Almah Rovshki

d'Valois Mai Zhi's page

1,143 posts. Alias of Itzi.


Female Human Rogue 3/Sorcerer 4/Arcane Trickster 10 | HP 108/108 | AC 30 T 25 FF 23 | Fort +12 Ref +21 Will +15 | Init +7 | Perc +21


| Spells 1st: 4/7, 2nd 6/7, 3rd 5/7, 4th 6/6, 5th 5/6, 6th 4/5, 7th 3/3 | Boots 10/10 | Tricky Spells 5/5 | Sneak Attack 2/2 | Greater Invisibility 9/10 |

About d'Valois Mai Zhi

This is Zhi's current (married) profile. To see her previous profile, go here.
To see her wife's profile, go here.


Rogue (unchained) 3
Sorcerer 4
Arcane Trickster 10
CG Medium humanoid (human - Tian-Shu)

Init +7; Senses Perception +21 (+4 to hear conversations or find hidden objects/traps/doors) (+1 to find traps) (+1 to avoid being surprised), Darkvision 30'


Charm: 6 - Basic Operations, Skill Bonus +2, Admirers (indifferent), Bonus feat, Advanced Operations
Genius: 5 - Basic Operations, Skill Bonus +2, Admirers (indifferent), Bonus feat
Heroism: 1 - Basic Operations
Subterfuge: 10 - Basic Operations, Skill Bonus +2, Admirers (indifferent), Bonus feat, Advanced Operations, Skill bonus +4, Admirers (unfriendly), Friend in high places, Master of Operations

Agents: 44


AC 30, touch 24, flat-footed 24 (+7 Dex, +4 Mage Armor, +4 Koriana's blade, +4 ring of protection, collar of natural armor +1)
HP 108 (3d8+14d6+34)
Fort +12 (+4 base, +2 Con, +4 cloak, +1 ioun stone), Ref +21 (+9 base, +7 Dex, +4 cloak, +1 ioun stone), Will +15 (+10 base, +3 Cha (vs mind-affecting), +4 cloak, +1 ioun stone)

Ring of Mind Shielding
Immune to detect thoughts, discern lies, and know alignment.

Raven's Collar
Once per day my re-roll a save vs mind-affecting

Koriana's Blade
+1 on saves vs negative energy, fire, poison, and mind-affecting


Speed 30 ft.
Melee +3 Adamantine Keen rapier +21/+16 (1d6+7 15-20/x2; piercing)

Melee Koriana's Blade +18/+13 (1d6+4 19-20/x2; piercing)

Melee - Two weapons
Primary +3 Adamantine Keen rapier +19/+14 (1d6+13 15-20/x2; piercing)
Secondary Koriana's Blade +16/+11 (1d6+3 19-20/x2; piercing)

Melee +1 Silver Dagger +18/+13 (1d4+3 19-20/x2; piercing or slashing)
Melee Hanbo +17/+12 (1d6+3/x2; bludgeoning)
Melee Sap +17/+12 (1d6+3/x2, bludgeoning, non-lethal)
Ranged Shortbow +17/+12 (1d6+3/×3; piercing)
Special Attacks Sneak attack (unchained) +8d6


Str 10, Dex 24, Con 14, Int 14, Wis 10, Cha 16
Base Atk +9; CMB +9; CMD 27/20
Languages Common, Minkaian, Tien, Varisian, Hon-La


Level 1

Armor Proficiency (Light):
Skilled at wearing light armor.

Rogue Weapon Proficiencies:
Hand Crossbow, Rapier, Sap, Shortbow, and Shortsword

Simple Weapon Proficiencies - All:
Trained in the use of all basic weapons.

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.

Deft Hands:
You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Level 3

Weapon Focus: Rapier
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon.

Level 4
Eschew Materials
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Level 5
Two-Weapon Fighting
Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Level 7
Twist Away
While you are wearing light armor or no armor, if you are forced to attempt a Fortitude saving throw, you can use an immediate action to instead attempt a Reflex saving throw (at the same DC). If you succeed at this saving throw and the attack has a reduced effect on a successful save, you avoid the effect entirely. Whether the saving throw is successful or not, you are staggered until the end of your next turn. If you are prevented from becoming staggered, you can’t use Twist Away, nor can you ignore the staggered condition from Twist Away or remove it early.

