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Rogues Gallery for Shilsen's Pathfinder Kingmaker Game
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<blockquote data-quote="Furby076" data-source="post: 5359989" data-attributes="member: 32161"><p><strong>Leonis</strong></p><p></p><p>Leonis</p><p>Male Elf</p><p>Rogue 1 Wizard 4 (Spec: Transmutation, Banned: Enchant/Evoc)</p><p>True Neutral (though slanted towards good)</p><p></p><p>Init +7</p><p></p><p>--------------------</p><p>Str 10</p><p>Dex 16</p><p>Con 11/12 (Transmutation Wizard bonus)</p><p>Int 19/21 (Headband of Vast Intelligence +2, though used as a ring)</p><p>Wis 12</p><p>Cha 10</p><p>Base Atk +2; CMB +2; CMD 15</p><p>AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)</p><p>HP 41 (1d8+4d6+5) - Since we have no healer in the group we get max HP</p><p>Fort +3</p><p>Ref +7</p><p>Will +8</p><p></p><p>--------------------</p><p>Spd 30 ft.</p><p>Melee Shortsword +2 (1d6/19-20/x2)</p><p>Touch Attack +2 (As Spell/20/x2)</p><p>Unarmed Strike +2 (1d3/20/x2)</p><p>Ranged +1 Longbow, Composite (Str +0) +6 (1d8+1/20/x3)</p><p>Ranged Touch Attack +5 (As Spell/20/x2)</p><p></p><p>Special Attacks Sneak Attack +1d6</p><p></p><p>Wizard Spells Known (CL 5):</p><p>Lvl 2:</p><p>(3/day) Scare (DC 17), Belker Claws, Curse of Impending Blades, Snake's Swiftness</p><p>Lvl 1:</p><p>(5/day) Enlarge Person (DC 16), Mage Armor, Ray of Enfeeblement (DC 16), Orb of Acid, Lesser, Spirit Worm (DC 16), Vanish</p><p>Lvl 0:</p><p>(at will) Detect Magic, Acid Splash, Message, Read Magic</p><p></p><p>Telekinetic Fist (8/day) (Sp)</p><p>--------------------</p><p></p><p>Feats</p><p>Improved Initiative</p><p>Point Blank Shot</p><p>Precise Shot</p><p>Scribe Scroll</p><p>Elven Weapon Proficiencies</p><p>Rogue Weapon Proficiencies</p><p>Wizard Weapon Proficiencies</p><p></p><p>Traits Brigand, Magical Knack: Wizard</p><p></p><p>Skills</p><p>Acrobatics +7</p><p>Diplomacy +4</p><p>Disable Device +12</p><p>Escape Artist +7</p><p>Knowledge: Arcana +11</p><p>Knowledge: Dungeoneering +9</p><p>Knowledge: History +9</p><p>Knowledge: Nature +9</p><p>Knowledge: Nobility +9</p><p>Knowledge: Religion +9</p><p>Knowledge: The Planes +9</p><p>Perception +13</p><p>Sense Motive +5</p><p>Sleight of Hand +11</p><p>Spellcraft +13</p><p>Stealth +11</p><p>Use Magic Device +8</p><p></p><p>Languages Celestial, Common, Draconic, Elven, Gnoll, Orc, Sylvan</p><p></p><p>SQ Bonded Object: Ring (1/day) (Sp)</p><p>Stag's Helm, , Transmutation, Trapfinding +1</p><p>+1 Longbow, Composite (Str +0)</p><p>Shortsword</p><p>+1 Bane Arrows (6)</p><p>Bracers of Armor, +1</p><p>Cloak of Resistance, +1</p><p>Elemental Gem, Earth</p><p>Headband of Vast Intelligence, +2: Sleight of Hand</p><p>Pearl of Power, 1st Level</p><p>Potion of Cure Light Wounds</p><p>Potion of Cure Moderate Wounds (2)</p><p>Robe of Bones</p><p>Wand of Burning Hands</p><p>Wand of Cure Light Wounds</p><p>Wand of Magic Missile</p><p>--------------------</p><p>Bonded Object: Ring (1/day)</p><p>Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.</p><p>Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.</p><p>Elven Immunities +2 save bonus vs Enchantments.</p><p>Elven Immunities - Sleep You are immune to Sleep effects.</p><p>Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.</p><p>Enchantment You must spend 2 slots to cast spells from the Enchantment school.</p><p>Evocation You must spend 2 slots to cast spells from the Evocation school.</p></blockquote><p></p>
[QUOTE="Furby076, post: 5359989, member: 32161"] [b]Leonis[/b] Leonis Male Elf Rogue 1 Wizard 4 (Spec: Transmutation, Banned: Enchant/Evoc) True Neutral (though slanted towards good) Init +7 -------------------- Str 10 Dex 16 Con 11/12 (Transmutation Wizard bonus) Int 19/21 (Headband of Vast Intelligence +2, though used as a ring) Wis 12 Cha 10 Base Atk +2; CMB +2; CMD 15 AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex) HP 41 (1d8+4d6+5) - Since we have no healer in the group we get max HP Fort +3 Ref +7 Will +8 -------------------- Spd 30 ft. Melee Shortsword +2 (1d6/19-20/x2) Touch Attack +2 (As Spell/20/x2) Unarmed Strike +2 (1d3/20/x2) Ranged +1 Longbow, Composite (Str +0) +6 (1d8+1/20/x3) Ranged Touch Attack +5 (As Spell/20/x2) Special Attacks Sneak Attack +1d6 Wizard Spells Known (CL 5): Lvl 2: (3/day) Scare (DC 17), Belker Claws, Curse of Impending Blades, Snake's Swiftness Lvl 1: (5/day) Enlarge Person (DC 16), Mage Armor, Ray of Enfeeblement (DC 16), Orb of Acid, Lesser, Spirit Worm (DC 16), Vanish Lvl 0: (at will) Detect Magic, Acid Splash, Message, Read Magic Telekinetic Fist (8/day) (Sp) -------------------- Feats Improved Initiative Point Blank Shot Precise Shot Scribe Scroll Elven Weapon Proficiencies Rogue Weapon Proficiencies Wizard Weapon Proficiencies Traits Brigand, Magical Knack: Wizard Skills Acrobatics +7 Diplomacy +4 Disable Device +12 Escape Artist +7 Knowledge: Arcana +11 Knowledge: Dungeoneering +9 Knowledge: History +9 Knowledge: Nature +9 Knowledge: Nobility +9 Knowledge: Religion +9 Knowledge: The Planes +9 Perception +13 Sense Motive +5 Sleight of Hand +11 Spellcraft +13 Stealth +11 Use Magic Device +8 Languages Celestial, Common, Draconic, Elven, Gnoll, Orc, Sylvan SQ Bonded Object: Ring (1/day) (Sp) Stag's Helm, , Transmutation, Trapfinding +1 +1 Longbow, Composite (Str +0) Shortsword +1 Bane Arrows (6) Bracers of Armor, +1 Cloak of Resistance, +1 Elemental Gem, Earth Headband of Vast Intelligence, +2: Sleight of Hand Pearl of Power, 1st Level Potion of Cure Light Wounds Potion of Cure Moderate Wounds (2) Robe of Bones Wand of Burning Hands Wand of Cure Light Wounds Wand of Magic Missile -------------------- Bonded Object: Ring (1/day) Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc. Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to Sleep effects. Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Evocation You must spend 2 slots to cast spells from the Evocation school. [/QUOTE]
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