Dazzle Kat | CG | ||
Character Name | Alignment | ||
Rogue 6 , Arcanist 5 | |||
Character Level | |||
Changeling | M | ||
Race | Size | ||
Female | 30 | ||
Gender | Age | ||
5'6' | 130lbs | ||
Height | Weight | ||
Dark Blond | Lgt Brown | ||
Hair | Eyes |
Dazzlinkat | |
Player | |
Odin | Amberport |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +7 | +2 | CON +2 | +0 | +0 | +3 |
Reflex | +19 | +5 | DEX +6 | +0 | +0 | +8 |
Will | +7 | +5 | WIS -2 | +0 | +0 | +4 |
IMMUNE: Magic Sleep
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+6 | +6 | +0 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
19 | 10 | +6 | +0 | +3 | +0 | +0 |
Elfin, Elven, Gnomish
CANTRIPS
Detect Magic: 60' 4 mins
Disrupt Undead: 25 + 10= 35' NO SAVE but can SPELL RESIST 1d6 dam to Undead
Grasp: Retry a climb check
Mage hand: 35' something up to 5lbs
Ray Of Frost: 35' 1d3 cold dam
LEVEL ONE SPELLS
Adhesive Spittle: ability to spit out a tangle foot bag last 1rnd/level until used, 15' spells spits out a tanglefoot bag at a target and lasts 2d4 rnds Ref DC: 12
Animate Rope: 100 + 10'/lev= 140' target a rope 50 +5/lev= 70' rope for 1 rnd/lev= 4rnds
Mage Armor: Touch 4 hrs AC +4
Magic Missle:100' + 10/lev= 140' 1 Missile doing 1d4+1 force dam
Shield: Self 4 mins negates Magic Missile, grants AC +4
LEVEL TWO
Aggressive Thundercloud: 100 +10'lev = 140', 1rnd/lev = 4 rnds, Ref DC, Spell Res, SPD 20', 3d6 lightning damage. A crackling, spherical storm cloud flies in whichever direction you point and deals electricity damage to those it strikes. If it enters a space that contains a creature, the storm stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates that damage. It provides concealment (20% miss chance) to anything within it, and its flickering light illuminates the same area a candle would.
Apport Object: 25+ 5/2lev= 50' Send or receive ... 1hr/lev= 5hrs.
Flurry of Snowballs: 30' cone, Ref DC, No Spell Res, for 1/2 damage any creature within takes 4d6 cold damage
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +12 | (DEX) +6 | +3 | +3 | |
Bluff | +2 | (CHA) +2 | +0 | +0 | |
Climb | +0 | (STR) +0 | +0 | +0 | |
Diplomacy | +2 | (CHA) +2 | +0 | +0 | |
Disable Device* | +23 | (DEX) +6 | +9 | +8 | |
Disguise | +2 | (CHA) +2 | +0 | +0 | |
Escape Artist | +12 | (DEX) +6 | +3 | +3 | |
Fly | +6 | (DEX) +6 | +0 | +0 | |
Heal | -2 | (WIS) -2 | +0 | +0 | |
Intimidate | +2 | (CHA) +2 | +0 | +0 | |
Knowledge: Arcana | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Dungeoneering | +10 | (INT) +4 | +3 | +3 | |
Knowledge: Local | +9 | (INT) +4 | +2 | +3 | |
Knowledge: Nature | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Planes | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Religion | +4 | (INT) +4 | +0 | +0 | |
Perception | -2 | (WIS) -2 | +0 | +0 | |
Ride | +6 | (DEX) +6 | +0 | +0 | |
Sense Motive | -2 | (WIS) -2 | +0 | +0 | |
Stealth | +18 | (DEX) +6 | +9 | +3 | |
Survival | -2 | (WIS) -2 | +0 | +0 | |
Swim | +2 | (STR) +0 | +2 | +0 | |
Use Magic Device* | +7 | (CHA) +2 | +2 | +3 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +4 | (INT) +4 | +0 | +0 | |
Craft: Siege | +10 | (INT) +4 | +3 | +3 | |
Knowledge: Engineering | +10 | (INT) +4 | +3 | +3 | |
Knowledge: Geography | +4 | (INT) +4 | +0 | +0 | |
Knowledge: History | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Nobility | +4 | (INT) +4 | +0 | +0 | |
Profession: pilot | +0 | (WIS) -2 | +2 | +0 | |
Sleight of Hand* | +18 | (DEX) +6 | +9 | +3 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Skill Focus: Disable Device, Weapon Finesse, Weapon Focus: Boat Hook
ARCANIST ABILITIES
Arcane Reservoir: 3 +1/2 arc. lev. = 5
ARCANE WEAPON (1pt lasts 1 min/Cha point = 1): +1 att/dam or Dance or Flaming Burst +1d6 fire plus 1d10 fire on a crit, or Icy Burst +1d6 cold plus 1d10 cold on crit, or Shocking Burst +1d6 lightning dam plus 1d10 lightning on a crit, Speed +1 extra attack, Spell Storing one spell.
