A Chronoshift: Spelljammer Character

INTEVAR DAGELLA LEVEL 8

Female Centurian drow silent hunter 8

LN Medium humanoid (elf)

Init +3+3 Dex; Senses darkvision 60 ft.; Perception +9

 DEFENSE

AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 natural)

hp 66 (8d10+88d10 silent hunter, +0 Con, +8 Favored Class, +0 Toughness feat)

Fort +7+6 base, +0 Con, +1 cloak of resistance, Ref +10+6 base, +3 Dex, +1 cloak of resistance, Will +5+2 base, +2 Wis, +1 cloak of resistance; +2 vs. enchantment and poison

Immune sleep; Resist cold 5

Flaws tactless

 OFFENSE

Speed 30 ft.30 ft. base, -0 ft. armor (6 squares)

Melee

+1 hooked striking keen wakizashi +12/+7BAB plus +3 Dex plus +1 enhancement (1d6+1+1 Str plus +1 enhancement/15-20) or

grooved masterwork silver dagger +12/+7BAB plus +3 Dex plus +1 enhancement (1d4+1 Str plus -1 alchemical silver)

Ranged

masterwork composite longbow +12/+7BAB plus +3 Dex plus +1 enhancement (1d8+1+1 Str plus +0 enhancement/x3; increments 105 = thrown/early firearm | 10 = projectile; range 110110 ft. ft.)

masterwork hand crossbow +12BAB plus +3 Dex plus +1 enhancement (1d4+0 enhancement/19-20; increments 105 = thrown/early firearm | 10 = projectile; range 3030 ft. ft.) or

aerodynamic shuriken +11/+6BAB plus +3 Dex (1d2+1+1 Str; increments 55 = thrown/early firearm | 10 = projectile; range 2010 ft. plus 10 ft. aerodynamix ft.)

Special Attacks favored enemy strike (reptilians +1 and 1d6, elves +2 and 2d6)

Silent Hunter Spells Prepared (CL 5th; concentration +7)

2nd—create treasure mapM, targeting foreknowledge

1st—hide weapon, urban grace

M requires costly material component

Spell-Like Abilities (CL 8th; concentration +9)

1/day—dancing lights, darkness, faerie fire

 STATISTICS

Str 1211 base, +0 race, +1 level, Dex 1613 base, +2 race, +1 level, Con 1012 base, -2 race, +0 level, Int 1313 base, +0 race, +0 level, Wis 1515 base, +0 race, +0 level, Cha 1311 base, +2 race, +0 level

Base Atk +8/+3; CMB +9+8 BAB, +0 size, +1 Str; CMD 2210 +8 BAB, +0 size, +1 Str, +3 Dex, +1 deflection, +0 dodge, -1 armor check penalty

Traits Alchemical Adept, Rigging Monkey

Feats Acrobatic, Acrobatic Dodge, Armor Proficiency (light), Deadly Accuracy, EnduranceB, Exotic Weapon Proficiency (kama, katana, kusarigama, nunchaku, sai, shuriken, siangham, wakizashi), Martial Weapon Proficiency (all), Shield Proficiency (light), Simple Weapon Proficiency (all), Weapon Finesse

Skills (armor check penalty -1-1 armor, -0 shield); Acrobatics +168 ranks, +3 Dex, -0 armor, +3 class skill, +2 Acrobatic feat (+21 balancing), Appraise +10 ranks, +1 Int, Bluff -10 ranks, +1 Cha, -2 Tactless flaw, Climb +117 ranks, +1 Str, +3 class skill, -0 armor (+13 onboard ship), Craft (alchemy) +128 ranks, +1 Int, +3 class skill (+16score plus 1/2 silent hunter level involving poisons, +14 craft alchemical item), Diplomacy -10 ranks, +1 Cha, -2 Tactless flaw, Disguise +10 ranks, +1 Cha, Escape Artist +138 ranks, +3 Dex, +3 class skill, -1 armor, Fly +40 ranks, +3 Dex, -1 armor, +2 Acrobatic feat, Heal +61 ranks, +2 Wis, +3 class skill, Intimidate +51 ranks, +1 Cha, +3 class skill, Knowledge (dungeoneering) +95 ranks, +1 Int, +3 class skill, Knowledge (geography: Century) +73 ranks, +1 Int, +3 class skill, Knowledge (nature) +62 ranks, +1 Int, +3 class skill, Perception +92 ranks, +2 Wis, +3 class skill, +2 racial, Profession (spacehand) +94 ranks, +2 Wis, +3 class skill, Ride +61 ranks, +3 Dex, +3 class skill, -1 armor, Sense Motive +20 ranks, +2 Wis, Sleight of Hand +127 ranks, +3 Dex, +3 class skill, -1 armor, Spellcraft +62 ranks, +1 Int, +3 class skill, Stealth +138 ranks, +3 Dex, +3 class skill, -1 armor, Survival +83 ranks, +2 Wis, +3 class skill (+12 follow tracks), Swim +52 ranks, +1 Str, +3 class skill, -1 armor; Racial Modifiers +2 Perception

