====== Aurora ====== Human Rouge (6) / Ranger (4) / Oracle (4) ===== Abilities ===== Str: 10(+0): (10[base])\\ Dex: 24(+7): (15[base] + 1[lvl] + 2[race] +6[magic])\\ Con: 14(+2): (10[base] +4[item])\\ Int: 14(+2): (14[base])\\ Wis: 14(+2): (13[base] + 1[lvl])\\ Cha: 16(+3): (15[base] + 1[lvl]) ===== Attack ===== Initiative: +7 (+9 in urban environments)\\ BAB: +12 = +5(rouge) +4(ranger) +3(oracle)\\ CMB: +9\\ Standard attack: +22 = +7[dex] + 12[bab] +3[magic] Full round attack (you haven't moved more than 5 feet this round): * Main hand: +22 / +17 * Off hand: +20 / +15 * +22 / +17 with +3 dagger (see gloves) Or * Main hand: +20 / +20 / +15 * Off hand: +18 / +13 * +20 / +15 with +3 dagger (see gloves) Damage: * Main hand: 1d4+3 (1d4+5 vs. dwarves) * Off hand: 1d4+1 (1d4+3 if used charge; 1d4+5 vs. dwarves) * Sneak attack: +3d6 damage **Attack conditions:** * Lord Tantorn sings: +11 attack, +11 damage * Azel casts Haste: +1 attack, extra attack (see below) * Azel pokes you: +5 attack, +5 damage * If you are within 30 feet of the enemy: +1 attack (point blank shot) Ekstra attack from Azel (replaces normal full attack): * Main hand: +23 / +23 / +18 * Off hand: +21 / +17 * +23 / +18 with +3 dagger (see gloves) Or * Main hand: +21 / +21 / +21 / +16 * Off hand: +19 / +14 * +21 / +16 with +3 dagger (see gloves) ===== Defense ===== AC: 31 = 10 + 7(dex) +4(armor) +4(magic) +2(shield) +2(natural) +2(deflection), flat footed 21, touch 19; trap sense \\ Fort: +12 = +3(rouge) +4(ranger) +1(oracle) +2(magic) +2(con) \\ Ref: +20 = +6(rouge) +4(ranger) +1(oracle) +2(magic) +7(dex); trap sense \\ Will: +12 = +3(rouge) +1(ranger) +4(oracle) +2(wis) +2(magic) \\ CMD: 29 = 10 + 7(dex) + 12(bab) Hit points: 113 = 10+4d10(ranger) +6d8(rouge) +4d8(oracle) +1(favorite class) +14×2(con) ===== Racial abilities ===== * Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. * Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size. * Base Speed: Humans have a base speed of 30 feet. * Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. * Bonus Feat: Humans select one extra feat at 1st level. * Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. ===== Class abilities ===== Oracle * Oracle's curse: Haunted. It is at least a standard action to retrieve anything from your gear. * Revelations: * Erase from Time (Su): As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). * Rewind Time (Su): Once per day as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. At 11th level, and every four levels thereafter, you can use this ability an additional time per day. You must be at least 7th level to select this revelation. * Knowledge of the Ages (Su): You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this ability a number times per day equal to your Charisma modifier. You can reroll a Knowledge skill check within the past minute, equal to the number of your Charisma. * Mystery: Time Rouge * Rouge talents: * Bleeding attack: Each dice of sneak attack results in one bleed damage (e.i. 3d6 sneak attack equals 3 bleed damage). Doesn't stack. Bypasses any and all damage reduction. * Offensive defense: Gain a dodge bonus to AC equal to the number of sneak attack dies (e.i. +2d6 sneak attack equals +2 dodge bonus to AC). * Assault Leader: Once per day, you can give your missed attack to another ally, if they stand on the opposite side of the villain. The ally can make a single melee attack as an immediate action. * Sneak attack: +3d6 * Trap sense +3: Gain a +3 bonus to AC and Reflex saves against traps. ===== Skills ===== Skills: 129/129 ([8+2]*6[rouge] + [6+2]*4[ranger] + [4+2]*4[oracle] +13[human]) * K:Nature: 14 = 12[rank] + 2[int] * K:Local: 12 = 10[rank] + 2[int] * Handle animal: 15 = 12[rank] + 3[cha] * Acrobatics: 17 = 10[rank] + 7[dex] * Bluff: 13 = 10[rank] + 3[cha] * Disguise: 13 = 10[rank] + 3[cha] * Linguistic: 12 = 10[rank] + 2[int] * K:Religion: 14 = 12[rank] + 2[int] * Survival (urban): 14 = 10[rank] + 2[wis] + 2[ranger] * Sleigh of