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Veela Vanillabell - Atomie Spellthief

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Veela Vanillabell - Atomie Spellthief Empty Veela Vanillabell - Atomie Spellthief

Post  Mai Thu Feb 23, 2012 6:30 am

Name: Veela Vanillabell
Age: 423
Height: 10 inches
Weight: 1 3/4th Pounds
Eye Color: Emerald
Hair Color: Green
Wing Color: Neon Green
Alignment: Chaotic Neutral
Race: Atomie
Class: Spellthief (1 Level), Sorcerer (2 Levels)

Size: Diminutive
Reach: 0 ft
Space: Occupy 1ft by 1ft

HP: 18 + 2d6
GP: 670

Strength: 6 (-2 Mod)
Dexterity: 16 (+3 Mod)
Constitution: 16 (+3 Mod)
Wisdom: 10 (+0 Mod)
Intelligence: 12 (+1 Mod)
Charisma: 20 (+5 Mod)

Armor Class: 17
Flat Footed AC: 14
Touch AC: 17
Flat Footed Touch AC: 14

Base Attack Bonus: +1 (1/2)

Spell DC: 15 + Spell Level
Spell Ranged Attack: +8
Primary Blowgun Attack: +9
Combat Maneuver Bonus: +0
Combat Maneuver Defense: 8
Concentration Check Bonus: +7
Initiative Bonus: +5
Blowgun Damage: 1dmg + Poison
Sneak Attack Damage: 2d6

Fortitude: +3
Reflex: +3
Will: +5

Racial Powers
Languages: Common, Sylvan, Speak with Animals
Type: Fey
Speeds: 20 ft Land Speed, 50 ft (Good) Fly Speed
Low Light Vision: See normally in low levels of light
Sneaky: Gain a 1d6 Sneak Attack (Stacks with other sneak attack die)
Damage Reduction: 2 except against cold iron and spells
Spell-like Abilities: Speak with Animals (Level 1) Constant, Dancing Light (Level 0) At Will, Reduce Person (Level 1) At Will, Invisibility (Self Only) (Level 2) 3/day, Shrink Item (Level 3) 1/day

Class Powers
Weapon Proficiency: All Simple Weapons, Hand Crossbow, Rapier, Sap, Shortbow, Short Sword.
Armor Proficiency: Light Armor (Arcane Spellcasting Spell Failure)
Obtain Familiar - Swoop Lizard: +2 Initiative
Obtain Familiar - Alertness: +2 Perception and Sense Motive Checks when occupying same square as Familiar
Obtain Familiar - Empathic Link: Share basic emotions with Familiar
Obtain Familiar - Share Spells: Cast Personal Range spells on Familiar
Sneak Attack: 1d6 precision damage added when target is flanked or lacks Dexterity to AC when attacked within 30ft
Steal Spells: Subtract 1d6 of sneak attack to instead steal a single 0 or 1st level spell from a target struck by Sneak Attack. Can steal a spell from a willing target with a standard action melee touch. When stolen target loses a single casting of the spell taken. Must use the stolen spell within one hour of stealing it. When stolen spell is cast, it is done based on the original spell owner's caster level and abilities.
Trapfinding: Can use Disable Device Skill to disarm Magical Traps. Adds +1 to all perception checks for finding traps and any Disable Device Checks.
Air Elemental Bloodline Arcana: Whenever casting a spell that deals Elemental Damage, the elemental damage may be converted to Electricity damage if it is not already Electricity Damage.
Air Elemental Bloodline Spell-like Ability: Standard Action can release an elemental ray that does electricity damage to a single target within 30ft as a ranged touch attack. The ray deals 1d6 electricity damage +1 damage for every 2 Sorcerer levels. This ability can be used 8 times a day (3+Cha Mod).
Spellfire Wielder - Absorption: Can Ready an action to absorb a spell like a Rod of Absorption. Absorbing a spell can only be done up to three levels of Spellfire, based on the level of the spell being absorbed. While energy is stored, user radiates with magical energy equal to the spellfire level that is currently stored.
Spellfire Wielder - Release: Standard Action can expend any amount of stored spellfire levels to produce a melee or ranged touch attack with a maximum range of 400ft, that deals 1d6 points of spellfire damage for each level of spellfire energy released. Spellfire is half elemental fire and half pure magic.
Spellfire Wielder - Heal: Touching a target allows the expending of any amount of stored spellfire levels to produce a healing effect on the touched target for 2 health per spellfire level consumed.

