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== Nathaniel Winter III ==
== Nathaniel Winter III ==
* [[Wild:Nathaniel Winter/Personality Profile|Nathaniel Winter/Personality Profile]]
* [[Wild:Nathaniel Winter/Logsheet|Nathaniel Winter/Logsheet]]
* [[Wild:Nathaniel Winter/Patron Deity|Nathaniel Winter/Patron Deity]]
* [[Wild:Nathaniel Winter/Race and Template|Nathaniel Winter/Race and Template]]
* [[Wild:Nathaniel Winter/Binder Build]]


=== Build (ECL4) ===
<div style="background:#98AFC7; float:right; padding:1em; color:#fff !important;">
Monk 1/Binder 1<br/>
[[File:Nathaniel-oots.png]]
LN Medium Humanoid (Hellbred)<br/>
* [[Wild:PC/Nathaniel/Personality Profile|Personality Profile]]
'''Init''' +6; '''Senses:''' Listen +5; Spot +5
* [[Wild:PC/Nathaniel/Logsheet|Logsheet]]
<hr>
* [[Wild:PC/Nathaniel/Servants|Servants]]
'''AC:''' 20; '''Touch:''' 12; '''Flat-footed:''' 16<br/>(+2 dex; +2 natural; +4 armor; +2 buckler)<br/>
* [[Wild:PC/Nathaniel/Racial|Racial]]
'''HP:''' 12+1d8 (2d8+4)<br/>
* [[Wild:PC/Nathaniel/Patron Deity|Patron Deity]]
'''Fast Healing 1''' When less than half HP<br/>
* [[Wild:PC/Nathaniel/Island|Island]]
'''DR''' 5/silver or magic<br/>
</div>
'''Fort:''' +5, '''Ref''' +2, '''Will''' +2<br/>
<!-- Breakdown - Class, including racial skill point
+4 vs Poison<br/>
#  Class    BAB    FORT    REF    WILL    HD/DP  Skill  Feats
'''Resist''' Cold 5/Electricity 5
1  Arch    0.50  2.50    0.33  2.50    6/?      36      1HD, human
<hr>
2  Arch    0.50    .50    0.33    .50    6/?      9      -
'''Speed:''' 40'<br/>
3  Arch    0.50    .50    0.33    .50    6/?      9      3HD
'''Melee:''' Morningstar +4 (1d8+2 b-p / 20&times;2) and Slam -2 (1d6+2 magic / 20&times;2) <br/>
4  Arch    0.50    .50    0.33    .50    6/?      9      -
'''Melee:''' Slam +3 (1d6+2 magic / 20&times;2) <br/>
5  Arch    0.50    .50    0.33    .50    6/?      9      -
'''Ranged:''' Light Crossbow +4 (1d8 p / 19&times;2 / 80') <br/>
6  Arch    0.50    .50    0.33    .50    6/?      9      6HD
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +1; '''Grapple:''' +7<br/>
7  Arch    0.50    .50    0.33    .50    6/?      9      -
Each successful pin drains 1d4 Con, gain 5 temp HP
8  Arch    0.50    .50    0.33    .50    6/?      9      -
<hr>
====================================================================================
'''Abilities''' Str 14+3 | Dex 14 +2 | Con 14+3 | Int 10 +0 | Wis 8+2 | Cha 15 +2 <br/>
8            4.00  6.00    2.66  6.00              99      4
*'''Feats'''<br/>
 
** 1: '''Improved Binding''' Your effective binder level is 2 higher than normal for the purpose of determining the level of vestige you can bind. This benefit does not increase your binder level in any other circumstance.
Maxed skills (for free): Profession (Storyteller) and Knowledge (Religion)
** V: '''Improved Initiative'''
Bonus skill points: 1 rank to Profession (Scribe)
** HB: '''Devil's Favor''' 1/day; When you attempt an attack, save, or check of any sort, you can beseech the dark powers to aid you. You gain a +2 bonus on the attack, save, or check.
Strength counts as one higher for carrying capacity
** Monk1: '''Improved Unarmed Strike'''
Daryl Points: 5 for Draconic Archivist
** Monk1: '''Improved Grapple'''
 
