Kwava

Vinyarion Ohtar's page

238 posts. Alias of Torvald Torvaldson.


Full Name

Vinyarion Telperion

Race

Melee:
Rapier+0;1d6 Short bow+3;1d6

Classes/Levels

Saves:
+0FORT; +5REF; +3WILL

Gender

AC-14; HP 11 INIT +3; PERCEPTION +10

Strength 10
Dexterity 16
Constitution 11
Intelligence 18
Wisdom 12
Charisma 10

About Vinyarion Ohtar

Vinyarion Ohtar
Male Elf UCRogue1/Expoliter Wizard 1
NG Medium Humanoid (Elf)
Deity Desna
Initiative +3 (3DEX) Senses Low-light vision
Perception +10 (1WIS/1rank/3trained/2race/3feat)

5’8” 130 Lithe and non-descript

==DEFENSE==

AC 14 (3DEX/1item) Touch AC 14 (3Dex/1item) Flat-Footed AC 11 (1item)
HP 11 (8/3class)
Fort +0 Ref +5 (3DEX/2class) Will +3 (1WIS/2class)

==OFFENSE==
Spd 30ft
Melee Rapier+0;1d6
Ranged Short bow+3;1d6(3DEX)

==STATISTICS==
Str 10 (10base) Dex 16 (+3/14base/2racial) Con 11 (13base/-2racial) Int 18 (+4/16base/2racial) Wis 12 (+1/12base) Cha 10 (10base)
Base Atk +0 CMB +0 CMD 13 (3DEX)

==TRAITS & FEATS==

Magical Knack:
Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice

Clever Wordplay:
Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Point Blank Shot:
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Skill Focus/Perception:
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Weapon Finesse:
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Scribe Scroll:
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

==ROGUE ABILITIES==

Spoiler:

Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

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

Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.


==WIZARD ABILITIES==
Spoiler:

Spells per Day
0-3
1-1 +1

Spellbook
0-all
1-identify, grease, mage armor, magic missile, shield, sleep, snowball

Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).
Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Feats
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.
A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.
Arcane Reservoir (Su)
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Acid Jet
The arcanist can unleash a jet of acid by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of acid damage + the arcanist’s Charisma modifier, plus an additional 1d6 points of acid damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level). The target is also sickened for 1d4 rounds. It can attempt a Fortitude saving throw to negate the sickened condition.


==SPELLS MEMORIZED==
Spoiler:

0-acid splash, mage hand, detect magic
1-grease, sleep

==SKILLS & LANGUAGES==

Skills:

Ranks: 18 (8/2class/8INT)
• Acrobatics* +7 (3DEX/1rank/3trained)
• Appraise* +8 (4INT/1rank/3trained)
• Bluff*
• Climb*
• Craft* +4 (4INT)
• Diplomacy* +8 (4INT/1rank/3trained)
• Disable Device* +10 (3DEX/2rank/3trained/2tool)
• Disguise *
• Escape Artist* +8 (3DEX/1rank/3trained)
• Fly* +3 (3DEX)
• Handle Animal
• Heal
• Intimidate*
• Knowledge* (arcana) +9 (4INT/1rank/3trained)
• Knowledge* (dungeoneering) +8 (4INT/1rank/3trained)
• Knowledge* (history) +8 (4INT/1rank/3trained)
• Knowledge (local)* +8 (4INT/1rank/3trained)
• Knowledge* (religion) +8 (4INT/1rank/3trained)
• Linguistics* +8 (4INT/1rank/3trained)
• Perception* +10 (1WIS/1rank/3trained/2race/3feat)
• Perform*
• Profession* +1 (1WIS)
• Ride*
• Sense Motive* +5 (1WIS/1rank/3trained)
• Sleight of Hand* +7 (3DEX/1rank/3trained)
• Spellcraft +8 (4INT/1rank/3trained)
• Stealth* +7 (3DEX/1rank/3trained)
• Survival
• Swim*
• Use Magic Device* +8 (4INT/1rank/3trained)
*Class Skill

Languages:

Aklo; Celestial; Common; Draconic; Elven (Kannada); Gnoll; Gnome; Goblin; Orc; Sylvan

==RACIAL ABILITIES==

Spoiler:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Human-raised: Elves raised outside of elven communities—are accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents’ skills. They gain Skill Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.

==EQUIPMENT==

Spoiler:

Combat Gear
Rapier
Short bow
Chain shirt

Other Gear
MW Thieve’s Tools
Oil
Small lantern
Flint & steel
50’ rope
Camping equipment
625GP

Magic Items
+1 ring of protection (Pathfinder’s ring)
Rod of healing-3/day CLW 1d8+2; 3/day Channel Energy 1d6 (selective)

==PROGRESSION==

Spoiler:

1-Point blank shot
1-Skill focus/perception
3-Accomplished sneak attacker
4+1CON
5-Precise shot
7-Weapon focus/ray
9-

ranged touch:

• Acid Splash
• Ray of Frost
• Disrupt Undead
• Jolt
• Snowball
• Ray of Enfeeblement
• Ray of Sickening
• Acid Arrow
• Scorching Ray
• Enervation
• Hellfire Ray
• Disintegrate
• Polar Ray

Treasure:

MW dagger
50gp
Bracelet

Spells cast: Sleep
Acid jet (4): 1
Healing rod 3[1d8+2]/3[1d6]:1 CLW/2pulse