Languages Common, Elven, Undercommon

SQ combat style (poison master [master poisoner, poison resistance]), glacier runner, ki pool (6half silent hunter levels plus Wisdom modifier points), light steps, ninja tricks (poison bomb, smoke bomb), poison use, swift tracker, track +4half silent hunter level, weapon familiarity (hand crossbow, rapier, short sword)

Combat Gear +1 aberration-bane bolts (2), +1 corrosive bolts (5), +1 dwarf-bane arrows (12), +1 thundering bolts (2), burning heart infused poison, minor now and later admixture, potion of cure light wounds, potion of cure moderate wounds, potion of gaseous form, potion of remove curse, potion of remove disease, smelling salt solution admixture, tangle bolt, adamantine weapon blanche (2), aerodynamic shuriken (49), arrows (10), bolts (145), blue whinnis (3 contact, 3 inhaled, 2 injury), drow poison (10 contact, 10 inhaled, 7 injury), dung grenade (4), ghast retch flask, giant wasp poison (3 contact, 3 inhaled, 3 injury), goaded fuse grenade, itching dust, large scorpion poison (2), rainbow scarab shell (2 contact, 2 inhaled, 3 injury), shadow paste, shard gel, shriek bomb (3), tangleburn bag, tanglefoot bag (3), thunderstone, tindertwig (5)

Other Gear +1 hooked striking keen wakizashi, grooved masterwork silver dagger, masterwork composite longbow (+1 Str), masterwork hand crossbow, acrobatic climbing veiled chain, alabaster trappings, amulet of natural armor +1, antiquarian's monocle, boots of ropewalking, cloak of resistance +1, death's will gloves, decorum band, handy haversack, ring of protection +1, ring of sustenance, canteen, cold-weather outfit, flint and steel, manacles with simple lock and key, rope (50 ft.), 146 pp, 2 gp, 2 sp, 3 cp

 SPECIAL ABILITIES

Acrobatic Dodge 63 plus 3 Dex/day—As immediate action, when you would normally be hit with a melee or ranged attack, make Acrobatics check (DC equal to opponent's attack roll) to gain free 5-foot step and must take it to avoid the attack. If you cannot take this move, cannot use this feat. Movement does not count against any other movement you take and does not provoke attack of opportunity. May only use when you have an armor check penalty of 0, carrying no more than a light load, and not wielding a two-handed weapon or shield.

Alchemical Adept Gain +2 trait bonus to craft alchemical items (factored into Skills section above). When you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.

Deadly Accuracy When dealing weapon damage with weapon to which you add Dex bonus to attack (ranged attacks or melee attacks with Weapon Finesse), reroll any result of 1 on your weapon's damage dice (must keep result of reroll, even if another 1). Only weapon attacks that require an attack roll benefit from this feat. Does not apply to additional damage dice such as precious damage or flaming property.

Endurance Gain +4 bonus on the following checks and saves: Swim checks to resist nonlethal damage from exhaustion; Con checks made to continue running; Con checks made to avoid nonlethal damage from a forced march; Con checks made to hold your breath; Con checks made to avoid nonlethal damage from starvation or thirst; Fort saves made to avoid nonlethal damage from hot or cold environments; and Fort saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Equipment Descriptions

acrobatic climbing veiled chain Functions as +1 chain shirt. Wearer can use disguise self and vanish each once per day (CL 3rd). Armor check penalties do not apply to Acrobatics or Climb checks.