-->
'''Archivist 8''' LN(E) Medium Undead (Reptilian) ''formerly middle-aged human''<br/>
'''Init''' +2; '''Senses:''' Low-light Vision, Darkvision 60'; Spot/Listen +7<br/>
'''Action Points:''' 10
 
=== Defense ===
 
'''AC:''' 17; '''Touch:''' 13; '''Flat-footed:''' 14 (+3 dex; +4 armor)<br/>
'''HP:''' 67 (8d12, 13HD for turning)<br/>
'''Fort:''' +6 (8), '''Ref''' +5 (7), '''Will''' +9 (11) | +2 profane to Will saves to resist ''Control Undead''<br/>
<small style="line-height:1.2em">'''Immune''' All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); poison, sleep effects, paralysis, stunning, disease, death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).</small>
 
=== Offense ===
 
'''Speed:''' 30'; Climb 15'<br/>
'''Melee:''' Gauntlet, Spiked +3 (1d4 20&times;2) <br/>
'''Ranged:''' Tongue +7 (no dmg / 10')<br/>
'''Ranged:''' Light Crossbow +8 (1d8 / 19&times;2 / 80' / Move to reload)<br/>
'''Space:''' 5'; '''Reach:''' 5'; '''BAB:''' +4; '''Grapple:''' +3<br/>
 
{{Page-break}}
 
=== Spells & Consumables ===
 
'''Spells''' CL8 '''DC''' 14+lvl '''Close''' 45' [8] '''Medium''' 180' '''Long''' Far<br/>
{|
| valign="top" width="45%" |
*'''4th (4)'''
** '''Dismissal''' [S-only&times;1]
** Divination
** '''Freedom of Movement''' [S&times;1]
** Haste
** Holy Transformation, Lessor - Extended and provides breastplate, heavy shield and a longsword.
** Imbue with Spell Ability
** '''Inflict Critical Wounds''' [P-only&times;1] ''4d8+9''
** '''Planar Tolerance''' [S&times;1]
** Shield of Faith, Mass ''+3 deflection''
** '''Swim, Mass*''' [S&times;1]
** Summon Undead 4
 
*'''3rd (5)'''
** Animate Dead
** Bestow Curse
** Inflict Serious Wounds ''3d8+7''
** Magic Vestment
** Recitation ''+2 AC/att/saves''
** '''Resist Energy Mass ''Resist 20''''' [S&times;1]
** Speak with Dead
** Summon Undead 3  
** '''Vigor, Mass Lessor*''' [S&times;1]
** Vine Mine ''Medium, 10*CL radius, multiple effects'' (Gained after going into town)
| valign="top" width="45%" |
*'''2nd (5)'''
** Barkskin  ''Touch, +3 natural AC''
** '''Bull's Strength''' [S&times;1]
** Close Wounds ''Swift, 1d4+5''
** Cure Moderate Wounds*
** Decomposition ''Living enemies w/i 50' bleed for 3 after taking a wound''
** Desecrate
** Divine Insight
** '''Divine Protection''' [S&times;1] ''+1 morale AC/Saves, 20'rad, CL@min''
** Fins to Feet*
** '''Invisibility''' [S&times;3]
** '''Inflict Moderate Wounds''' [P-only&times;1] ''2d8+3''
** '''Lesser Restoration''' [S&times;2]
** '''Silence''' [S&times;3]
** '''Snake's Swiftness Mass''' [S&times;3] [W&times;47]
** '''Spiritual Weapon''' [S&times;1] ''dagger +6 / 1d8+2''
** '''Swim''' [S&times;2] ''1 round cast, medium, 10min@CL''
** '''Summon Undead 2''' [S&times;2]
 