Skills
Skill Points: 16
1 ranks in Fly (+3 Class, +3 Dex, +4 Race, +6 Size) = 17
2 ranks in Knowledge (Arcana) (+3 Class, +1 Int) = 6
1 ranks in Spellcraft (+3 Class, +1 Int) = 5
1 ranks in Use Magical Device (+3 Class, +5 Cha) = 9
1 ranks in Craft (Poison) (+3 Class, +1 Int, +2 Tools) = 7
1 ranks in Craft (Tatoos) (+3 Class, +1 Int, +2 Tools) = 7
1 ranks in Perform (Dance) (+3 Class, +5 Cha) = 9
1 ranks in Perception (+3 Class, +0 Wis, +2 Familiar) = 6
1 ranks in Bluff (+3 Class, +5 Cha) = 9
1 ranks in Diplomacy (+3 Class, +5 Cha) = 9
1 ranks in Disable Device (+3 Class, +3 Dex, +1 Class, +2 Tools) = 10
1 ranks in Acrobatics (+3 Class, +3 Dex) = 7
1 ranks in Escape Artist (+3 Class, +3 Dex) = 7
1 ranks in Sleight of Hand (+3 Class, +3 Dex) = 7
1 ranks in Stealth (+3 Class, +3 Dex, +12 Size) = 19

Feats
Sorcerer Bonus Feat: Eschew Materials (Any below 1GP component is met)
Level 1 Feat: Spellfire Wielder (Spellfire Casting)
Level 3 Feat: Obtain Familiar (Gain Familiar)

Spells Per Day
6 – 1 Level

Arcane Bond - Familiar
Name: Namibell
Animal: Swoop Lizard
Skin Color: Bright Assortment of Colors
Eye Color: Green
Size: Tiny

HP: 9 (So far)
Str: 6 (-2)
Dex: 17 (+3)
Con: 11 (+0)
Wis: 14 (+2)
Int: 6 (-2)
Cha: 11 (+0)

Flat Footed AC: 13
Armor Class: 16
Touch AC: 16
Flat Footed Touch AC: 13

Base Attack Bonus: +1
Reach: 2 1/2 ft

Fort: +2
Ref: +7
Will: +7

Abilities:
Bite +4 - 1d3-2 Dmg
Low Light Vision - See in dim light
Scent - Track by scent
10ft Land Speed
40ft (Good) Fly Speed
Evasion - Successful Reflex Saves on Half Dmg result in No Dmg
Sudden Swoop - Charge while flying doesn't provoke and grants +2 dmg to attacks made
Lightning Reflexes - +2 Bonus to Reflex Saving Throws

Skills:
1 ranks in Fly (+3 Dex, +3 Class, +4 Good, +4 Size) = 15
1 ranks in Acrobatics (+3 Dex) (+3 Class) = 7
4 ranks in Perception (+2 Wis) (+3 Class) = 9
1 ranks in Stealth (+3 Dex, +8 Size, +3 Class) = 15
+3 Initiative

Spells Known
5 Zero Level Spells: Detect Magic, Read Magic, Ray of Frost, Message, Open/Close
2 First Level Spells: Ear Piercing Scream, Obscuring Mist

Equipment 2,300 GP Spent
Masterwork Blowgun - Tiny - 20 ft Inc - 20 crit/X2 - 1dmg - 302 GP
Smoked Goggles - Always avert gaze when worn on eyes - 10 GP
String - 50ft - 1 GP
Masterwork Thief Tools - +2 Disable Device - 100 GP
5 Vials - 5 GP
Waterskin - Holds 1/4 pound of water - 1 GP
2 Spring Loaded Wrist Sheath - Swift Action Use - Holds Blowgun and Darts - 10 GP
Common Blanket - 1 GP
Masterwork Artisan's Tools - +2 to Craft - 55 GP
Water Proof Bag - Underwater Submersion for ten rounds - 10 GP
5 Ink Bottles - 80 GP
1 Ink Pen - 1 SP
1 Mount Level 1 Spell Scroll - 25 GP
2 Summon Monster Level 1 Spell Scroll - 50 GP
1 Memory Lapse Level 1 Spell Scroll - 25 GP
3 Magic Missles Level 1 Spell Scroll - 75 GP
1 Disguise Self Level 1 Spell Scroll - 25 GP
2 Silent Image Level 1 Spell Scroll - 50 GP
1 Erase Level 1 Spell Scroll - 25 GP
2 Burning Disarm Level 1 Spell Scroll - 50 GP
1 Expeditious Retreat Level 1 Spell Scroll - 25 GP
1 Feather Fall Level 1 Spell Scroll - 25 GP
1 Touch of the Sea Level 1 Spell Scroll - 25 GP
4 Potions - Level 1 Cure Light Wounds - 200 GP
5 Blowgun Darts - Rainbow Jellyfish Toxin (1 Fort DC 14, Injury, 1/round for 2 rounds, Initial staggers for 1d6 rounds, Secondary paralyzes for 1d6 rounds) - 300 GP
5 Blowgun Darts - Sassone Leaf Residue (1 Fort DC 16, Injury, 1/minute for 6 minutes, Initial deals 2d12 HP dmg, Secondary deals 1 Con dmg) - 250 GP
5 Blowgun Darts - Drow Poison (1 Fort DC 13, Injury, 1/minute for 2 minutes, Initial Unconscious for 1 minute, Secondary Unconscious for 2d4 hours) - 150 GP
5 Blowgun Darts - Woundweal Herb (2 Fort DC 18, Injury, 1/day, Onset 1 round, Heal checks on creature take -10, Magic healing requires DC 25 to heal creature) - 300 GP
4 Wooden Scroll Cases - Storing 16 Scrolls - 4 GP
Exotic Saddle Pack - Holds 10 Pounds - Placed on Swoop Lizard Familiar - 15 GP
Mai
Mai

Posts : 31
Join date : 2011-09-18

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