Nameless Assassin

Vorel Mas's page

77 posts. Organized Play character for Codanous.


Race

HP: 56/56 |AC:16 T:16 FF:14,| CMD: 25 | Fort: +7, Refl: +10, Will: +6 | Init: +9,always act surprise rounds, Speed 30ft

Classes/Levels

Spells prepared:First:6/6,Second5/5, Third 4/4 Fourth 2/2 | Tiefling Arcane Soldier(Fighter/Wizard/Eldritch Knight) | basic attack Bow Attack +13 (1d8+9)

Gender

Positive Conditions: | Negative Conditions:

About Vorel Mas

Vorel Mas

Vorel Mas
Male Tiefling Fighter 1, Wizard 1, Eldtritch Knight 7
CN Medium Humanoid(Native, Outsider)
Init: +9 Senses: Darkvision
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Defenses:
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AC 16, T16: FF:10 (+6 Dexterity)
HP: 57 (8d10+1d6+4)
Saves: Fort: +7, Reflex +10, Will: +6
Resistance Electricity 5, Cold 5, Fire 5
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Offense
Speed 30 ft
Melee 1.) Greatsword +9 (2d6+3) 19-20 x2
Ranged 1.) Regular Bow Attack + Deadly Aim +13 (1d8+11+1d6acid) 20/x3 Full Attack Routine is +11(MS),+11, +6 for 1d8+11+1d6 acid. +1 to Attack/Damage w/in 30 ft of target, Deadly Aim is -3/+6 to Damage
Spells prepared CL 9 Concentration: +12
4th Greater Invisibility, Tongues, Communal
3rd Haste, Flame Arrow, Fly and Blood Biography
2nd Darkvision, False Life, Spider Climb, Animal Aspect and See Invisibility
1st Mage Armor(x2), Gravity Bow(x2), Snowball and Detect Secret Doors
0th Read Magic, Prestidigitation, Detect Magic, Mending
Spell like ability 1/day Darkness
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Statistics
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Str 14, Dex 22 Con 10, Int 16, Wis 10, Cha 5
Base Atk +8; CMB +10; CMD 26
Feats Point Blank Shot, Precise Shot, Spell Focus: Conjuration, Weapon Focus(Longbow), Rapid Shot, Weapon Specialization(Longbow), Manyshot, Deadly Aim, Clustered Shots

Traits

Magical Knack(Wizard):
Treat my Wizard Caster Level as two higher up to my total character level for spell effects and durations
Reactionary:
+2 trait bonus to Initiative

Skills (48 ranks) Acrobatics(3) +9, Appraise(2) +8, Climb(2) +7, Disable Device(1) +7, Fly(+12), Kn: Dungeon(1), Engineering(1) and Planes(1) +7, Kn: Arcana(3) +9, Religion(2) and Nature(2) +8, Linguistics(2) +8, Profession: Soldier(9) +12, Spellcraft(9) +15, Stealth(1) +10, Survival(1) +5, Swim(1) +6

Languages: Common, Infernal, Draconic, Azlanti, Thassilonian, Ifrit, Goblin, Giant

Gear: +1 Adaptive Called Corrisve Arcane Bonded Composite Longbow, Pearl of Power, Spell Component Pouch, Wand of Cure Light Wounds(33 charges), Wand of Magic Missile(22 chargeUsed 1 Charge), Potion of Aspect of the Falcon(2), Rod of Extend(3/day), Wand of Lesser Restoration(14 Charges), Wand of Shield(9 Charges), Cloak of Resistance +2, Jaunt Boots, Efficient Quiver(20 durable arrows(Used 1 Arrow this Scenario), 10 durable blunt arrows, 10 durable cold iron arrows, 10 durable Elysian Bronze Arrows, 10 Durable Adamantine Arrows), Second Efficient Quiver(30 Durable Arrows, 10 Durable Ghost Salt Arrows, 5 +1 Evil Outsider Bane Arrows, 4 +1 Animal Bane Arrows), Greatsword Other Gear Explorer’s Outfit, Backpack, Bedroll, Blanket, Trail Rations(10 days).

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Special Abilities
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Tiefling Stuff:
Teifling, +2 to dex/Int, -2 Cha, they get a +2 Bluff/Steath, Electricity, Fire, Cold Resistance 5, Darkvision 60ft and Darkness as a 1/day spell-like ability.

Fighter Stuff:
The usual proficiencies and a bonus feat, nothing special, no archetypes

Wizard Stuff:
Arcane bond is my Longbow, Arcane school is Divination with the Srcyer Subschool. My prohibited schools are Enchantment and Evocation. I can Spell Focus Conjuration for the hell of it. I don’t think I have a single conjuration spell

Scrying Sensor Wizard Ability:
Standard action I can place a scrying sensor at a point which is Medium range 110 feet that I can see and have line of effect too. I can See or Hear but not both through this sensor for 1 round. I can use this 6/day

Wizard School Bonus Ability, Forewarned:
I gain a +1 bonus to Initiative and can always act in Surprise rounds
[spoiler=Arcane Bond] Once per day I can use my Arcane bond to cast a spell from my Spell book that is not a prohibited school spell

Eldtritch Knight Stuff:
Just about nothing, a bonus feat at this point, nothing too crazy!

Called Weapon:

Aura moderate conjuration; CL 9th; Weight —
DESCRIPTION
A called weapon can be teleported to the wielder's hand as a swift action that does not provoke attacks of opportunity, 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 called weapon must be in a creature's possession for at least 24 hours for this ability to function.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, teleport; Cost +1 bonus

ZERO LEVEL SPELLS: Prestidigitation , Detect Magic , Read Magic , Mending

FIRST LEVEL SPELLS KNOWN:
Shield ,
Comprehend Languages
Mage Armor
Gravity Bow
Detect Secret Doors*D
Enlarge Person
Chill Touch
Expeditious Retreat
Floating Disc
Jump
Snowball

SECOND LEVEL SPELLS KNOWN:
Fiery Shuriken
Animal Aspect
Spider Cimb
Darkvision
False Life
Scorching Ray
See Invisibility*D

THIRD LEVEL SPELLS KNOWN:
Fireball(Prohibited)
Dispel Magic
Summon Monster 3
Haste
Flame Arrow
Fly
Blood Biography*D

FOURTH LEVEL SPELLS KNOWN:
Black Tentacles
Fear
Summon Monster 4
Tongues, Communal(Domain)
Emergency Force Sphere(Cheliaxe, Empire of Devils)
Greater Invisilibty