Outflank - bonus feat from Persona
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.

Level 9
Steadfast Personality
Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.

Level 11
Arcane Strike: +3
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Level 13
Improved Two-Weapon Fighting
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.

Level 15
Mind Strike: -8
Whenever you deal sneak attack damage, you fluster your foe, causing your target to take a penalty on Will saves equal to the number of sneak attack dice you rolled on the attack for 1 round. This penalty does not stack with itself, but each time you deal sneak attack damage to an affected target, the duration is extended by 1 round.

Level 17
Accomplished Sneak Attacker
Your sneak attack damage increases by 1d6.


Criminal: Sleight of Hand
Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Young Reformer: Knowledge (local)
You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills is always a class skill for you.

Once per day, you can call upon your co-conspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces.

Rogue Abilities:

Level 1

Sneak Attack: +1d6
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. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.

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

Level 2

Rogue Talent: Canny Observer
When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.

At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Level 3
Finesse Training: Rapier
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.

Sneak Attack: +2d6
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. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

Sorcerer Abilities:

Level 1

Bonus Feat: Eschew Materials

Sorcerer Bloodline: Shadow
Spirits from the shadow plane dally at times in the world of light, and such as these lay with your ancestors once upon a time, imparting the mystery of shadow-stuff into your lineage. You are often sullen and withdrawn, preferring to skulk at the fringes of social circles and keep to yourself, cultivating an air of mystery and majesty that is all your own.

Bloodline Arcana
Whenever you cast a spell with the [darkness] descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell’s level for 1d4 rounds.

Shadowstrike (Sp)
At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Level 3

Nighteye (Ex):
At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.

Arcane Trickster Abilities:

Level 1

Ranged Legerdemain
An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

+1 Caster Level: Sorcerer
When a new arcane trickster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, she must decide to which class she adds the new level for purposes of determining spells per day.

Level 2

+1 Caster Level: Sorcerer

Sneak Attack: +1d6

Level 3

+1 Caster Level: Sorcerer

Impromptu Sneak Attack: 1/day
Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

At 7th level, an arcane trickster can use this ability twice per day.

Level 4

+1 Caster Level: Sorcerer

Sneak Attack: +2d6

Level 5

+1 Caster Level: Sorcerer

Tricky Spells (Su)
Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.

Level 6

+1 Caster Level: Sorcerer

Sneak Attack: +3d6

Level 7

+1 Caster Level: Sorcerer

Tricky Spells (Su)/ 4/day

Impromptu Sneak Attack: 2/day

Level 8

+1 Caster Level: Sorcerer

Sneak Attack: +4d6

Level 9

+1 Caster Level: Sorcerer

Invisible Thief (Su): 9 rounds
At 9th level, an arcane trickster can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to her arcane trickster level. Her caster level for this effect is equal to her caster level. These rounds need not be consecutive.

Tricky Spells (Su)/ 5/day

Level 10

+1 Caster Level: Sorcerer

Surprise Spells
At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.


Concentration: +17
Melee Touch: +17
Ranged Touch: +17

0 - unlimited per day
Daze DC 14
Detect Magic
Open/Close DC 14
Spark DC 14

1 - 7 per day
Auditory Hallucination DC 15
Mage Armor
Ray of Enfeeblement DC 15
Reduce Person DC 15
Vanish DC 15

2 - 7 per day
Cat's Grace
Mirror Image
Spider Climb
Twilight Haze {darkness}

3 - 7 per day
Lightning Bolt DC 17
Planar Inquiry

4 - 6 per day
Confusion DC 17
Invisibility, Greater
Phantasmal Killer DC 18
Shadow Step