hand: 17 = 10[rank] + 7[dex] * Ride: 17 = 10[rank] + 7[dex] * Perception: 12 = 10[rank] + 2[wis] * Stealth: 10 = 3[rank] + 7[dex] ===== Feats ===== Calculation: 8 = 1[human] + 7[lvl] * Two-weapon fighting (ranger) * Evasion * Uncanny dodge * Track * Endurance * Favoured terrain (urban): Gain +2 to Initiative, Survival, K:Geography, Perception, Stealth in urban environments. * Weapon focus (Daggers): Gain +1 to hit with daggers * Improved two-weapon fighting * Favoured dodge: Add favoured enemy bonus to dodge to AC, when fighting favoured enemy. * Combat expertise: Take -2 to hit, and gain +2 dodge bonus to AC. * Improved Feint: Feint as a move action. * Butterfly’s Sting: Forego critical hit, and give it to another ally. * Improved favoured enemy: Gain additional +3 against favoured enemies. * Point blank shot: Gain +1 attack towards targets within 30 feet * Rapid shot: On full attack; gain 1 extra attack at full bab. All attacks this round is then at -2 attack. * Gang up: If two of your allies stand on each side of the villain (flanking), you may use an (sneak)attack like you were one of the allies. ===== Spells ===== Orizons * Light: Light an object like a torch * Purify food and water * Spark * Stabilize * Detect poison 1st level * Cure light wound: Cure 1d8+3 hit points. * Weather forecast: Predict weather within the next 48 hours. * Enhance water: Turn water into alcohol. * Fairness: Prevent subjects from lying when trading. * Dancing lantern: You can animate a lantern and order it to follow you. It floats at shoulder height and remains within 5 feet of you, no matter how fast you move. It cannot support any additional weight. 2nd level * Early Judgement: You show one creature the effect of its life so far and what it might expect when it is at the end of it's life. If your target is good-aligned, it must save or be fascinated for 1d4 rounds. If your target is neutral-aligned, it must save or be confused for 1d4 rounds. If your target is evil-aligned, it must save or be shaken for 1d4 round. * Trail of the Rose: This spell creates an illusory trail in the form of a misty and visible scent coming from the rose used as this spell's material component. The scent ofthe rose leaves a faint pink-tinged illusion that ripples and flows in the area. Only you and up to six creatures you know well (like the group, not creatures you've just met) can see the illusion. If you cross your route, it will tell your designated creatures which way you went. * Calm Emotion: This spell calms agitated creatures. You have no control of the creature, but the spell can stop raging creatures from fighting or joyous ones from reveling. Calmed creatures cannot take violent actions (they can defend themselves though) or do anything destructive. Any aggresive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. ===== Items ===== Starting gold: 3.979 gp\\ Ingame gold: 170 gp * Gloves of dexterity (36.000 gp): +6 to dex * +2 Nimble, mithral chainshirt (10.100 gp): Gives a +4 armour AC bonus. * +2 Animated, mithral heavy shield (10.020 gp): +2 shield bonus to AC. * Ring of protection +2 (8.000): +2 deflection bonus to AC * Amulet of natural armor +2 (8.000): +2 natural armor bonus to AC * Gauntlets of extended range, infinite blades and continuos magic weapon (11.500): You can make a dagger appear with a moments notice. The dagger lasts for three rounds and is +1. Contains 5 charges (renewed each day). 1 charge: +3 dagger. 3 charges: +3 bane dagger. 5 charges: +3 bane seeking dagger. Double range increment. * +3 dagger (18.301): Gain +3 magical bonus to hit and damage * Boots of agile leaping (600): Stand up as a swift action. Use dex to jump. * Vest of resistance +2 (4000): Gain +2 magic enhancement to saves. * Bag of holding IV (10,000): Cary up to 680 kg which only weighs 27 kg. * Belt of Mighty Constitution (18,000): +4 Con. * Candle of Truth (2,500): when lit, all people in 5 feet tells the truth for one hour. if blown out, truth cancelled.