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User:Arz/Builds/Anti-Psi

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Revision as of 07:59, 27 May 2009 by >Arz (with this loogie I mark you for annihilation)
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Spellthief 2/Warlock 2

Alignment: CG | Size: T | Type: Monstrous Humanoid
Sex: Male | Height: 1'8" | Weight: 8# | Hair: Silver | Eyes: Amber
Patron Deity: Wastri
Abilities Str 4 -3 | Dex 20 + | Con 14 + | Int 18 + | Wis 10 +0 | Cha 4 -3

Defense

AC 26, touch 17, flat-footed 21 (+6 armor, +5 dex, +3 natural, +2 sz)
HP 28 (HD:2d6+8)
Init +6
Speed 20'/swim 20'
Fort +3, Ref +6, Will +4

Attacks

  • Dagger +10 | 1d2-3 | Crit 19-20/*2 | P/S | Range 10' | .25 lbs.
    Special:
  • Light Crossbow +10 | 1d4 | Crit 19-20/*2 | P | Range 80' | 4 lbs.
    Special: aquatic
  • Eldritch Glaive +10 | 1d6 | Crit 20/*2 | Magic | Range 0' | 0 lbs.
    Special: touch, reach, full action
  • Bite +10 | 1d3-3 | Crit 20/*2 | B/P/S | Range 0' | 0 lbs.
    Special:

Base Attack +3 | Grapple -0 (+3 BAB, +5 Dex, -8 Sz)

Feats

Unspent DP = 1
  • 1st: Aberration Blood [LoM] (Slimy Skin) Grants racial bonus of +4 to escape artist checks. A character who has selected at least one aberrant feat gains an inhuman, unsettling presence. You take a –1 penalty on Diplomacy, Disguise, Gather Information, Handle Animal, and wild empathy checks for every aberrant feat you possess (–2 with two feats, –3 with three feats, and so on).
  • 3rd: Inhuman Reach [LoM] Gain +5' reach and +2 to athletics. -1 to all attacks. Cumulative -1 racial to Animals, Deception, Influence, and Streetwise.

Abilities

Proficient in light armor
Proficient with simple weapons
Spellthief 2
  • Sneak Attack(ex): +1d6
  • Steal Spell(su):
  • Trapfinding(ex):
  • Read Magic(sp): 1/day
  • Spellgrace(su): +1 competence bonus to saves vs spells.
  • Stea Spell Effect(su):
Warlock 2
  • Invocations(sp): Least - Eldritch Glaive, Sickening Blast
  • Eldritch Blast(sp): CL 2; DC 15; 60' ray; 1d6
  • Detect Magic(sp): @will

Racial

Muckdweller +0
-6 str, +6 dex -2 cha
Darkvision 60'
+8 racial bonus to swim & use dex instead of str modifier.
Squirt(ex): 25'; Reflex DC 17 {10+0.5lvl+dex}; Blind for 1 round.
Quorbred +2
+4 int, -2 wis, -4 cha
Disruptive Strike(su): Opponents struck by melee attacks must make Fort DC 16 {10+0.5lvl+int} or be unable to use spells, spell-like, or psionic abilities for 1 round.
Antipsionic(ex): Cannot learn or use psionic powers, feats, or items.
Closed Mind(ex): Clairsentience and divination powers must make a DC 24 {20+lvl} level check or fail. This includes powers that mimic a clairsentience or divination power.
Immunities(ex): Immune to dream and fear effects.
Intellectual(ex): Can use intelligence in place of wisdom or charisma to determine save DC.
Power Resistance(ex): 11 + lvl = 15
+4 bonus on saves vs illusions and mind-affecting spells and abilities.

Skills

Str 4 -3
  • Athletics (0 ranks)
Climb
Jump -6
Swim +8
Int 18 +4
  • Craft (alchemy) (7 ranks)
  • Inspect (7 ranks)
Appraise
Search
  • Linguistics (2 ranks)
Decipher Script
Forgery
  • Mechanics (7 ranks)
Disable Device
Open Locks
  • Spellcraft (7 ranks)
Psicraft
Spellcraft


Dex 20 +5
  • Acrobatics (7 ranks)
Balance
Tumble
  • Legerdemain (7 ranks)
Escape Artist +4
Sleight of Hand
  • Stealth (7 ranks)
Hide
Move Silently
Wis 10 +0
  • Notice (0 ranks)
Listen
Spot
  • Streetwise (0 ranks)
Gather Information -2
Sense Motive
  • Survival (0 ranks)
Survival
Use Rope
Other
  • Initiative (2 ranks)
Languages: Common, Draconic, Infernal, Aboleth, Yuan-ti, Maenad
Con 14 +2
  • Concentration (7 ranks)
Autohypnosis
Concentration
Cha 4 -3
  • Animals (0 ranks)
Handle Animal -2
Ride
  • Deception (0 ranks)
Bluff
Disguise -2
  • Influence (0 ranks)
Diplomacy -2
Intimidate
  • Use Magic (7 ranks)
Use Magic Device
Use Psionic Device

Mithirl Chain 1100 Chronocharm of the Horizon Walker 500 Piercer Cloak 900 Goggles of Minute Seeing 1250