +4 class feature, +2 mythic tier
AC: 12 +2 Dexterity, +4 Armor
BAB: +4
Melee:
Club (+4, 1d6+0, x2, B)
Ranged:
Ray of Frost (+6, 1d3+0, 30’ range)
CMB: +4
CMD: 17
Fort: +5 +3 Base, +2 Constitution
Ref: +5 +3 Base, +2 Dexterity
Will: +7 +6 Base, +1 Wisdom
Hit Points: 73 +44 d6 base (6+5+5+5+5+6+6+4+2), +18 Constitution, +5 blessing, + 6 Mythic Tier (3+3)

Traits and Feats
Trait: Riftward Orphan. +2 trait bonus to concentration checks
Trait: Eyes and Eyes of the City. +1 trait bonus to Perception and it is a class skill
Level 1 Feat: Improved Initiative. +4 bonus to initiative
Level 1 Feat (class bonus): Scribe Scroll. Can craft arcane scrolls
Level 1 Feat (racial bonus): Combat Casting. +4 on concentration checks to cast defensively
Level 1 Feat (familiar bonus): Alertness. +2 to perception and sense motive when familiar is within arm’s reach
Level 3 Feat: Spell Penetration. +2 bonus to caster level to overcome spell resistance
Level 5 Feat: Greater Spell Penetration. +2 bonus to caster level to overcome spell resistance
Level 5 Feat (class bonus): Craft Wondrous Items Can craft wondrous items
Level 6 Feat (blessing bonus): Extend Spell For +1 level spell slot, spell lasts twice as long
Level 7 feat: Piercing Spell.
Level 9 feat: Quicken Spell.

Skills117 Skill Points: 18 Class, 9 Race, 63 Intelligence Modifier, 9 Favored Class 18 Background

+2 – Acrobatics (0+0+2+0)
+11 - Appraise (1 rank +3 class skill +7 attribute modifier +0 other modifiers)
+1 – Bluff (0+0+1+0)
+1 – Climb (0+0+0+0)
+11 - Craft (alchemy) (1+3+7+0)
+1 – Diplomacy (0+0+1+0)
+2 – Escape Artist (0+0+2+0)
+6 - Fly (1+3+2+0)
+19 - Knowledge (arcana) (9+3+7+0)
+19 – Knowledge (dungeoneering) (9+3+7+0)
+16 – Knowledge (engineering) (6+3+7+0)
+19 - Knowledge (geography) (9+3+7+0)
+19 – Knowledge (history) (9+3+7+0)
+19 – Knowledge (local) (9+3+7+0)
+19 – Knowledge (nature) (9+3+7+0)
+19 – Knowledge (nobility) (9+3+7+0)
+19 – Knowledge (planes) (9+3+7+0)
+19 – Knowledge (religion) (9+3+7+0)
+19 – Linguistics (9+3+7+0)
+16 - Perception (9+3+1+3) +1 is trait, +2 is Alertness feat
+21 - Spellcraft (9+3+7+2) +2 is Blessing
+2 - Stealth (0+0+2+0)
Race/Class Abilities
Favored Class: Wizard (9 used for skill points)
Human Abilities:
+2 to any attribute, applied to Intelligence above.
Medium size, Normal speed, Humanoid (human).
Bonus Feat at 1st level, Bonus skill point at every level.
Wizard Abilities:
Proficiencies. club, dagger, heavy crossbow, light crossbow, quarterstaff.
Arcane Bond. Familiar.
Bonus Feats. Scribe Scroll (1st)
Arcane Bond: Familiar. Cobblepaw, arctic hare, below.
School: Divination (foresight), opposed schools: necromancy and enchantment.
Arcane School, Forewarned. Always act in surprise round, but flatfooted until take an action. Initiative bonus +4
Arcane School, Prescience. Free action, roll a d20. Substitute roll for another d20 roll before next turn. Ten times per day.
Arcane School, Fortell. Nine rounds per day. Emit a 30’ aura. She and allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks OR enemies take a -2.

