Wymarc
Male Elf Unchained Rogue 3 / Infiltrator 3
Chaotic Good
Bot Me:
I'm usually pretty good at posting regularly but here are some general guidelines for botting Wymarc if needed...
Wymarc will scout ahead using Stealth and Perception as needed. He will also attempt to pick locks/disable traps (both mechanical and magical as he has trapfinding) as needed.
During combat, he will primarily use his bow...but if a flank opens up, he'll drop his bow and draw his curved Elven blade as he has Weapon Finesse (uses his dexterity for to hit/damage) in addition to his sneak attack damage.
While he's not foolhardy, he will take risks and do what's best for the party as opposed to what's best for himself.
Feats:
Weapon Finesse (use DEX bonus on to hit and damage rolls with finesse weapons)
Point Blank Shot (+1 to hit/+1 damage on shots within 30')
Precise Shot (no -4 to hit penalty when firing into melee)
Rapid Shot (fire two shots at -2 with full round attack)
Weapon Focus (+1 with Longbow)
Far Shot (only suffer a –1 penalty per full range increment)
Deadly Aim (take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls for every multiple of 4 BAB)
Traits:
Reactionary (+2 Initiative)
Deadeye Bowman (No soft cover AC bonus for target if a single creature provides said cover)
Skill Key SkillMod Ability Ranks Misc
Acrobatics Dex* 19 = +5 + 6 + 3 [class skill] + 5 Boots of Elvenkind
Appraise Int 0 = + 0
Bluff Cha -2 = -2
Climb Str* 6 = +1 + 2 + 3 [class skill]
Diplomacy Cha +2 = -2. + 1 +3 [class skill]
Disable Device Dex* 17 = +5 + 6 + 3 [class skill] +2 [MW Thieves Tools] +1 [Trapfinding]
Disguise Cha -2 = -2
Escape Artist Dex* 14 = +5 + 6 + 3 [class skill]
Fly Dex* 5 = +5
Heal Wis 1 = +1
Intimidate Cha -2 = -2
Knowledge (local) Int 4 = +0 +1 +3 [class skill]
Perception Wis 17 = +1 + 6 + 3 [class skill] + 2 [Elf] + 5 [Eyes of the Eagle]
Perform (Dance) Cha +2 = -2. + 1 +3 [class skill]
Ride Dex* 9 = +5 + 1 + 3 [class skill]
Sense Motive Wis 5 = +1 + 1 + 3 [class skill]
Sleight of Hand Dex 14 = +5 + 6 + 3 [class skill]
Stealth Dex* 19 = +5 + 6 + 3 [class skill] + 5 [Cloak of Elvenkind]
Survival Wis 6 = +1 + 2 + 3 [class skill]
Swim Str** 6 = +1 + 2 + 3 [class skill]
Use Magic Device Cha -2 = -2* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Favored class points: Hit points +1; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Elf
• + 2 dexterity, +2 intelligence, -2 constitution (already included)
• Immune to magical sleep
• + 2 racial bonus to saves vs. enchantments
• Low-light vision -- see twice as far as humans in dim light
• Proficient with longswords, rapiers, longbows, composite longbows, & shortbow
• + 2 racial bonus on perception checks
• Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces the elven magic racial trait.
Unchained Rogue
Sneak Attack +2d6
Trapfinding -- add half of rogue level to find traps, minimum +1; can use Disable Device to disarm magic traps
Weapon Finesse (1evel 1)
Evasion (level 2) -- no damage on a successful reflex save
Rogue talents -- gain one at every even-numbered level. At level 10 and above, advanced talents are available. Add by hand. (Fast Stealth)
Danger sense (level 3) -- armor class and reflex bonuses against traps, +1 bonus on Perception to avoid being surprised.
Uncanny Dodge (level 4) -- cannot be caught flat-footed, keep dexterity bonus to AC if attacker is invisible
Debilitating Injury (level 4) -- when dealing sneak attack damage, can also debilitate target
Rogue's Edge (level 5) --
Improved Uncanny Dodge (level 8) -- cannot be flanked
Master strike (level 20) -- each sneak attack either kills, paralyzes, or puts into coma.
Infiltrator (Ranger)
• Favored enemies. Bonus applies to attack (unlike 3.5), damage, bluff, knowledge (can always make checks), perception, sense motive, survival.
• Adaptation (Ex): At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The ranger selects one ability or feat from the adaptation list for that type (see below). A ranger can use adaptations for 10 minutes per day per ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.This class ability replaces favored terrain.
• Bonus to tracking
• Combat Style
• Wild empathy (roll level + charisma bonus)
• Endurance (level 3)
• Hunter's bond -- either an animal companion or bond with companions and grant some favored enemy bonuses to them(level 4)
• Woodland Stride (level 7)
• Swift Tracker (level 8)
• Evasion (level 9)
• Quarry (level 11)
• Camouflage (level 12)
• Improved Evasion (level 16)
• Hide in Plain Sight (level 17) -- any favored terrain
• Improved quarry (level 19) -- any favored terrain
• Master Hunter (level 20) -- lethal attacks, superior tracking
• High wisdom gains bonus spells daily
• Concentration check: d20 + ranger level + wisdom modifier vs. DC
Favored Enemies:
• Undead +2 (Darkvision, 3 10-minute increments)
• Ranger Spells: Gravity Bow (x1)
• This ranger chose the archery track.
PFS Info
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Current PFS Module:
Faithless & Forgotten III
Completed PFS Modules:
Silverhex Chronicles The Phantom Phenomena Master of the Fallen Fortress The Wounded Wisp Assault on Absalom The Disappeared Oathbreakers Die The God's Market Gamble Treason's Chains Among the Living Faithless & Forgotten I Faithless & Forgotten II