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 Sinnuippe "Snipe" Gallolithway

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Join date : 2011-03-07

Sinnuippe "Snipe" Gallolithway Empty
PostSubject: Sinnuippe "Snipe" Gallolithway   Sinnuippe "Snipe" Gallolithway I_icon_minitimeWed Jul 13, 2011 7:45 am

21st lvl half-drow
Ranger 8/Rogue 3/Sentinel 10

STR 12 +1 (16 +3)
DEX 18 +4 (22 +6)
CON 12 +1 (16 +3)
INT 13 +1
WIS 18 +4 (24 +7)
CHR 8 -1

BAB 16/11/6/1 (17/12/7/2)
HP 267
AC 19
Initiative 6 (Cool
Speed 30

Melee 20
Ranged 23
Snipe's Bow: 20x3 110 feet

17 Fort 6 0 3 3 5
26 Ref 6 3 6 6 5
17 Will 2 0 3 7 5

TRAITS:
Reactionary: +2 Initiative
Superspotter: +1 perception checks

Feats
HE: Skill Focus: Perception 6
1 Point Blank Shot
Ro2 Weapon Focus: Composite Longbow
3 Alertness (Perception + Sense Motive) 4
Ra2 Precise Shot
Ra3 Endurance
5 Athletic
7 Skill Focus: Disable Device 6
9 Skill Focus: Stealth 6
Ra6 Rapid Shot
11 Craven
13 Shadowstriker
15 Stealthy Hunter: +4 to Stealth and Survival
17 Darkstalker
19 Trapmonkey: +4 to Perception and Disable Device
21 Epic Skill Focus: Perception 10

Skills 161/161
23 Acrobatics (Dex 6) 10 3 4
Appraise (Int 1)
Bluff (Cha -1)
20 Climb (Str 3) 10 3 4
Craft (Int 1)
Diplomacy (Cha -1)
44 Disable Device (Dex 6) 21 3 10 2 2
12 Disguise (Cha -1) 10 3
12 Escape Artist (Dex 6) 3 3
Intimidate (Cha -1)
14 Knowledge (dungeoneering) (Int 1) 10 3
9 Knowledge (geography) (Int 1) 5 3
12 Knowledge (local: Moonsea) (Int 1) 8 3
13 Knowledge (local: Vast) (Int 1) 9 3
14 Knowledge (nature) (Int 1) 10 3
5 Linguistics (Int 1) 1 3
60 Perception (Wis 7) 21 3 24 2 1 2
Perform (Cha -1)
Profession (Wis 7)
13 Sense Motive (Wis 7) 1 3 2
Sleight of Hand (Dex 6)
Spellcraft (Int 1)
37 Stealth (Dex 6) 21 10
37 Survival (Wis 7) 21 3 4 2
7 Swim (Str 3) 1 3
Use Magic Device (Cha -1)

Class Abilities
RANGER:
Track: add 1/2 ranger level (4) to Survival checks to follow tracks
Skirmisher Ranger Variant: no divine casting, but...
--Skill Sage (Ex): As a free action, the Ranger can roll twice on any one skill check and take the better result. He must have at least 1 rank in that skill to use this ability.
--Uncanny Senses (Ex): As an immediate action, the Ranger gains a +10 insight bonus on Perception checks for 1 round.
Favored Enemies:
Humans +2
Elves +4
Wild Empathy
Favored Terrains:
Swamp +4
Forest +2
Woodland Stride
Swift Tracker
Hunter's Bond: Team Leader (Half favored enemy bonus on single enemy for Wis mod rounds as move action)

ROGUE:
Accuracy (Ex) At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow.
Deadly Range (Ex) At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd.
Sneak Attack 2d6+21
Evasion