5 - 6 per day
Mask From Divination
Shadow Evocation DC 19

6 - 5 per day
Disintegrate DC 20

7 - 3 per day
Spell Turning


Adventuring Skills

Total skill ranks: 125 (24 rogue, 8 sorcerer, 40 arcane trickster, +34 Int, +3 favored class, +17 Skilled, 1 point moved to background skills)

Acrobatics +28 (17 ranks, +7 Dex, +3 class skill, +1 ioun stone)
Bluff +11 (4 ranks, +3 Cha, +3 class skill, +1 ioun stone)
Climb +7 (3 ranks, +3 class skill, +1 ioun stone)
Diplomacy +21 (14 ranks, +3 Cha, +3 class skill, +1 ioun stone)
Disable Device +36 (17 ranks, +7 Dex, +4 Deft Hands, +1 Young Reformer, +1 Trapfinding, +3 class skill, +1 ioun stone, +2 masterwork tools)
Disguise +25 (8 ranks, +3 Cha, +3 class skill, +10 hat of disguise)
Escape Artist +17 (4 ranks, +7 Dex, +2 Stealthy, +3 class skill, +1 ioun stone)
Fly +13 (2 ranks, +7 Dex, +3 class skill, +1 ioun stone)
Intimidate +12 (5 ranks, +3 Cha, +3 class skill, +1 ioun stone)
Knowledge (arcana) +10 (4 ranks, +2 Int, +3 class skill, +1 ioun stone)
Knowledge (local) +12 (5 ranks, +2 Int, +1 Young Reformer, +3 class skill, +1 ioun stone)
Perception +21 (17 ranks, +3 class skill, +1 ioun stone) - (+4 to overhear conversations, locate hidden objects/traps/doors), (+1 to find traps - Trapfinder)
Sense Motive +10 (6 ranks, +3 class skill, +1 ioun stone)
Stealth +32 (17 ranks, +7 Dex, +4 Stealthy, +3 class skill, +1 ioun stone)
Swim +6 (2 ranks, +3 class skill, +1 ioun stone)

Background Skills

Total skill ranks: 35 (6 rogue, 6 sorcerer, 20 arcane trickster, 1 point from adventuring skills)

Appraise +6 (1 ranks, +2 Int, +3 class skill)
Knowledge (nobles) +12 (7 ranks, +2 Int, +3 class skill)
Linguistics +6 (1 rank, +2 Int, +3 class skill) (Hon-La)
Perform (dance) +8 (2 ranks, +3 Cha, +3 class skill)
Perform (sing) +12 (6 ranks, +3 Cha, +3 class skill)
Sleight of Hand +33 (17 ranks, +7 Dex, +4 Deft Hands, +1 Criminal, +1, +3 class skill)

Untrained Skills

Handle Animal --
Heal +1 (+1 ioun stone)
Knowledge (history) --
Ride +8 (+7 Dex, +1 ioun stone)
Spellcraft --
Survival +1 (+1 ioun stone)
Use Magic Device --


Total Gear Value (including cash): 66,058 gp

[head] Hat of disguise (1800 gp)
[headband] ???
[eyes] ???
[shoulders] Cloak of resistance +4 (16000 gp)
[neck] Raven's Collar (20000 gp) - Black leather collar, made of soft leather and meticulously embroidered with looping patterns that confound the eyes and studded with tasteful chunks of amethyst. It combines a necklace of natural armor +1 with cap of the free thinker
[chest] ???
[body] ???
[armor] ???
[belt] belt of physical might - Con +4/Dex +4 (40000 gp)
[wrists] lover's bangle (750 gp)
[hands] ???
[ring1] Ring of spell knowledge II (Mirror Image) combined with a ring of mind shielding - Signet ring (stylized raven surrounded by Fleur-de-Lis) (14000 gp)
[ring2] +4 ring of protection (32000 gp)
[feet] Raven's Boots (3400 gp) - combines abilities of boots of the cat and daredevil softpaw boots

pale green prism ioun stone (30000 gp)

Hanbo (1 gp, 2 lbs.)
Raven's Blade - +3 Adamantine Keen rapier (35020 gp, 2 lbs.)
Koriana's Blade (??? gp, 2 lbs.)