*'''1st (6)'''
** '''Bless''' [S&times;1]
** Cure Light Wounds
** Cause Fear
** Conviction ''+2 morale saves''
** '''Faerie Fire''' [S-only&times;2]
** Gentle Repose
** Grease
** '''Hide from Undead''' [S-only&times;1]
** '''Inflict Light Wounds''' [W&times;34]
** Longstrider
** '''Magic Weapon''' [S&times;3] [P&times;1]
** '''Obscuring Mist''' [S&times;2]
** '''Shield of Faith''' [S&times;2] ''+3 deflection AC''
** Skeletal Companion
** Summon Undead I
** Updraft
 
*'''0th (4)''' All cleric zeros
|}
<nowiki>*</nowiki> Spell are in the ship's spellbook
<hr>
 
*'''Orbs''' ''full round action to activate, provokes AoO; releases all spells inside as if cast by smasher; CL 7 each''
** Protection from Law 7min (+2 AC/Saves; Hedge); Protege 7min (grant bardic abilities as a 3rd level Bard; +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.)
{{Page-break}}
=== Special Abilities ===
 
==== Offensive ====
 
'''Contagion (Ex, Usable once)''' Touch; Fort DC 13 (negates) or [http://www.drinkinganddragons.com/dndrupal/spell/contagion contract a disease from this list]. <br/>
'''Curse of the Sea Witch (Sp) 1/day:''' As ''Bestow Curse'' except only "other" curses and may be removed by spending an hour one mile away from all large bodies of water. (Stormwrack, p68) <br/>
'''Dark Knowledge 5/day''' Tactics (Bonus to hit); Puissance (w/i 60'; Bonus to saves); Foe (+xd6) : 15 = +1; 25 = +2; 35 = +3
{|
| valign="top" width="30%" |
* Arcana (constructs, dragons, magical beasts)
* Dungeoneering (aberrations)
| valign="top" width="30%" |
* Nature (fey, giants)
* Religion (undead)
| valign="top" width="30%" |
* The planes (outsiders, elementals)
|}
 
==== Utility ====
 
'''Bardic Knowledge''' +11<br/>
'''Boots of Jump''' (Swift, +20)<br/>
'''Contingent ''Blindsight, Greater''''' Immediate action; Grants Blindsight 60' and lasts 11 minutes.
{{Page-break}}
=== Statistics ===
 
'''Abilities''' Str 8 -1 | Dex 16 +3 | Con ---  | Int 18 +4 | Wis 17 +3 | Cha 15 +2  <br/>
*'''Feats''' Hu: Lifebond (+4 turn resistance and +2 saves); 1: Archivist of Nature (Giants &amp; Fey); A1: Scribe Scroll; D: Draconic Archivist (Dragons &amp; Constructs); 3: Corpsecrafter; 6: Bolster Resistance (+4 turn res)
*'''Daryl Points:''' 1
*'''Skills'''
*'''Skills'''
** Diplomacy +6
{|
** Intimidate +8
| valign="top" width="30%" |
+2 racial bonus on Bluff, Hide, Intimidate, Listen, Move Silently, and Spot<br/>
 
'''Language(s):''' Infernal, Common
;Acrobatics (Dex) (0 ranks)
<hr>
: [[d20:skills.htm#balance|Balance]] +3
'''Items''' Light Crossbow, MW and 20 bolts (337gp); Chain shirt (100gp); Buckler +1 (1015gp); Boots of ''Longstrider'' (2000gp); Morningstar, MW (308gp); Total spent so far: 3670gp
: [[d20:skills.htm#tumble|Tumble]] +3
<hr>
 
'''Weapon and Armor Proficiency:''' Proficiency with all simple weapons and the following are monk weapons—club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Light armor, but not with shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.  
;Athletics (Str) (0 ranks)
: [[d20:skills.htm#climb|Climb]]  -1
: [[d20:skills.htm#jump|Jump]]  -1 (+19 with Boots)
: [[d20:skills.htm#swim|Swim]] -1
 
;Animals (Cha) (0 ranks)
: [[d20:skills.htm#handleanimal|Handle Animal]] +2
: [[d20:skills.htm#ride|Ride]] +2
 
