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Post by ranzunar on Jul 8, 2009 16:09:20 GMT -5
Coming soon
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Post by streamofthesky on Jul 19, 2009 22:53:04 GMT -5
Liam Male human True Neutral Gladiator 13// Swashbuckler 6/ Duelist 7 HP: 156 (13d10 +26) AC 30* (10 +6 dex +4 int +8 vile +2 deflect +1 nat -1 flaw) FF 20 (uncanny dodge); Touch 21* *Fighting Defensive: +13; CE: +1-5; Dodge: +1 one foe str 10, dex 22, con 14, int 18, wis 12, cha 10 Fortitude +11, Reflex + 14, Will +11 BAB +13, Grapple +13, Init +8 Speed 30 ft
Melee (fighting defensive): Dagger +18/+13/+8 (d4 +8, 19-20) +2d6+4 precision +4d6 SA
Ranged: Dagger (FD) +18/+13/+8 (d4 +8, 19-20) +2d6 precision +4d6 SA Dagger (normal) +22/+17/+12 (d4 +8, 19-20) +1d6 precision +4d6 SA
Feats: Quickdraw, Combat Expertise, Succubi Charm (+1 skill point/level; +2 cha checks), Deadly Defense (+1d6 damage when fighting defensive), Improved Feint, Weapon Focus, Iron Will, Holy Sneak, Flick of the Wrist (1/foe and 1/round foe is FF against a drawn weapon), Mobility, Martial Stance (Assassin’s), Shadow Blade, Spring Attack, Staggering Strike, Shadow Stride Vile Feats: Wretched Vow (+2 bluff), Vow of Waste (evil VoP) (both free) Sbr/Dlt: Dodge +1, Grace (+3 reflex), Insightful Strike (+int precision melee damage), Weapon Finesse, Canny Defense (+int dodge AC), Precise Strike (+1d6 precision damage), Acrobatic Charge, Elaborate Parry (+7 dodge AC when fighting defensive), Improved Reaction (+2 init), Enhanced Mobility (extra +4) Gdr: Martial Study (Cloak of Deception, Bloodletting Strike), Spell Reflection (Immediate 7/day), Uncanny Dodge, +2d6 SA, Weapon Aptitude, Einhander, Elusive Target Traits: -2 ref, +2 will Flaws: Poor Reflexes, Vulnerable
Maneuvers (IL 13, 2 readied): Shadow Stride (SH, B) R, Bloodletting Strike (SH, S, 4 str damage, fort DC 16 half) R, Cloak of Deception (SH, B) Stance: Assassin’s (+2d6 SA)
Skills: Balance +23 (15 ranks) Bluff +20 (16 ranks) (+4 feint) Escape Artist +22 (16 ranks) Jump +14 (12 ranks) Intimidate +20 (16 ranks) Knowledge Arcana +5 (1 rank) (cc) Knowledge Religion +7 (3 ranks) (cc) Perform weapon drill +15 (5 ranks) Sense Motive +14 (13 ranks) Sleight of hand +24 (16 ranks) Tumble +24 (16 ranks) Skill Tricks: Hidden Blade (move action draw concealed weapon, foe is FF to your attack) Sudden Draw (Immediate; draw and attack on an AoO; foe is FF) Acrobatic Backstab (Tumble through foe’s square, leave him FF to your attack) Back on Your Feat (Stand from prone as immediate action) Easy escape (+12 to escape Wiggles’ grapple)
Languages: Common, Elven, Dwarven, Undercommon, Beholder
Vow of Waste (all): +8 armor, Vile Strike +2 and evil, Deflection +2, Resistance +2 to saves, Ability Scores +4 dex / +2 int, Natural Armor +1, DR 5/magic, Energy Resist 5 all 5 types, Mind Shielding, Greater Sustenance (doesn’t need food, drink, or air), Endure Elements Vow of Waste (Ex only): Resistance +2 to saves, Ability Scores +4 dex / +2 int (Ex), Natural Armor +1, Energy Resist 5 all 5 types (Ex), Mind Shielding, Greater Sustenance (doesn’t need food, drink, or air), Endure Elements
Einhander: When fighting with a Light or One-Handed weapon in one hand and with nothing in the other…: Narrow Profile – You receive a +2 Dodge bonus to AC when Fighting Defensively or taking a Total Defense Action. Off-Hand Balance – …And you hit your foe, you receive a +2 bonus on Tumble checks to avoid his/her Attacks of Opportunity until the start of your next turn. Off-Hand Swap – …And you hit your foe at least twice as part of a Full Round Attack, on the next round you may make a Feint in Combat as a Free Action, except it is based on Sleight of Hand (instead of Bluff). This ability may only be used against an opponent once.