Gold nipple ring shaped like a lock with small sapphire & emerald (200 gp)
Magical tattoo - fetus protection (3000 gp)
Necklace on a thin golden chain, holding an elaborate musical note embedded with light blue stones (??? gp)
+1 Silver Dagger (2322 gp, 1 lb)

Belt pouch (1 gp, 0.5 lbs.)
Masterwork thieves' tools (100 gp, 1 lb.)
+2 ring of protection (signet ring of Baron Kustios) (8000 gp) (not worn)

Handy haversack (2000 gp, 5 lbs.)
potion of cure light wounds (50 gp) x2
potion of haste (1500 gp)
Bloodblock (25 gp) x5
Shortbow (30 gp, 2 lbs.)
Quiver w/ 20 arrows (1 gp, 0.15 lbs.)
Night camouflage outfit (10 gp, 5 lbs.)
Flint and steel (1 gp)
Silk rope (10 gp, 5 lbs.)
Mother's dress (Courtier's outfit) (30 gp, 6 lbs.) (extremely damaged)
Artisan's outfit (free)
Noble's outfit (75gp, 6 lbs.)
High-heeled boots (20 gp, 1 lb.)
Perfume, common x10 (10 gp)
Jewelry (50 gp)
Masterwork studded leather armor (175 gp, 20 lbs.)
Spellbook (Dagio's) (285 gp, 3 lbs.)
2nd--acid arrow, invisibility
1st--burning disarm, comprehend languages, detect secret doors, hydraulic push, itching curse, mage armor, magic missile, ray of sickening, shield, stunning barrier, thunderstomp
0--all cantrips
wand of mage armor (36 charges) (540 gp)
rod of metamagic, lesser - Extend (3000 gp)

Koriana's Blade

Functions as a +4 defending shortsword.

The wielder of the sword gains a +1 insight bonus on all saving throws against effects of any type corresponding to one of the sword's functioning gems.

Once per day, the wielder can trigger the white gemstone as an immediate action to absorb and negate all darts targeting her from a magic missile spell.

When the wielder transfers at least 1 point of the weapon’s enhancement bonus to her AC using the defending special ability, she also chooses one creature other than herself within 10 feet to gain a +1 bonus to AC until the wielder’s next turn.

Each gem can be activated as an immediate action once per day to make the sword’s wielder immune to a single effect of a particular type, as described below, just before she would be affected by it. She must choose to activate the gem before attempting any save or other defense against the effect.

Black Gem: Negative Energy
Red Gem: Fire Effects
Pink Gem: Mind-affecting Effects
Green Gem: Poison Effects


Zhi was the unexpected offspring of a nobleman's daughter - Matsuo Aiko - and a handsome-but-morally-ambiguous scoundrel, Mai Zhen. According to her father, her mother's family responded to the news that her mother was carrying the child by deciding to end the pregnancy. Zhen persuaded her mother to flee with him.

Once Zhi was born, however, her mother couldn't bear the drudgery of motherhood. Leaving only a dress to remember her by she abandoned her infant daughter and returned to her family. It was now just Zhi and her father.

Her father had different ideas on how to raise a little girl. Being a thief himself, he felt that the best way she could contribute to their little family was by slipping through small openings and spaces that others would never fit and opening doors for him. While other children were playing along the canals, Zhi was learning how to climb drain-spouts, slip through windows, and squeeze through roof vents.

Her sixth birthday was spent fleeing the authorities of Kasai on a ship bound for Oppara.

In the capital city of Taldor, Zhen and Zhi found marks aplenty. However, as expensive as it was to live in the city and her father's lack of wisdom as regards to money, they always seemed to be on the edge of destitution. Zhi tried to convince her father to move up to bigger targets, but he shied away from targeting the nobility.

Just a little over a year ago, Zhen vanished. After six months of searching failed to turn up his trail, Zhi resigned herself to life alone. Without her father nay-saying her, however, she began casing larger targets.