;Concentration (Con) (10 ranks)  
: [[d20:skills.htm#autohypnosis|Autohypnosis]] +10
: [[d20:skills.htm#concentration|Concentration]] +10
 
;[[d20:skills.htm#craft|Craft]] (Int) +4
: Skill (0 ranks)
 
;Deception (Cha) (6 ranks)  
: [[d20:skills.htm#bluff|Bluff]] +8
: [[d20:skills.htm#disguise|Disguise]] +8 (+18 hat)
 
;[[d20:skills.htm#heal|Heal]] (Wis) (2 ranks) +5
 
;Influence (Cha)(6 ranks)
: [[d20:skills.htm#diplomacy|Diplomacy]] +8
: [[d20:skills.htm#intimidate|Intimidate]] +8
 
| valign="top" width="30%" |
 
;Inspect (Int) (0 ranks)
: [[d20:skills.htm#appraise|Appraise]] +4
: [[d20:skills.htm#search|Search]] +4
 
;Legerdemain (Dex) (0 ranks)
: [[d20:skills.htm#escapeartist|Escape Artist]] +3
: [[d20:skills.htm#sleightofhand|Sleight of Hand]] +3
 
;Linguistics (Int) (3 ranks)
: [[d20:skills.htm#decipherscript|Decipher Script]] +9
: [[d20:skills.htm#forgery|Forgery]] +9
 
;Mechanics (Dex) (0 ranks)
: [[d20:skills.htm#disable device|Disable Device]] +3
: [[d20:skills.htm#openlocks|Open Locks]] +3
 
;Notice (Wis) (4 ranks)
: [[d20:skills.htm#listen|Listen]] +7
: [[d20:skills.htm#spot|Spot]] +7


=== Binder ===
;[[d20:skills.htm#perform|Perform]] (Oratory/Storytelling) (Cha) (11 ranks) +13


'''Binding check +3''' (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a –10 penalty.
;[[d20:skills.htm#profession|Profession]] (Barrister) (Wis) (2 ranks) +5
;[[d20:skills.htm#profession|Profession]] (Hunter) (Wis) (1 ranks) +4
;[[d20:skills.htm#profession|Profession]] (Scribe) (Wis) (1 ranks) +4


'''The Difficulty Class is 12''' for saving throws against any supernatural power granted by a vestige (10 + 1/2 your effective binder level + your Cha modifier).
;Streetwise (Wis) (2 ranks)
: [[d20:skills.htm#gatherinformation|Gather Information]] +5
: [[d20:skills.htm#sensemotive|Sense Motive]] +5


=== Monk ===
| valign="top" width="30%" |


'''AC Bonus (Ex)''' When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC.
;Spellcraft (Int) (3 ranks)
: [[d20:skills.htm#psicraft|Psicraft]] +7
: [[d20:skills.htm#spellcraft|Spellcraft]] +12


'''Flurry of Blows''' Extra attack but all attacks suffer -2.
;Stealth (Dex) (7 ranks)
: [[d20:skills.htm#hide|Hide]] +20 (+10 racial)
: [[d20:skills.htm#movesilently|Move Silently]] +14 (+4 racial)


=== Racial ===
;Survival (Wis) (0 ranks)
: [[d20:skills.htm#survival|Survival]]
: [[d20:skills.htm#userope|Use Rope]]


'''Blood Drain (Ex):''' Some half-vampires can suck blood from a living victim with their fangs by making a successful grapple check. If the half-vampire pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. A half-vampire can’t drain more points of Constitution in a single hour than its Constitution score. When a half-vampire drains a victim’s Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour. If a half-vampire has this ability, it also gains the blood dependency special quality described below. 
;Use Magic (Int) (0 ranks)
: [[d20:skills.htm#usemagicdevice|Use Magic Device]] 
: [[d20:skills.htm#usepsionicdevice|Use Psionic Device]]


