Opalae
Opalae
Opalae
Age:
Build:
Gender:
Sexualtiy:
Height:
Weight:
Skin:
Hair:
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History:
Characteristic Temporary
Strength 8(-1) Movement
Dexterity 19(+4)
Constitution 12(+1)
Intelligence 16(+3) Initiative +4
Wisdom 8(-1)
Charisma 16(+3)/20(+4)
Saving Throws
Fortitude +4
Reflex +8
Will +7
Attacks
Class Features
Weapon and Armor Proficiencies: Simple Weapons, Hand Crossbow,
Shortbow, Rapier, Shortsword, Light Armor
******
Sneak Attack: +6d6 extra damage upon a successful hit when you flank an
enemy or catch an enemy flat footed (aka whenever they are denied their
dexterity to their armor class.) Ranged attacks only count as sneak attacks
if they are within 30 ft. Enemies immune to critical hits are immune to sneak
attacks.
Trap finding: Rogues can use the Search skill to find traps be they
mundane or magical. Rogues and only rogues can use the Disable Device
skill to Disarm Traps of mundane or magical nature. Beating the trap by 10
means they know how to disarm the trap without destroying it.
Trap Sense: You gain a +4 dodge bonus to you AC whenever you are
attacked by a trap.
Uncanny Dodge: You retain your Dexterity Bonus to AC even if you are
caught flat footed or attacked by an invisible foe.
Improved Evasion: Should you fail a Reflex Save against an attack that
normally deals half damage on a successful save, you take half damage
upon failing the saving throw instead of full damage.
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Eldritch Blast: Perform a ranged touch attack of baleful magical energy ray
that deals 6d6 upon a successful hit. This is the equivalent of a 6th level
spell attack It is subject to spell resistance and can be augmented by Spell
Penetration.
Deceive Item: You can take 10 on a Use Magic Device roll whilst under
distraction or being threatened.
Energy Resilience: You gain resistance five against two of the following.
Resistance: Fire 5 ; Resistance: Acid 5
Imbue Item: You can create magic items without knowing the proper spells
required to make an item. However you must have the correct feat to craft
the item and succeed on a Use Magic Device Check (DC 15+Spell Level
for Arcane Items, and DC 25+Spell Level for Divine Items)
Feats
Fey Heritage (Class): You gain a +3 bonus on Will saving throws against
enchantment effects.
Weapon Finesse: Use Dex modifier instead of Strength on attack rolls with
light melee weapons and touch attacks
Point Blank Shot: +1 Bonus to Ranged Attack and Damage within 30ft
Precise Shot: No longer suffer a -4 Penalty to Attack for shooting into a
melee
Spell Penetration: +2 on Caster Level Checks to defeat Spell Resistance
Greater Spell Penetration: +4 on Caster Level Checks to defeat Spell
Resistance
Fey Skin: Your fey heritage guards you against all weapons except those
crafted from the dreaded cold iron. You gain damage reduction (overcome
by cold iron) equal to 1 + the number of feats you have that list Fey
Heritage as a prerequisite. For a current total of Damage Reduction 2/cold
iron. This stacks with your superior DR.
Flaws
Languages
Common, Elven, Goblin, Gnoll, Drow’s silent tongue
Racial Traits
+2 to Dexterity, -2 Constitution.
Immunity to Magical Sleep Effects and +2 to saves against enchantment
spells or effects.
Low Light Vision: Elves can see twice as well as a human can within
starlight, moonlight, torchlight, and similar conditions of poor lighting. Elves
can discern color and depth within these conditions.
+2 to Listen, Search and Spot checks. Can automatically make a Search
Roll if you are within five feet of a secret/concealed door
Bonus Weapon Proficiencies: Elves are also proficient in Longsword,
Rapier, Shortbow and Longbow (or Composite versions of said bows.)
Languages: Common, Elven, Goblin, Gnoll, Sylvan
Skills : 44/44 + 111/111 (11 per level) Total Skill Points: 155
(Result = Rank + Ability + Perks + Item - Mobility)
Appraise (Int):
Balance (Dex): 14= 10 + 4 + 0 + 0 - 0
Bluff (Cha): 25 = 10 + 5 + 0 +10
Climb:
Concentration:
Craft:
Decipher Script:
Diplomacy (Cha): 25 = 10 + 5 + 0 + 10
Disable Device (Int): 10 = 10 + 0 + 0 + 0
Disguise:
Escape Artist:
Forgery:
Gather Information (Cha): 15 = 10 + 5 + 0 + 0
Hide (Dex): 14 = 10 + 4 + 0 + 0 - 0
Intimidate (Cha): 15 = 10 + 5 + 0 + 0
Jump:
Knowledge (arcana):
Knowledge (local):
Knowledge (the planes):
Knowledge (religion):
Listen (Wis): 11 = 10 - 1 + 2 + 0
Move Silently (Dex): 15 = 10 + 5 + 0 + 0 - 0
Open Lock (Wis): 15 = 10 + 5 + 0 + 0
Perform (Exotic) (Cha): 20 = 5 + 5 + 0 + 10
Profession:
Search (Int): 12 = 10 + 0 + 2 + 0
Sense Motive (Wis): 9 = 10 - 1 + 0 + 0
Slight of Hand:
Spell craft (Int): 10 = 10 + 0 + 0 + 0
Spot (Wis): 11 = 10 - 9 + 2 + 0 + 0
Swim:
Tumble:
Use Magic Device (Cha): 15 = 10 + 5 + 0 + 0
Use Rope:
Spellcasting
Invocations Known: 7
Eldritch Chain: (Lesser) Augments an Eldritch Blast. Your ray leaps from
your target to another target within 30 ft, up to two times. You make a
ranged touch attack against the other targets and they suffer damage if it
hits. If you miss a target, the eldritch chain attack ends. You cannot target
the same creature twice during a single eldritch chain.
Fell Flight: (Lesser) When you use this invocation, you form a wing like
cape of shadows that grants you flight. You fly equal to your land speed,
with good maneuverability for 24 hours.
Walk Unseen: (Lesser) When you use this invocation you grant yourself
invisibility that lasts for 24 hours or until you make an attack.
Containers
Magic Items
Shortsword of Defending +4: (50,310 gp)
Aewyn's sacred blade has seen better
days but it is as always one of the few
things in the world she can trust. A blade
that can defend those she loves and those
she serves. You can substitute a portion or
all of your bonus to attack and damage
from the sword towards your armor class
as a bonus that stacks with all others. This
can be done as a free action at the start of
your turn and lasts until the next turn.
Gear
Coin
Money Spent: 141,410 / 150,000gp