Eregor Shadowstalker | CE | ||
Character Name | Alignment | ||
Wzard 3 , Rogue 3 , Arcane Trickster 4 | |||
Character Level | |||
Gnome | S | ||
Race | Size | ||
Male | 173 | ||
Gender | Age | ||
3 ft. 4 in. | 39 lbs. | ||
Height | Weight | ||
Blue | Silver | ||
Hair | Eyes |
NPC | |
Player | |
- | - |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +4 | +3 | CON +1 | +0 | +0 | +0 |
Reflex | +10 | +6 | DEX +4 | +0 | +0 | +0 |
Will | +6 | +6 | WIS +0 | +0 | +0 | +0 |
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+3 | +5 | -1 | -1 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
17 | 10 | +5 | -1 | +4 | -1 | +0 |
Common, Gnome, Sylvan, Draconic, Elven, Goblin, Orc
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +4 | (DEX) +4 | +0 | +0 | |
Bluff | +1 | (CHA) +1 | +0 | +0 | |
Climb | -1 | (STR) -1 | +0 | +0 | |
Diplomacy | +1 | (CHA) +1 | +0 | +0 | |
Disable Device* | +11 | (DEX) +4 | +4 | +3 | |
Disguise | +1 | (CHA) +1 | +0 | +0 | |
Escape Artist | +16 | (DEX) +4 | +9 | +3 | |
Fly | +16 | (DEX) +4 | +9 | +3 | |
Heal | +0 | (WIS) +0 | +0 | +0 | |
Intimidate | +1 | (CHA) +1 | +0 | +0 | |
Knowledge: Arcana | +17 | (INT) +5 | +9 | +3 | |
Knowledge: Dungeoneering | +5 | (INT) +5 | +0 | +0 | |
Knowledge: Local | +5 | (INT) +5 | +0 | +0 | |
Knowledge: Nature | +5 | (INT) +5 | +0 | +0 | |
Knowledge: Planes | +5 | (INT) +5 | +0 | +0 | |
Knowledge: Religion | +5 | (INT) +5 | +0 | +0 | |
Perception | +14 | (WIS) +0 | +9 | +5 | |
Ride | +4 | (DEX) +4 | +0 | +0 | |
Sense Motive | +12 | (WIS) +0 | +9 | +3 | |
Spellcraft* | +17 | (INT) +5 | +9 | +3 | |
Stealth | +20 | (DEX) +4 | +9 | +7 | |
Survival | +0 | (WIS) +0 | +0 | +0 | |
Swim | +4 | (STR) -1 | +2 | +3 | |
Use Magic Device* | +13 | (CHA) +1 | +9 | +3 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +5 | (INT) +5 | +0 | +0 | |
Knowledge: Engineering | +5 | (INT) +5 | +0 | +0 | |
Knowledge: Geography | +5 | (INT) +5 | +0 | +0 | |
Knowledge: History | +5 | (INT) +5 | +0 | +0 | |
Knowledge: Nobility | +5 | (INT) +5 | +0 | +0 | |
Sleight of Hand* | +16 | (DEX) +4 | +9 | +3 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
You can draw weapons faster than most.
You are adept at firing ranged attacks into melee.
You are especially accurate when making ranged attacks against close targets.
You can easily move through a dangerous melee.
You can deftly move up to a foe, strike, and withdraw before he can react.
You can store more mythic power than your tier would normally allow.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Death's Whisper | +10 | {19-20}x2 | Slashing or Piercing | 10 ft. Thrown | None | 1d3+2+2d6 |
2000 pp
The statblocks of your Weapons, armor and other important/magical equipment
Damage (S) | Damage (M) | Type | Critical | Range |
---|---|---|---|---|
1d3+2 | 1d4+2 | piercing or slashing | 19-20x2 | 10 ft. (thrown) |
This dark kris style blade radiates with unholy energy. The air seems to grow cold around it, almost as if it is drawing the very essence of warmth itself. An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment. It bestows one permanent negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
These items appear to be wrist or arm guards, sometimes etched with symbols of protection or depictions of vigilant-looking animals. Bracers of armor surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table: Armor Special Abilities for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.
The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
The statblocks of your class features
Rogue Class Feature
You are trained in using your agility in melee combat, as opposed to brute strength.
Rogue Class Feature
Arcane Trickster Class Feature
Arcane Trickster Class Feature
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
You can decipher magical inscriptions on objects
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
You cause a living creature that is below 0 hit points but stabilized to resume dying.
Cause a metal object to instantly become red hot.
limited ability to avoid death for yourself
create a bank of fog
Nauseating vapors
Statblocks for your Trinkets, businesses, building, castles, empires.
This dark black stone is polished smooth like glass. It seems to absorb all light, drawing the shadows nearby and reflecting them on it’s surface as it sits in your outstretched hand.It grants its wearer the ability to transform into the form of the shadow dragoon spirit. While in this form the user loses 1 point of mythic power per round that they are in the form and gains access to several new abilities, in addition to gaining access to mythic tiers while in that form.
+2 Natural Armor BAB +2 All attacks are considered magical while in this form. 80 ft. Fly Speed (good) Shadow Surge- Add 1d6 points of negative energy damage to your attacks Resist 10 Cold, 10 Negative-Energy Shadow Dart 2 mythic power - As a swift action, the user fades into the plane of shadow for a short duration. They are effectively untargetable and move at double their movement speed before reammerging at the end of their movement. The user may use this a maximum number of rounds at any one time equal to 3 x mythic tier.A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.