Zhi met Martella Lotheed at a society party she had crashed wearing her mother's dress and in the guise of 'Princess Hayashi Zhi'. Martella saw through the facade and invited Zhi to come work for her.

Further Information:

Zhi has discovered that her father was most likely the fabled Raven of Kasai, a thief known to have fled Kasai with something very valuable. They also didn't come straight to Oppara from Kasai - they made at least one stopover trip to


Slender and standing at a scant 5', Zhi is the perfect size for getting into places she isn't supposed to be.

When she's working, her long black hair is pulled into a single braid. She's dressed in dark leather armor and carries a short staff on her back. Her movement is graceful but deliberate.

When she's casing a noble's soiree, she's usually adorned in her mother's emerald green silk dress. With a parasol over her shoulder (concealing her hanbo) and a decorated fan partially concealing her bashful smile, she plays the part of a shy Minkian princess.


Conveying reserved self-confidence, Zhi is still very much a girl missing her father. She's always deferred to him for any decisions regarding a job, so taking on a job like the one Martella is proposing is a step out of her comfort zone.

Important Dates:

Zhi's Birthday: 9 Gozran, 4699
Melodie's Birthday: 1 Arodus, 4698

Campaign Beginning Date: 14 Calistril, 4718

Zhi Proposed: 8 Gozran, 4718
Mel and Zhi's Wedding: 31 Desnus, 4718
Bloodline Changed: 11 Rova, 4718 AR
Daughter Conceived: 11 Rova, 4718 AR
Due Date: 11 Seranith, 4719

Combat Macros and Buff Breakdowns:

Armor Class

Base is 30

Dex (ability): +7
ring of protection (deflection): +4
Koriana's Blade (enhancement - stackable with all others): +4
mage armor (armor): +4
Raven's Collar (enhancement to natural AC): +1

shield (shield): +4
reduce person (untyped): +2 (+2 dex, +1 AC)
haste (dodge): +1
transformation (natural AC): +4
invisible: 50% miss chance


[dice=Rapier Attack]1d20+19[/dice]

BAB: +9
Dex (ability): +7
Rapier Bonus (enhancement): +3
weapon focus (untyped): +1
ioun stone (competence): +1
two-weapons: -2

reduce person (untyped): +2 (+2 dex, +1 reduced size)
haste (untyped): +1
invisible (untyped): +2 (ignore target's Dex bonus)
flanking (flanking): +2
outflank (flanking): +4
transformation (BAB): +8

[dice=Rapier Damage]1d6+10[/dice]

Dex (ability): +7
Rapier Bonus (enhancement): +3

reduce person (ability): +1 (+2 dex)
arcane strike (untyped): +3

Koriana's Blade

[dice=Koriana's Blade Attack]1d20+15[/dice]

BAB: +9
Dex (ability): +7
ioun stone (competence): +1
two-weapons: -2

haste (untyped): +1
reduce person (untyped): +2 (+2 Dex, +1 reduced size)
invisible (untyped): +2 (ignore target's Dex bonus)
flanking (flanking): +2
outflank (flanking): +4
transformation (BAB): +8

[dice=Korian's Blade Damage]1d6[/dice]

arcane strike (untyped): +3
transformation Str (ability): +2

Sneak Attack

[dice=Sneak Attack Damage]8d6[/dice]

[ooc]Current Effects: [i]mage armor[/i], Arcane Strike, [i]shield[/i], [i]prayer[/i], [i]mirror image[/i], [i]haste[/i] - 11 rounds, [i]transformation[/i] - 11 rounds[/ooc]
[ooc]Mirror Image: X images[/ooc]
[ooc]Koriana's Blade: +4 AC, +1 AC to Sara[/ooc]
[ooc]Current AC: 32[/ooc]

[ooc]Opponent is -8 to Will saves for rounds equal to number of hits.[/ooc]

Effects of Transformation:

You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).

Note: that the enhancement bonus to Dex and Con are subsumed with the magic belt and the AC bonus will override the collar bonus leaving final bonuses as:

+8 BAB (Adding an additional 2 attacks)
+4 AC