ICE MISSILE: Can unleash a freezing projectile by expending 1 point from her arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 1d6 points of cold damage + the arcanist’s Charisma modifier, plus an additional 1d6 points of cold damage for every 2 levels beyond 1st = 2d6 (to a maximum of 10d6 at 19th level). In addition, the target is staggered for 1 round. It can attempt a Fortitude saving throw to negate the staggered condition.
SPELL DISRUPTION: The arcanist can temporarily disrupt a spell by expending 1 point from her arcane reservoir and succeeding at a dispel check against the spell, as dispel magic. This ability suppresses a spell effect for a number of rounds equal to the arcanist’s Charisma modifier (minimum 1). If the spell affects multiple creatures, this ability only suppresses the spell for one creature. At the end of this duration, the spell resumes and the suppressed rounds do not count against its total duration. This ability can be used on unwilling targets, but the arcanist must succeed at a melee touch attack, and the target may attempt a Will saving throw to negate the effect. This ability has no effect on spells that are instantaneous or have a duration of permanent.
ROGUE TALENTS
Blackmarket Connections: https://www.d20pfsrd.com/classes/core-classes/rogue/rogue-talents/paizo-rogue-talents/black-market-connections-ex
Sneak Attack (Bleeding Attack): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Bomber (Su) (Ranged Tactics Toolbox pg. 7): A rogue with this talent can make a number of bombs per day equal to her Intelligence modifier (minimum 1). These bombs act as alchemist’s bombs (Pathfinder RPG Advanced Player’s Guide 28), except they deal damage equal to the damage dealt by the rogue’s sneak attack (the rogue doesn’t add her Intelligence modifier to this damage).
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Frost Kukri | +9 | 18-20x2 | Slash and Frost | - | - | 1d4+1d6+4 |
Dagger (sheathed in each boot) | +8 | 19-20x2 | Pierce | 10' | - | 1d4+3 |
Boat Hook | +5 | x2 | Pierce | - | - | 1d6 |
Dancing Rope (20') | +5 | x2 | Slash | 15' reach | - | 1d4 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Bug Suit | 6 | Lgt | -1 | -5% | 20lbs | Space Flight |
Silk Rope 20'
Silver Chainmail Coin Pouch: spend 100 gp/day, named it "Pouchie"
Magical Thief Tools Dis. Dev. +4
Ring of Invisibility
ROGUE ABILITIES
SNEAK ATTACK: +3d6
TRAP SENSE +2
Changling Rogue Ability: Add a +½ bonus on Bluff checks to feint and Diplomacy checks to gather information.Add a +½ bonus on Bluff checks to feint and Diplomacy checks to gather information.
Trapfinding: 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.
Evasion: 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.
Uncanny Dodge: She can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action.
Space Skid with an Amulet of Airts and a Mini-Catapult ... can carry 10 AMMO 2d8dam 5'radius... currently holds 3 POO JARS
and can hold 4 standing individuals, 3 sitting individuals, 2 sleeping individuals, or 3 sleepers if they are all on their sides and sardine packed. 3 Fire Bombs 3d6 Fire, 3 Ice Bombs 3d6 Cold, 1 Lightning Bomb 3d6 Lightning.
Mattress on the Void Chaser holds all coins and trade bars.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.