adamantine weapon blanche When poured on weapon and exposed to flame for full round, allow weapon (or 10 ammunition) to overcome damage reduction as adamantine for one successful hit.

alabaster trapping 1/day—As immediate action, repel one creature physically touching you (such as when hit with touch spell or combat maneuver) deal 5d4 force damage to target and push 10 ft. in direction specified by wearer. Constant prestidigitation removes dirt, stains, and wrinkles.

antiquarian's monocle 3/day—On command, read magical inscriptions (including scrolls) as if affected by read magic. 1/day—On command as full-round action (or spell casting time, whichever is longer), activate a 1st-level spell from a scroll even if you do not meet requirements to cast.

bane special weapon ability Against designated type (or subtype) of foe, weapon's enhancement bonus is +2 better than its actual bonus, and it deals an extra 2d6 damage.

blue whinnis Injury; save Fort DC 14; frequency 1/round for 2 rounds; effect 1 Con/unconscious 1d3 hours; cure 1 save.

boots of ropewalking Gain +5 competence bonus on Acrobatics checks made to balance [factored into Skills above]. If you have 5 or more ranks in Acrobatics, can move full speed while balancing with no penalty.

burning heart infused poison Ingested; save Fort DC 14; onset 10 minutes; frequency 1/minute for 6 minutes; effect 1d2 Str, target can attempt one save to cure a lycanthropy affliction contracted in the past hour; cure 1 save; spell effect touch of combustion (Reflex DC 11).

cold-weather outfit Gain +5 circumstance bonus on Fort saves against exposure to cold weather.

death's will gloves As swift action, deliver stream of poison as ranged touch attack at target within 30 ft. As full-round action, provoking attacks of opportunity, refill glove. Gain +4 competence bonus on Sleight of Hand checks to conceal poisons or toxins on your body.

decorum band You become aware prior to taking an action if it would cause a creature's attitude to shift negatively toward you.

drow poison Injury; save Fort DC 13; frequency 1 minute for 2 minutes; effect unconsciousness 1 minute/2d4 hours; cure 1 save.

dung grenade Any creature directly hit or in splash radius takes 1d6 fire damage and is covered in guano becoming sickened for 1d4 rounds. A DC 15 Reflex save halves damage and sickened duration. Thrown as splash weapon with range of 10 feet.

ghast retch flask Throw as splash weapon. Target is nauseated for 1 round and sickened for 3 rounds after (DC 12 Fort save prevents nausea but not sickened). Creatures within 5 ft. are sickened for 1 round. This is a poison effect.

giant wasp poison Injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

goaded fuse grenade As move action, light fuse. As standard action, throw as splash weapon. Explodes in 1d3 rounds dealing 2d6 bludgeoning and 1d6 fire damage in 10-ft.-radius burst (Reflex DC 17 half).

grooved mastercraft template Poison applied to this weapon remains for two successful hits.

handy haversack As move action provoking attacks of opportunity, retrieve any specific item stored in bag. Two side pouches can each hold 2 cu. ft. of material weighing up to 20 lbs. Central pocket can hold 8 cu. ft. of material weighing up to 80 lbs. Pack always weighs only 5 lbs.

hooked mastercraft template Can be used to make trip attacks; if tripped during your own trip attempt with this weapon, you may drop it to avoid being tripped.

itching dust Throw at a grid intersection (AC 5) with five 10 ft. range increments, and fill 5 ft. radius (four squares) with cloud. Any creature with working, animal-based biology (excluding constructs, elementals, plants, oozes, and undead) must make DC 15 Fort save or itch for 1d6 minutes suffering -2 penalty to all attack, damage, skill, and ability checks and a -4 penalty on concentration checks. Cloud lasts 1d4+1 rounds.

large scorpion venom Injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

manacles Can bind Medium creature, DC 30 Escape Artist, or break (DC 26 Str check). Has hardness 10 and 10 hp. Unlock with DC 20 Disable Device.

minor now and later Consume as standard action provoking attacks of opportunity to cure 1d8+5 hp and gain +1 morale on attack rolls and saves against fear, and 1d8+5 temporary hp for 5 minutes.

rainbow scarab shell Injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d4 Str and creature reduced to 0 Str asphyxiates and immediately begins suffocating; creatures that do not breathe are immune to suffocation but not Str dmg; cure 1 save.