SENTINEL:
Acute Senses (Ex) +2 to Sight, Hearing, Olfactory, and Touch related checks//saves against illusions
Quick Search (Ex) search 5' sides as part of move action//large area searches halved
Trap Finder (Ex) can find traps w/ DC's higher than 20
Concentration (Ex) Can concentrate on one sense, granting it a +4 and -2 to all others
Sensorial Paradigm (Ex) take 10 on Listen, Search, Spot checks//secret doors w/in 5' passively as if directed search
Detect Unnatural (Su) DC (15 + damage taken) check to detect magic, psionics, good, evil #/day = Wis mod
Superior Senses (Ex) Double sensorial range of normal for that race
Improved Evasion
Blindsight (Ex) 120 foot range (Denied if deaf)
Improved Uncanny Dodge (Ex)
Concealment Reduction (Ex) reduce concealment of enemies by 5%/5 Sent. levels
Sensorial Memory (Ex) Int check DC 5 to access "database" of sensations; +10 to Track by scent
Deathwatch (Su) Continuous Deathwatch spell effect
Intuition (Ex) +1 to Initiative, roll 2d20, take higher roll
Trap Sense +2
Heroic Evasion//reroll failed check or save w/ insight bonus = cha bonus
Hairs On the Back of Your Neck//Perception DC 20 to detect being watched
Status//continual
True Sight//continual

Half-Drow Traits (Ex)

* Medium size.
* A half-drow base land speed is 30 feet.
* +2 bonus to Will saves (by males) to resist arcane spells, and spell-like abilities.
* +2 bonus to Will saves (by females) to resist divine spells, and supernatural abilities.
* +2 racial bonus on saving throws made to resist the effects of drow poison.
* Darkvision out to 60-feet.
* +1 racial bonus on Listen, Search, and Spot checks. A half-drow does not have the elf’s ability to notice secret doors simply by passing near them.
* +2 racial bonus on Intimidate and Survival checks.
* Drow-Elf Blood: For all effects related to race, a half-drow is considered a drow elf. Half-drow, for example, are just as vulnerable to special effects that affect an elf, or drow, as their drow ancestors are; and they can use magic items that are only usable by an elf, or the drow subrace.
* Light Sensitivity: Half-Drow are dazzled in bright sunlight or within the radius of a daylight spell.
* Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Any (other than secret languages, such as Druidic).
* Favored Class: Ranger.

Snipe, a hairless, orange eyed creature of slight build and a deeply shadowed complexion hinting at the color of a cave mouth at twilight, understands Common, Elven, Undercommon, and Dammaran. He doesn't speak, however--his tongue has been removed as part of some past trial. He is often seen behind Pete, dressed in muted and neutral clothes as sturdy as they are pliable, cascading from his skull and down his form in many layers, scanning the area with his flame hued orbs. When unseen, it is assumed by the wise that the same is happening.

Equipment

***Bracers of Archery, Lesser (arms) 5,000 gp +1 competence on ranged
***+1 Composite Longbow, Spellstoring 8,400 gp
***Quiver of the Master Archer:
-The quiver has 3 separate compartments
-The first 2 compartments are fairly good sized and can hold a max of 70 arrows
-The 3rd compartment has several special abilities:
-Up to 20 original arrows may be placed into the compartment
-When the archer places an arrow into the compartment 1 duplicate arrow is created
-When created both duplicate and original can be removed for the quiver and used
-When the archer thinks of an arrow type and reaches into the quiver he may remove it as a standard action (yes there is a possibility for attacks of opportunity)
-Only 20 duplicate arrows can be created per 24 hours
-Cannot duplicate arrows that will release spell when fired
-When removed from the quiver the duplicate arrows last 1hr. or until used
-The first arrow of a set removed from the quiver is always the duplicate
Caster Level:9th; Prerequisites: Craft Wonderous Item, Leomund’s secret chest, Minor image; Market Price: 2,500 gp; Weight: ---
***Gauntlets of Dexterity +4 Hands
***Hat of Disguise
***Eyes of the Eagle
***Studded Leather +1, Death Warded
***Slippers of Spider Climbing
***Broach of Shielding
***Circlet of Intellect +4 (blindness bestowed on wearer whilst equipped--rarely used)
***Hood of Wisdom +4
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Sinnuippe "Snipe" Gallolithway
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