Shiphrah

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Shiphrah
ShiPic.jpg
Class Rogue 3/Wizard 1
Archetype None
Level 4
Race Elf
Experience Points Some amount
Details
Full Name Shiphrah Ayelet Meir
Age 51
Alignment Chaotic Good
Homeland Sapphire Forest
Favored Class Rogue

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 10 (+0) • INT 16 (+3) • WIS 13 (+1) • CHA 8 (-1)


Hit Points 23 • Initiative +4 • Speed 30 ft (land)

Defenses & Attacks

Armor Class 17 • Touch 14 • Flat-Footed 13 • CMD 15 • Flat-Footed CMD 11

  • Armor: MW Studded Leather • AC Bonus +3 • Max DEX 5 • Armor Check Penalty 0 • Spell Failure 10%

Fortitude Save +2 • Reflex Save +7 • Will Save +4
Immune to Sleep effects; +2 racial bonus vs enchantment spells & effects


Base Attack Bonus +2 • Melee Attack +2 • Ranged Attack +6 • CMB +2

  • +1 RapierAttack Bonus +7 • Damage 1d6 + 1 • Crit 18-20/x2 • Type Piercing
  • ShortbowAttack Bonus +6 • Damage 1d6 • Crit 20/x3 • Range 60 ft • Type Piercing

Trained Skills

  • Acrobatics (Dex) +10
  • Appraise (Int) +8
  • Disable Device (Dex) +10 (+11 to open lock and disable traps)
  • Escape Artist (Dex) +10
  • Knowledge/Arcana (Int) +8
  • Knowledge/Dungeoneering (Int) +9
  • Knowledge/Local (Int) +9
  • Knowledge/Religion (Int) +4
  • Perception (Wis) +9 (+14 to overhear conversations, +13 to find secret doors and hidden objects, +14 to find traps)
  • Sense Motive (Wis) +9
  • Sleight of Hand (Dex) +10
  • Spellcraft (Int) +5
  • Stealth (Dex) +10
  • Use Magic Device (Int) +6

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
  • 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.
  • Arcane Strike (Feat): 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.
  • Cantrip (Feat): You can create a variety of small magical effects. These effects are not powerful and are treated as sphere effects in all ways. They require a standard action to use, have a range of Close, and are either instantaneous or have a duration of 1 hour depending on the effect created.
    • You may make a ranged touch attack, dealing 1d3 acid, electricity, fire, or cold damage to a target.
    • You may clean, soil, or color up to 1 cubic ft of material per round.
    • You may create floating lights the size of candle flames and move them up to 20 ft per round as a free action.
    • You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects.
    • You may open or close a door or container weighing no more than 30 lbs.
    • You may chill, warm, or flavor 1 lbs. of nonliving material.
    • You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles.
    • You may lift objects weighing up to 1 lbs. and move them up to 10 ft per round.
    • You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation.

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 are 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.
  • Trap Sense: Shi has a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
  • Arcane Bond: Shiphrah has a bond to a mystical amulet, granting her 1 extra spell point per 2 caster levels.
  • Telekinetic Stability (Su): You gain a +2 bonus to Fly checks, Acrobatics checks, and CMD. These bonuses increases by 1 for every 5 wizard levels you possess. At 20th level, whenever you make a Fly or Acrobatics check, assume the roll resulted in a natural 20.
  • Telekinetic Impediment (Sp): As an immediate action, you may attempt to impede an attack made against a creature within 30 ft of you, including yourself. You must declare you are using this ability before the attack roll is made. The attack suffers a -1 penalty, -1 per 5 wizard levels you possess. You may use this ability a number of times per day equal to 3 + your casting ability modifier.
  • 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: 4
  • Caster Level: +1
  • Casting Ability Modifier: INT (+3)
  • Saving Throw DC: 13 (10 + 1/2 caster level + INT modifier)
  • Magical Skill Bonus: +1
  • Magical Skill Defense: 12
Divination Sphere
Divinationsphere.png
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.