'''Blood Dependency (Ex):''' If a half-vampire does not use its blood drain special attack against at least one living creature each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that the half-vampire does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted. The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until the vampire fails another save). Using its blood drain ability eliminates a half-vampire’s fatigue immediately, or reduces exhaustion to fatigue. Only half-vampires with the blood drain special attack (see above) gain this special quality.
;[[d20:skills.htm#knowledge|Knowledge]] (Arcana, Dungeoneering, History, Nature, Religion, Planes)  (10 ranks) +14 (+16 religion, +21 arcana)


'''Fast Healing (Ex):''' A half-vampire heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally).
;Initiative (n/a) (0 ranks)


;[[d20:skills.htm#speaklanguage|Speak Language]]
: Replacing Common: Ignan
: Int: Elvish, Dwarven, Infernal, Giant


|}




[[Category:Wild:PC]]
[[Category:Wild:NPC]]
[[Category:Wild]]
[[Category:Wizardoest:Character Build]]
[[Category:Wizardoest:PC]]
__NOTOC__

Latest revision as of 06:45, 2 June 2016

Nathaniel Winter III

Archivist 8 LN(E) Medium Undead (Reptilian) formerly middle-aged human
Init +2; Senses: Low-light Vision, Darkvision 60'; Spot/Listen +7
Action Points: 10

Defense

AC: 17; Touch: 13; Flat-footed: 14 (+3 dex; +4 armor)
HP: 67 (8d12, 13HD for turning)
Fort: +6 (8), Ref +5 (7), Will +9 (11) | +2 profane to Will saves to resist Control Undead
Immune All mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); poison, sleep effects, paralysis, stunning, disease, death effects. Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

Offense

Speed: 30'; Climb 15'
Melee: Gauntlet, Spiked +3 (1d4 20×2)
Ranged: Tongue +7 (no dmg / 10')
Ranged: Light Crossbow +8 (1d8 / 19×2 / 80' / Move to reload)
Space: 5'; Reach: 5'; BAB: +4; Grapple: +3

Spells & Consumables

Spells CL8 DC 14+lvl Close 45' [8] Medium 180' Long Far

  • 4th (4)
    • Dismissal [S-only×1]
    • Divination
    • Freedom of Movement [S×1]
    • Haste
    • Holy Transformation, Lessor - Extended and provides breastplate, heavy shield and a longsword.
    • Imbue with Spell Ability
    • Inflict Critical Wounds [P-only×1] 4d8+9
    • Planar Tolerance [S×1]
    • Shield of Faith, Mass +3 deflection
    • Swim, Mass* [S×1]
    • Summon Undead 4
  • 3rd (5)
    • Animate Dead
    • Bestow Curse
    • Inflict Serious Wounds 3d8+7
    • Magic Vestment
    • Recitation +2 AC/att/saves
    • Resist Energy Mass Resist 20 [S×1]
    • Speak with Dead
    • Summon Undead 3
    • Vigor, Mass Lessor* [S×1]
    • Vine Mine Medium, 10*CL radius, multiple effects (Gained after going into town)
  • 2nd (5)
    • Barkskin Touch, +3 natural AC
    • Bull's Strength [S×1]
    • Close Wounds Swift, 1d4+5
    • Cure Moderate Wounds*
    • Decomposition Living enemies w/i 50' bleed for 3 after taking a wound
    • Desecrate
    • Divine Insight
    • Divine Protection [S×1] +1 morale AC/Saves, 20'rad, CL@min
    • Fins to Feet*
    • Invisibility [S×3]
    • Inflict Moderate Wounds [P-only×1] 2d8+3
    • Lesser Restoration [S×2]
    • Silence [S×3]
    • Snake's Swiftness Mass [S×3] [W×47]
    • Spiritual Weapon [S×1] dagger +6 / 1d8+2
    • Swim [S×2] 1 round cast, medium, 10min@CL
    • Summon Undead 2 [S×2]
  • 1st (6)
    • Bless [S×1]
    • Cure Light Wounds
    • Cause Fear
    • Conviction +2 morale saves
    • Faerie Fire [S-only×2]
    • Gentle Repose
    • Grease
    • Hide from Undead [S-only×1]
    • Inflict Light Wounds [W×34]
    • Longstrider
    • Magic Weapon [S×3] [P×1]
    • Obscuring Mist [S×2]
    • Shield of Faith [S×2] +3 deflection AC
    • Skeletal Companion
    • Summon Undead I
    • Updraft
  • 0th (4) All cleric zeros

