Difference between revisions of "Shiphrah"
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|Level=2 | |Level=2 | ||
|Race=Elf | |Race=Elf | ||
− | |XP= | + | |XP=3300 |
|Full Name=Shiphrah Ayelet Meir | |Full Name=Shiphrah Ayelet Meir | ||
|Age=51 | |Age=51 |
Revision as of 16:17, 20 March 2015
Shiphrah | ||||||||||||||||||||||
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Contents
Background
Shiphrah is the younger (and far more precocious) sister, with little patience compared to most of her kind, and absolutely no sense of waiting for magical talents. She was already spoiled in this with the manifestation of her spell like abilities at a young age, and always hungered and sought after more. However, for one reason or another, she never qualified for formal training, so rebelled against the system, much to the dismay of her parents. When she came of age, she quickly fled for human lands, seeking towns where she could maybe learn more about magic. She actually is fairly knowledgeable about magic for a rogue, and still hopes to maybe become a wizard someday... though, she does enjoy the rebellious act of being a rogue and trapfinder in the first place.
Character Sheet
Attributes
STR 10 (+0) • DEX 18 (+4) • CON 9 (-1) • INT 16 (+3) • WIS 13 (+1) • CHA 8 (-1)
Hit Points 14 • Initiative +4 • Speed 30 ft (land)
Defenses & Attacks
Armor Class 16 • Touch 14 • Flat-Footed 12 • CMD 15 • Flat-Footed CMD 11
- Armor: Leather • AC Bonus +2 • Max DEX 6 • Armor Check Penalty 0 • Spell Failure 10%
Fortitude Save -0 • Reflex Save +7 • Will Save +1
Immune to Sleep effects; +2 racial bonus vs enchantment spells & effects
Base Attack Bonus +1 • Melee Attack +1 • Ranged Attack +5 • CMB +1
- Rapier • Attack Bonus +5 • Damage 1d6 + 0 • Crit 18-20/x2 • Type Piercing
- Shortbow • Attack Bonus +5 • Damage 1d6 • Crit 20/x3 • Range 60 ft • Type Piercing
Trained Skills
- Acrobatics (Dex) +9
- Appraise (Int) +8
- Disable Device (Dex) +9 (+10 to open lock and disable traps)
- Escape Artist (Dex) +9
- Knowledge/Arcana (Int) +5
- Knowledge/Dungeoneering (Int) +8
- Knowledge/Local (Int) +8
- Perception (Wis) +8 (+12 to overhear conversations, +12 to find secret doors and hidden objects, +13 to find traps)
- Sense Motive (Wis) +8
- Sleight of Hand (Dex) +9
- Stealth (Dex) +9
- Use Magic Device (Int) +5
Untrained Skills
- Bluff (Cha) -1
- Climb (Str) +0
- Craft (Int) +3
- Diplomacy (Cha) -1
- Disguise (Cha) -1
- Fly (Dex) +4
- Handle Animal (Cha) -1 TRAINED ONLY
- Heal (Wis) +1
- Intimidate (Cha) -1
- Linguistics (Int) +3 TRAINED ONLY
- Perform (Cha) -1
- Profession (Wis) +1 TRAINED ONLY
- Ride (Dex) +4
- Spellcraft (Int) +3 TRAINED ONLY
- Survival (Wis) +1
- Swim (Str) +0
Languages: Amethystish, Sapphirish, Onyxish, Scapolitan, Invader
Proficiencies
- Weapons: Simple Weapons, Hand Crossbow, Rapier, Sap, Shortbow, Short Sword, Longbows, Longswords
- Armor/Shields: Light Armor
Traits, Drawbacks and Feats
- Dangerously Curious (Trait): You gain a +1 trait bonus on Use Magic Device checks and Use Magic Device is always a class skill for you.
- Reluctant Apprentice (Trait): You gain a +1 trait bonus on Knowledge (Arcane) and are considered trained in that skill even if you have no ranks in it.
- Weapon Finesse (Feat): Use DEX modifier instead of STR modifier when wielding a light weapon, elven curve blade, rapier, whip or spiked chain.
Racial Abilities
- Low-Light Vision: You can see twice as far as a human in dim light.
- Elven Immunities: You are immune to magic sleep effects & gain a +2 racial saving throw bonus against enchantment spells and effects.
- Envoy: You have instinctive access to the Divination sphere and can use the Divine and Sense base talents once each per day. You have a spell pool of 1 point. Your effective level for these spells is 1.
- Keen Senses: You receive a +2 racial bonus to your Perception checks.
Class Abilities
- Evasion: At 2nd level and higher, you can avoid even magical and unusual attacks with great agility. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you iare wearing light armor or no armor. If you are helpless you do not gain the benefit of evasion.
- Sneak Attack: You deal extra damage anytime your opponent would be denied a Dexterity bonus to AC or when you flank your target. The extra damage is 1d6 at first level and increases by 1d6 every two rogue levels thereafter. The extra damage is not multiplied for critical hits. Ranged attacks can be used to sneak attack but only when you are within 30 feet. You cannot sneak attack a create that has concealment.
- Trapfinding: You add 1/2 your rogue level to your Perception checks to locate traps and your Disable Device checks to pick locks and disable traps (minimum +1). You can use Disable Device to disarm magical traps.
- Rogue Talents
- Canny Observer: When you make a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), you gain a +4 bonus.
Magical Abilities
- Spell Points: 1
- Caster Level: +0
- Casting Ability Modifier: INT (+3)
- Saving Throw DC: 13 (10 + 1/2 caster level + INT modifier)
- Magical Skill Bonus: +0
- Magical Skill Defense: 11
Divination Sphere
Through your elven blood, you have an instinctive connection to the Divination Sphere and can perform each of these talents once per day.Divine
- Spell Point Cost: 0
- Action: See Text
- Duration: Concentration
- Range: Self
To use divine you must spend 10 minutes meditating, though you may spend a spell point to reduce the time to a single standard action. When you divine you detect the strength and location of all magical auras within Medium (110 feet) range. You sense the auras general strength and may make a Knowledge (Arcana) check to determine specific information in the aura or Spellcraft to determine information about a magical item. Divining can penetrate most barrier but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt.
Sense
- Spell Point Cost: 0
- Action: Standard
- Duration: 1 hour
- Range: Self
As a standard action you gain the ability to read magical text. You can read at a rate of 250 words/1 page per minute. You can identify glyphs, runes and symbol spells with a Spellcraft (DC 10 + 1/2 caster level) check.
Gear
- Rogue's Kit: backpack, bedroll, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin.
- Masterowrk thieves' tools (+1 bonus to disable device checks for picking locks and disabling traps)
- 1 potion of cure light wounds (Z)
- 1 antitoxin
- Arrow x 20
GP: 30
Pathfinder: Krystallos | ||
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