ring of sustenance Continually provides life-sustaining nourishment. Wearer only needs 2 hours of sleep to gain benefit of 8 hours of rest; can prepare spells after 2 hours but still only once per day. Must be worn one full week to attune; if removed, must reattune.

shadow paste Take 1 minute to apply to skin, clothes, or armor and gain +4 alchemical bonus to Stealth checks for 1 hour and can make Stealth checks in normal or bright light (though not when already observed).

shard gel Throw as ranged touch with range increment of 10 ft. Direct hit deals 1d4 piercing damage; every creature within 5 ft. of point of impact takes 1 hp piercing damage from splash. Target square and each adjacent square filled with caltrops for 5 rounds. Area of effect sonic damage immediately destroys caltrops.

shriek bomb As move action, light fuse. As standard action, throw as splash weapon. Explodes in 1d3-1 rounds (0 means end of your turn) dealing 2d6 sonic damage in 10-ft.-radius burst (Fortitude DC 15 half). Thrown as splash weapon with range of 10 feet.

smelling salt solution Consume as standard action provoking attacks of opportunity to cure 2d8+3 hp and gain +4 enhancement Con for 3 minutes.

striking mastercraft template Gain +2 circumstance bonus to confirm critical hit with this weapon.

tangle bolt As +1 seeking bolt and entangles target hit as tanglefoot bag.

tangleburn bag Throw as ranged touch with range increment of 10 ft. against Large or smaller target. Target hit takes -2 penalty on attack rolls and -4 penalty to Dex and must make DC 15 Reflex save or be glued to floor, unable to move. On successful save, move only half speed. Winged flying creature is not stuck to floor but must make DC 15 Reflex save or be unable to fly and fall to ground. Direct hit also deals 1d6 fire damage and target must save (DC 20 Reflex) or catch fire. For 2 rounds, extinguishing these flames is a DC 25 Reflex save, and using water in the attempt causes a burst of flames like alchemist's fire making a direct hit plus splash damage. After 2 rounds, DC 15 Reflex save and water works normally.

tanglefoot bag Throw as ranged touch with range increment of 10 ft. against Large or smaller target. Target hit takes -2 penalty on attack rolls and -4 penalty to Dex and must make DC 15 Reflex save or be glued to floor, unable to move. On successful save, move only half speed. Winged flying creature is not stuck to floor but must make DC 15 Reflex save or be unable to fly and fall to ground.

thundering special weapon ability Add 1d8 sonic damage on successful critical hit. If weapon's critical multiplier is x3, add 2d8 sonic damage instead. If multiplier is x4, add 3d8 sonic damage. Subjects dealt critical hit must make a DC 14 Fort save or be permanently deafened.

thunderstone Throw as ranged attack with range increment of 20 ft. When striking hard surface (or is struck), each creature in 10-ft.-radius must make DC 15 Fort save or be deafened for 1 hour. Aiming at a particular 5-ft. square is against AC 5.

Favored Enemy Strike (Ex) Gain bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks and weapon attack against favored enemy. Gain precision damage on damage rolls against them; not multiplied on critical hit and must be within 30 ft. if ranged. May only deal nonlethal damage if using a nonlethal weapon. May make Knowledge skill checks untrained when attempting to identify favored enemy.

Glacier Runner (Ex) Gain +4 racial bonus on Con checks and Fort saves to avoid fatigue, exhaustion, or ill effects form running, forced marches, starvation, thirst, or hot or cold environments.

Ki Pool (Su) As long as you have at least 1 point in your ki pool, treat any Acrobatics skill check made to jump as if you had a running start. As swift action, spend 1 ki pool point to make additional attack at highest attack bonus against a favored enemy when making full attack, or increase speed by 20 ft. for 1 round, or give self +4 insight bonus on Stealth checks for 1 round. Ki pool replenished each morning following 8 hours of rest or meditation and do not have to be consecutive.

Light Steps (Ex) As full-round action, move up to twice your speed, ignoring difficult terrain. When so moving, any surface will support you regardless of weight allowing movement across water, lava, or even thin tree branches but not air, up walls, or other vertical surfaces. Must end movement on surface that can support you normally. When so moving, take no damage from surface or hazards that react to touch, such as lava or caltrops. No need to make Acrobatics checks to avoid falling on slippery or rough surfaces. Ignore any mechanical traps that use location-based trigger.