* Spell are in the ship's spellbook


  • Orbs full round action to activate, provokes AoO; releases all spells inside as if cast by smasher; CL 7 each
    • Protection from Law 7min (+2 AC/Saves; Hedge); Protege 7min (grant bardic abilities as a 3rd level Bard; +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls.)

Special Abilities

Offensive

Contagion (Ex, Usable once) Touch; Fort DC 13 (negates) or contract a disease from this list.
Curse of the Sea Witch (Sp) 1/day: As Bestow Curse except only "other" curses and may be removed by spending an hour one mile away from all large bodies of water. (Stormwrack, p68)
Dark Knowledge 5/day Tactics (Bonus to hit); Puissance (w/i 60'; Bonus to saves); Foe (+xd6) : 15 = +1; 25 = +2; 35 = +3

  • Arcana (constructs, dragons, magical beasts)
  • Dungeoneering (aberrations)
  • Nature (fey, giants)
  • Religion (undead)
  • The planes (outsiders, elementals)

Utility

Bardic Knowledge +11
Boots of Jump (Swift, +20)
Contingent Blindsight, Greater Immediate action; Grants Blindsight 60' and lasts 11 minutes.

Statistics

Abilities Str 8 -1 | Dex 16 +3 | Con --- | Int 18 +4 | Wis 17 +3 | Cha 15 +2

  • Feats Hu: Lifebond (+4 turn resistance and +2 saves); 1: Archivist of Nature (Giants & Fey); A1: Scribe Scroll; D: Draconic Archivist (Dragons & Constructs); 3: Corpsecrafter; 6: Bolster Resistance (+4 turn res)
  • Daryl Points: 1
  • Skills
Acrobatics (Dex) (0 ranks)
Balance +3
Tumble +3
Athletics (Str) (0 ranks)
Climb -1
Jump -1 (+19 with Boots)
Swim -1
Animals (Cha) (0 ranks)
Handle Animal +2
Ride +2
Concentration (Con) (10 ranks)
Autohypnosis +10
Concentration +10
Craft (Int) +4
Skill (0 ranks)
Deception (Cha) (6 ranks)
Bluff +8
Disguise +8 (+18 hat)
Heal (Wis) (2 ranks) +5
Influence (Cha)(6 ranks)
Diplomacy +8
Intimidate +8
Inspect (Int) (0 ranks)
Appraise +4
Search +4
Legerdemain (Dex) (0 ranks)
Escape Artist +3
Sleight of Hand +3
Linguistics (Int) (3 ranks)
Decipher Script +9
Forgery +9
Mechanics (Dex) (0 ranks)
Disable Device +3
Open Locks +3
Notice (Wis) (4 ranks)
Listen +7
Spot +7
Perform (Oratory/Storytelling) (Cha) (11 ranks) +13
Profession (Barrister) (Wis) (2 ranks) +5
Profession (Hunter) (Wis) (1 ranks) +4
Profession (Scribe) (Wis) (1 ranks) +4
Streetwise (Wis) (2 ranks)
Gather Information +5
Sense Motive +5
Spellcraft (Int) (3 ranks)
Psicraft +7
Spellcraft +12
Stealth (Dex) (7 ranks)
Hide +20 (+10 racial)
Move Silently +14 (+4 racial)
Survival (Wis) (0 ranks)
Survival
Use Rope
Use Magic (Int) (0 ranks)
Use Magic Device
Use Psionic Device
Knowledge (Arcana, Dungeoneering, History, Nature, Religion, Planes) (10 ranks) +14 (+16 religion, +21 arcana)
Initiative (n/a) (0 ranks)
Speak Language
Replacing Common: Ignan
Int: Elvish, Dwarven, Infernal, Giant