Elusive Target: You may use the following 3 tactical maneuvers: Negate Power Attack – If the opponent that you have chosen to use your Dodge against uses Power Attack on you, he/she still takes the penalty on the attack, but does not gain the bonus on the damage. Diverting Defense – If you are flanked and have chosen one of the flankers as your Dodge opponent, that opponent’s first attack on you each round actually target’s the other flanker, who is considered Flat-Footed. Any additional attacks that round are treated normally. Cause Overreach – If you provoke an Attack of Opportunity by moving out of a threatened hex and your opponent misses, you receive an automatic Trip attempt against the foe. If the Trip attempt misses, your opponent does not get an attempt to trip you.
Liam in AMF HP: 156 (13d10 +26) AC 21* (10 +6 dex +4 int +1 nat) FF 11 (uncanny dodge); Touch 20* *Fighting Defensive: +12; Dodge: +1 one foe str 10, dex 22, con 14, int 18, wis 12, cha 10 Fortitude +11, Reflex + 14, Will +11 BAB +13, Grapple +13, Init +8 Speed 30 ft
Melee (fighting defensive): Dagger +16/+11/+6 (d4 +6, 19-20) +2d6+4 precision +4d6 SA
Ranged: Dagger (FD) +16/+11/+6 (d4 +6, 19-20) +2d6 precision +4d6 SA Dagger (normal) +20/+15/+10 (d4 +6, 19-20) +1d6 precision +4d6 S
Magebane Pupil Medium Aberration Hit Dice: 9d8+27 (108 hp) Initiative: +2 Speed: 5 ft. (1 square), fly 20 ft. (good) Armor Class: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20 Base Attack/Grapple: +6/+11 Attack: Eye rays +7 ranged touch Full Attack: Eye rays +7 ranged touch Space/Reach: 5 ft./5 ft. Special Attacks: Eye rays Special Qualities: All-around vision, darkvision 60 ft., flight, spell resistance 18, Mettle, Evasion Saves: Fort +6, Ref +8, Will +8 Abilities: Str 12, Dex 14, Con 16, Int 16, Wis 14, Cha 20 Skills: Spellcraft +15, Listen +14, Search +7, Spot +18, Knowledge arcana +15 Feats: AlertnessB, Mounted Archery, Mounted Combat, Multiattack Environment: Cold hills Organization: Solitary, pair, or cluster (3–6) Challenge Rating: 7 Treasure: Standard Alignment: Usually neutral evil
Antimagic Cone (Su): A pupil’s central eye continually produces a 40-foot cone of antimagic. This functions just like antimagic field (caster level 11th). All magical and supernatural powers and effects within the cone are suppressed— even the pupil’s own eye rays. Once each round, during its turn, the pupil decides whether the antimagic cone is active or not (the pupil deactivates the cone by shutting its central eye).
Eye Rays (Su): During a single round, a pupil can aim only two eye rays at targets in any one 90 degree arc (up, forward, backward, left, right, or down). A pupil’s eye rays have a range of 120 feet and a save DC of 19 (caster level 9th). The save DCs are Charisma-based. The six eye rays include: Arcane Turmoil: Targeted dispel magic and will save or lose one of the highest level spells known if a caster. Buzzing Bee: For 9 min., target has -10 move silently and must make DC 19 + spell level of spell being cast concentration check to cast spells while distracted. Ray of enfeeblement: 9min., 1d6 +4 str penalty Mindless Rage: Will save or must try to melee attack the pupil and cannot use items, ranged attack, or use spells or other abilities for 9 rounds. Reciprocal Gyre: 1d6 per spell/SLA affecting target, max 10d6. Will save half. On failed will save, fort save or dazed 1 round.
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