Delta Fox | LG | ||
Character Name | Alignment | ||
Mageknight 2 | |||
Character Level | |||
Elf (Criador) | M | ||
Race | Size | ||
Female | 44 | ||
Gender | Age | ||
5'9" | 130 | ||
Height | Weight | ||
Red | Blue | ||
Hair | Eyes |
The White | The White City |
Deity | Homeland |
- | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +4 | +3 | CON +0 | +0 | +1 | +0 |
Reflex | +4 | +0 | DEX +3 | +0 | +1 | +0 |
Will | +4 | +3 | WIS +0 | +0 | +1 | +0 |
Misc is Resist Magic: +1 bonus to all saving throws against magic, spells, spell-like abilities, and sphere effects.
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+3 | +2 | +1 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
16 | 10 | +2 | +1 | +3 | +0 | +0 |
Common, Elven, Draconic, Celestial, Orc
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +3 | (DEX) +3 | +0 | +0 | |
Bluff | -1 | (CHA) -1 | +0 | +0 | |
Climb | +1 | (STR) +1 | +0 | +0 | |
Diplomacy | -1 | (CHA) -1 | +0 | +0 | |
Disguise | -1 | (CHA) -1 | +0 | +0 | |
Escape Artist | +3 | (DEX) +3 | +0 | +0 | |
Fly | +3 | (DEX) +3 | +0 | +0 | |
Heal | +0 | (WIS) +0 | +0 | +0 | |
Intimidate | -1 | (CHA) -1 | +0 | +0 | |
Knowledge: Arcana | +8 | (INT) +3 | +2 | +3 | |
Knowledge: Dungeoneering | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Local | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Nature | +8 | (INT) +3 | +2 | +3 | |
Knowledge: Planes | +8 | (INT) +3 | +2 | +3 | |
Knowledge: Religion | +8 | (INT) +3 | +2 | +3 | |
Perception | +0 | (WIS) +0 | +0 | +0 | |
Ride | +3 | (DEX) +3 | +0 | +0 | |
Sense Motive | +0 | (WIS) +0 | +0 | +0 | |
Spellcraft* | +8 | (INT) +3 | +2 | +3 | |
Stealth | +3 | (DEX) +3 | +0 | +0 | |
Survival | +0 | (WIS) +0 | +0 | +0 | |
Swim | +1 | (STR) +1 | +0 | +0 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +3 | (INT) +3 | +0 | +0 | |
Craft: Alchemy | +11 | (INT) +3 | +2 | +6 | |
Knowledge: Engineering | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Geography | +3 | (INT) +3 | +0 | +0 | |
Knowledge: History | +3 | (INT) +3 | +0 | +0 | |
Knowledge: Nobility | +3 | (INT) +3 | +0 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Craft: Alchemy | +5 | (INT) +3 | +2 | +0 |
Skill Focus (Craft: Alchemy)- +3 to Craft: Alchemy
Form-Breaker (Su)
You may spend a spell point as a swift action to empower your next attack with magical energies disruptive to shapechangers. If the attack successfully strikes a creature under a polymorph effect (such as shapeshift, beast shape, polymorph, or change shape), make an MSB check against the effect’s MSD. You gain a +4 bonus on this check. If successful, the polymorph effect immediately ends and the target cannot benefit from polymorph effects for a number of rounds equal to your CAM. (Intelligence)
~Casting~
Drawbacks: Verbal Casting, Somatic Casting, Prepared Caster, Galvanized
Boons: Easy Focus
Spheres: Time
Sphere Drawbacks: Personal Time, Accelerator (Can only affect self with Time, can't use Slow)
6 spell points
Haste: You grant the target the ability to make an extra attack at its highest BAB whenever it makes a full attack action. This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so it cannot be used to cast a second sphere effect or otherwise take an extra action in the round. You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration.
Improved Haste: When you use haste on a target, that target also gains a 30 feet enhancement bonus (to a maximum of twice the subject’s normal speed) to all forms of movement. The target also gains a +1 bonus to attack rolls, as well as a +1 Dodge bonus to AC and Reflex saves.
After Image: You may cause a target to bleed through time, blurring their image so that they appear to be in multiple places at once. This grants the target concealment (20% miss chance) against attacks, +5% per 3 caster levels to a maximum of 50%. This is a blur effect, and may be counteracted by abilities that specify they can see through them. Opponents that cannot see the subject ignore this penalty, although fighting an unseen opponent carries penalties of its own.
This effect lasts as long as you concentrate, although you may spend a spell point as a free action to allow this effect to remain for 1 minute per caster level without concentration.
Second Chance: As an immediate action, you may spend a spell point to allow any creature currently benefiting from one of your alter time effects to reroll a saving throw they just failed. They must accept the new result even if it is worse than the original roll.
Equipment Talents: Expert Reloading: Reload Xbow as free action
Mechanical Savant: +1/2 BAB to Xbow damage.
Armor Expert: +1 AC to armor
Alchemy Sphere: All formulae have a base crafting DC as noted in their descriptor. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot prepare more formulae at one time than a number equal to 3
You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Craft (alchemy) ranks or having increased the crafting DC. Additional damage dice in formulae for having multiple ranks in Craft (alchemy) are always treated as bonus damage dice and are not multiplied by Vital Strike or a critical hit.
Salve: Craft DC: 15
You create a poultice that can be used as a standard action to heal yourself or a target within your natural reach for 1d8+3 points of damage. You can only attempt to heal a particular creature with this ability 4 times per day.
You can increase the Craft DC for this item in increments of 10; each time you do so you increase the healing granted by the salve by 5.
Panacea: You create a vial of liquid that can be used as a potion, removing a single negative condition the drinker is currently suffering from. The conditions that a panacea can remove are determined by the Craft DC used for its creation:
DC 20: Deafened, fatigued, shaken, sickened.
DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
DC 40: Frightened, blinded, paralyzed, stunned.
Snap Toss: You may expend your martial focus to use a single alchemical item that can normally be used as a standard action as a swift action that does not provoke attacks of opportunity; this includes all actions necessary to use the item, including drawing it (but not creating it).
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Heavy Crossbow | +5 | 19-20/x2 | Piercing | 120 | 30 | 1d10+1 |
ARMOUR | ||||||
---|---|---|---|---|---|---|
Name | ACB | Type | Check Penality | Spell Failure | Weight | Properties |
Masterwork Studded Leather | 3 | Light | 0 | 15% | 20 | Max Dex 5 |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.