=Illusion Sphere

Talents: Invisibility

Trick

  • Spell Point Cost: 0
  • Action: Standard
  • Duration: 1 minute / level
  • Range: Varies (see description)

Effects: You may create unconvincing illusions. This is the same as creating an illusion (see below) and can include all senses you can affect through Illusion talents, except it is obviously fake (i.e., it is translucent, unrealistic, etc.), requiring no one to make a save to disbelieve. However, the effects can still be used to create distractions, display images, draw a map, or be used for entertainment. This counts as possessing the required tools to make any appropriate Perform check (such as creating a melody with the Audible Illusion talent). Shiphrah can also add half her caster level to Sleight of Hand tricks to palm a small object or hold a light weapon. Alter: You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions.


Illusion

  • Spell Point Cost: 1
  • Action: Standard
  • Duration: 1 minute / level
  • Range:

Shiphrah can generate an illusionary image of anything she can imagine, though she is constrained by her level limits (Medium sized illusion, occupying a 5 foot cubic space). Simply perceiving an illusion isn’t enough to detect it as fake, but any target who interacts with the illusion or carefully studies the area is allowed a Will save to disbelieve the image, recognizing it for what it is. Anyone who finds obvious evidence of trickery (ex: throws a rock through an illusionary wall.) automatically disbelieves the illusion. Additionally, Shiphrah can place illusions to make it harder to see a creature or object. Rather than make a Will save to disbelieve, creatures must make Perception checks to detect the hidden creature or object. Objects have a flat Perception DC equal to 10 + their size bonus + your caster level, while creatures gain a bonus to their Stealth checks equal to your caster level. In addition, since they are invisible, creatures may make Stealth checks even while being observed and do not require cover to retain or initiate Stealth. Even when detected by another creature, an invisible creature gains a +2 bonus to attack rolls against sighted targets and ignores their Dexterity bonus to AC. Attacks against the invisible creature have a 50% chance they will simply miss, even if the attack has targeted the correct square. Making a creature or object invisible also hides its magical aura from such effects as detect magic or the base Divination sphere divine ability.

Telekinesis Sphere

Talents: Finesse

Telekinesis

  • Spell Point Cost: 0 (but see below)
  • Action: Standard (but see below)
  • Duration: Concentration (but see below)
  • Range: Close, 20 ft + 5 ft per 5 caster levels

Shiphrah can levitate one object of Diminutive size or smaller as long as she concentrates, has line of sight, and the object remains within close range. Objects made of lighter materials (or empty vessels) count as objects 1 size class smaller, while weightless object count as objects 2 size classes smaller.

Additionally, Shi can use telekinesis to perform fine manipulation, such as turning a key in a lock, unrolling a scroll, or tying a note. She can make appropriate skill checks at a distance, as well as Heal checks to perform first aid. When she performs a skill at a distance she can use Intelligence instead of the normal ability modifier, but takes a -5 penalty to the roll.

By spending a spell point, Shiphrah can sustain a telekinetic effect without needing to concentrate, though once the concentration is ended the effect will only last 1 minute per caster level. Changing a sustained object's actions is considered to be a move action by Shi.

Shiphrah can use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them). She must succeed at an attack roll using her base attack bonus plus her casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose).

Additionally, as a readied action, Shi may grab a projectile or thrown object within her size limit (Diminutive - dagger or arrow sized), stopping that attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, Shi may move it as normal for her telekinesis.

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.
  • Masterwork thieves' tools (+1 bonus to disable device checks for picking locks and disabling traps)
  • 1 potion of cure light wounds (Z)
  • Masterwork studded leather armor
  • Bladed Belt: The belt transforms into a +1 one-handed piercing or stabbing weapon of the wielder's choice on command.
  • Shortbow
  • 2 daggers
  • 1 antitoxin
  • 2 potions of WILD AND CRAZY HEALING (1d8+12, check for wild surge)
  • Arrow x 20
  • 2 waterskins
  • Hot Weather Outfit : +2 to Fort saves to resist warm or hot weather
  • Explorer's Outfit

Money: 55 GP

Pathfinder: Krystallos
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