Spells Memorized
Concentration 1d20+9+7+2 (level and Int mod), DC
Cast Defensively 1d20+9+7+4+2 (level and Int mod) DC 15 + double spell level
Overcome Spell Resistance 1d20+9+4 (level and feats)

Memorized:
Cantrips (DC 18) 4 : detect magic, ray of frost, prestidigitation, light
1st level spells (DC 19) 6+1: Grease, Grease, Mage Armor, Protection from Evil, Liberating Command, Mirror Strike, True Strike
2nd level spells (DC 20) 6+1: Create Pit, Create Pit, Glitterdust, Glitterdust, Glitterdust, Darkvision, True Strike
3rd level spells (DC 21) 5+1: Haste, Haste, Slow, Slow, Fly, Extended See Invisible.
4th level spells (DC22) 3+1: Dimensional Anchor, Ice Storm, Greater Invisibility, Extended Arcane Sight.
5th level spells (DCS23) 2+1: Wall of Stone, Lightning Arc, Extended Arcane Eye.

Spells Known
Cantrips: Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Spark.
1st Level: Burning Hands, Color Spray, Enlarge Person, Gravity Bow, Grease, Mage Armor, Magic Weapon, True Strike, Vanish, Winter Feathers, Adhesive Spittle, Obscuring Mist Identify, Hypnotism, Lock Gaze, Memory Lapse, Unprepared Combatant, Flare Burst, Gentle Breeze, Blurred Movement, Silent Image, Shield, Bouncy Body, Protection from Evil, Long Arm, Longshot, Mirror Strike, Liberating Command.
2nd level: Summon Monster II, Shadow Anchor, Darkvision, Resist Energy, Human Potential, Kinetic Revereration, Merge with Familiar, Stone Throwing, Winged Sword, Glitterdust, See Invisible, Web, Create Pit.
3rd level: Fly, Arcane Sight, Haste, Slow.
4th level: Arcane Eye, Dimensional Anchor, Ice Storm, Greater Invisibility.
5th level: Wall of Stone, Lightning Arc.

Blessing
Each PC gains the following: a permanent +2 bonus to the skill of your choice; 5 permanent hit points; a bonus feat of your choice (you must qualify for the feat); and a +2 increase to the ability of your choice.

Mythic Tiers
Mythic Tier 2
Mythic Path: Archmage.
Path Ability (Archmage Arcana): Wild Arcana. Swift action, one use of mythic power to cast any one arcane spell without using a spell slot. Must be on class list and a level she can cast. Treat CL as two levels higher for effects.
Path Ability (Tier 1): Eldritch Breach. When dispelling, check vs. SR or contesting spell effect, roll twice and take higher result.
Path Ability (Tier 2): Flexible Counterspell.
Mythic Feat: Mythic Spell Lore: Haste, Lightning Arc.
Mythic Ability: Hard to Kill. Automatically stabilize below 0 hit points, don’t die until twice Con score.
Mythic Power: 7 per day
Mythic Surge. Expend one use of mythic power to increase a d20 roll by 1d6. Immediate action, after the roll is revealed.
Mythic Ability (Tier 2): Amazing Initiative. Bonus to initiative equal to tier. As free action, can spend mythic power to take an additional standard action (but not to cast).
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Cobblepaw
N Tiny magical beast
Init +3; Senses low-light vision; Perception +13
Defense
AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size, +5 Natural Armor)
hp 36
Fort +3, Ref +6 (Improved Evasion), Will +7
Offense
Speed 50 ft.
Melee bite +6 (1d3–4)
Space 2-1/2 ft., Reach 0 ft.
Statistics
Str 3, Dex 16, Con 9, Int 10, Wis 12, Cha 5
Base Atk +3; CMB +4; CMD 10 (14 vs. trip)
Feats Run
Skills Appraise +1, Craft (alchemy) +1, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +6, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics =+9, Perception +13, Spellcraft +9, Stealth +15 (+19 in snow); Racial Modifiers +8 Acrobatics when jumping, +4 Stealth in snow

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells: If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.