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About Xarkyn WildmoonXarkyn Wildmoon
Defense:
-------------------- AC 20, touch 15, flat-footed 16 (+5 armor, +1 deflection, +4 Dex) hp 52 (7 HD; 6d8+1d10+13) Fort +8, Ref +11, Will +3; +2 vs. enchantments Immune sleep -------------------- Offense:
-------------------- Speed 30 ft. Melee machete +7 (1d6+2/19-20) Ranged +1 adaptive darkwood composite longbow +10/+10 (1d8+4/×3) or bomb +12 (3d6+6 fire) or frost bomb +12 (3d6+6 cold) or throwing axe +10 (1d6+3) Special Attacks bomb 13/day (3d6+5 fire, DC 18) [dice=Bombs+PBS vs touch AC; Excluding 5 squares]1d20+12[/dice]…[dice=DMG]3d6+6[/dice] [dice=CLB+PBS] 1d20+10[/dice]…[dice=DMG]1d8+4[/dice] MUTAGEN: DEX +4, ranged ATK +2, REF +2, WIS -1, AC +2, Fly, Darkvision -------------------- Alchemist (Beastmorph) Extracts Prepared:
-------------------- Alchemist (Beastmorph) Extracts Prepared (CL 6th; concentration +11) 2nd—alchemical allocation[APG], barkskin, lesser restoration, see invisibility 1st—cure light wounds, enlarge person (DC 16), monkey fish[ACG], shield (2), targeted bomb admixture[UC] -------------------- Active Buffs:
-------------------- * * * * * -------------------- Statistics:
-------------------- Str 14, Dex 18, Con 12, Int 20, Wis 12, Cha 7 Base Atk +5; CMB +7; CMD 22 -------------------- Feats:
-------------------- Additional Traits, Alertness, Extra Bombs[APG], Extra Discovery[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Throw Anything *Skill Focus (Knowledge [nature]) boon from chronicle -------------------- Traits:
-------------------- firebug, pragmatic activator, rice runner, warrior of old -------------------- Skills=56:
-------------------- Acrobatics +15, Appraise +9, Bluff -1, Climb +6, Craft (alchemy) +9 (+15 to create alchemical items), Disable Device +16, Fly +8, Handle Animal +2, Heal +5, Intimidate +2, Knowledge (arcana) +13, Knowledge (dungeoneering) +9, Knowledge (nature) +13, Perception +13, Ride +8, Sense Motive +3, Sleight of Hand +12, Spellcraft +14 (+16 to identify magic item properties), Stealth +10, Survival +5, Swim +6, Use Magic Device +14; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties Languages Ancient Osiriani, Celestial, Common, Draconic, Elven, Orc, Sylvan Tien -------------------- Gear:
-------------------- potion of cure serious wounds; +2 darkleaf cloth Studded Leather armor[UC], +1 adaptive darkwood composite longbow (+1 Str), durable arrows (20), blunt arrows[APG] (20), machete, throwing axe, admixture vial[UE], belt of incredible dexterity +2, bracers of archery, lesser, headband of vast intelligence +2, ring of protection +1, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 48 gp -------------------- Special Abilities:
-------------------- alchemy (alchemy crafting +6), arrow-splitter, beastform mutagen, discoveries (frost bomb, infusion, precise bombs [5 squares], tumor familiar[UM]), elven magic, mutagen (+4/-2, +2 natural armor, 60 minutes), poison use, track +1, trapfinding +1 -------------------- Racial Abilities :
-------------------- Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Arrow-Splitter (Ex) +1 bonus on ranged attack rolls vs. creatures or objects 2 or more size cat smaller than you. Bomb 3d6+5 (13/day, DC 18) (Su) Thrown Splash Weapon deals 3d6+5 fire damage. Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach. Freebooter's Bane +1 (Ex) +1 to hit & damage vs. chosen target. Frost Bomb (DC 18) (Su) Bomb deals cold damage and staggers foe next round (Fort neg). Improved Beastform Mutagen Mutagen grants two beast shape I abilities. Infusion Create an extract can be used by anyone but takes up a slot until used. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mutagen (DC 18) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 60 minutes. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon. Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Speak with Familiar (Ex) You can communicate verbally with your familiar. Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Track +1 Add the listed bonus to Survival checks made to track. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. . -------------------- Magic Item Placement:
-------------------- Belt: belt of incredible dexterity +2 Hands: Head: headband of vast intelligence +2 (Acrobatics / Orc) Neck: Ring 1: ring of protection +1 Ring 2: Shoulders: Wrists: bracers of archery, lesser -------------------- Background:
-------------------- Xarkyn is of medium height but broad shouldered. She looks like a woodland elf armed with a longbow and dressed in leathers. Actually, she is an Alchemist in the service to the Elven Pantheon. She grew up in the wilds of Varisia to a wood elf clan and was raised in the ways of the forest. She is generally silent and distrustful of others but once friendship is earned, she is loyal. Xarkyn Wildmoon was born beneath the sprawling canopy of Eldralith, a colossal forest that whispered ancient secrets through its rustling leaves. As a wood elf immersed in nature's embrace, she learned to communicate with flora and fauna from an early age. Her childhood was spent wandering among towering trees, studying their properties and collecting medicinal herbs alongside her grandmother, who was revered as one of the oldest healers in the community. The tranquil rhythms of the natural world fostered Xarkyn's growing fascination with alchemy—a blend of art and science where she'd transform raw ingredients into powerful potions or concoctions that could heal wounds or ward off curses. -------------------- Planned Progression:
-------------------- 1: Alchemist 2: Alchemist 3: Alchemist 4: Ranger 5-12: Alchemist -------------------- PP Spent:
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