Master Poisoner (Ex) Use Craft (alchemy) to change poison's type. Requires 1 hour, an alchemist's lab, and Craft (alchemy) check (DC equal to poison's DC). If successful, change to contact, ingested, inhaled, or injury. If failed, poison ruined. Receive bonus on Craft (alchemy) checks when working with poison equal to 1/2 silent hunter level (already factored into Skills section).

Ninja Tricks Only one talent that adds effects to sneak attack can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.

Poison Bomb (Ex) When using the smoke bomb trick, may include 1 dose of any inhaled poison you possess. Poison affects all creatures in the smoke and lasts as long as the smoke lasts. Must pay for poison normally.

Smoke Bomb (Ex) As standard action, costing 1 ki point, throw bomb as ranged touch attack with range 20 ft. or center on self to create cloud of smoke with 15-foot radius. Obscures all sight, including darkvision, beyond 5 ft. Creatures within 5 ft. have concealment (20% miss chance), and creatures farther away have total concealment (50% miss chance, cannot target by sight). Lasts 1 minute unless dissipated in 1 round by moderate or stronger wind.

Poison Use (Ex) Never risk accidentally poisoning yourself applying poison to a weapon.

Swift Tracker (Ex) Move at normal speed while using Survival to follow tracks without taking normal -5 penalty. Take only -10 penalty (instead of normal -20 penalty) when moving at up to twice normal speed while tracking.

Weapon Finesse Use Dex modifier instead of Str modifier on attack rolls when wielding properly sized light weapon, rapier, whip, or spiked chain. Armor check penalties from a shield apply to your attack roll.


Height 6'3"; Weight 120 lbs.; Hair Silver; Eyes Blue; Skin Marengo; Age 137; Religion The Path and The Way; Homeland Century, Pirtelspace; Favored Class Silent Hunter

Defeated Enemies Babau Demon (2), Drider, Drow Freebooter, Drow Scout (4), Giant Vulture, Ogrillon Pugilist, Tengu Vandal Lackey

Defining Characteristic Always looking out for number one, like a true drow. I hold no allegiance to anyone, but align myself with whatever and whomever benefits me the most in the long run. I always operate within the boundaries of the law... especially the grey areas.

History War. All I know is war. And I’m just fine with that. My parents were part of the survivors that crashed on Century. Incapable of escaping the frozen planet, thanks to the elves on Darkwatch, they settled in the Lands of Grey Ice. From as early as I can recall, my parents would recount the treacheries committed by the Elven Imperial Navy. But, without a way to retaliate, it wasn’t long before our people found a new whipping boy: the nearby human barbarians. Initially, my people banded together as a way to survive, but that was short lived. Soon, the tradition of one House undermining another was the norm again.

While still in my youth, an opposing House conspired with a barbarian tribe to eliminate my family line. I was too young to fight. I hid, but the humans went room by room. It wasn't long before I was found. The man who discovered me, rather than kill me like he and his cohorts did to my family, took me to live with him and his wife. They were barren and thought they would raise me as their own.

They trained me to fight like them. They taught me their faith: the Path and the Way. I knew little of Lolth; she hadn't done much for me, and their explanation of things made sense enough, so it also became my faith.

Once I was considered an adult in human terms, I was expected to fight by their side. There is no allegiance amongst Drow, so I did. And I was damn good at it too. By the time of my human parents' death, I was ready to leave their society. I returned to the village my mother helped establish. Knowing my house name, and thinking I sought vengeance, I was ran out. I continued my journey across the frigid tundra, offering my unique skill set to whatever House was the highest bidder.

After a few years, I grew bored. I desired something different. I bid my time, and once I had learned the routine, I escaped as a stowaway on a Peleset ship docked for re-airing. Once we were in deep space, I revealed myself and offered to work as trade for passage to Garden.

But by the time we arrived, they realized their peoples' story and mine had a lot in common. They offered to keep me on as a spacehand. I accepted. I stayed with them for a long time, at least by their measure. Now, however, they have grown old and are ready to retire. Which means it is time, once again, for me to move on.

Future Level-Up Plans: Take Quick Draw, Point-Blank Shot, Two-Weapon Fighting, and Precise Shot feats. Pick-up Master Alchemist feat at level 9.


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