|Played by Hopey|
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10 + Dexterity 4 + Armour 2= 16|
|Dex = +0|
|Skills||Ranks||Stat Bonus||Synergy||Magical Bonuses||Total|
|X||Decipher Script (Int)||+0||+3||+0||+0||+3|
|X||Disable Device (Int)||+0||+3||+0||+0||+3|
|X||Escape Artist (Dex)||+2||+4||+0||+0||+6|
|X||Gather Information (Cha)||+2||+4||+0||+0||+6|
|C||Handle Animal (Cha)||+0||+4||+0||+0||+4|
|X||Knowledge (Local) (Int)||+2||+3||+0||+0||+5|
|X||Move Silently (Dex)||+4||+4||+0||+0||+8|
|X||Open Lock (Dex)||+2||+4||+0||+0||+6|
|X||Sense Motive (Wis)||+4||+1||+0||+0||+5|
|X||Sleight of Hand (Dex)||+0||+4||+0||+0||+4|
|X||Speak Language (n/a)||+0||+0||+0||+0||+0|
|X||Use Magic Device (Cha)||+0||+4||+0||+0||+4|
|C||Use Rope (Dex)||+0||+4||+0||+0||+4|
Where C is Cross Class and X is a Class Skill
-* = +4 from Race
Languages Known: Common, Sylvan
Bonus Languages: Celestial, Discordian, Auran
Skill Tricks go here
Skill Point Total: Total Here
Great Fortitude: You are tougher than normal. +2 to Fort saves.
Weapon and Armor Proficiency: Beguilers are proficient with all simple weapons plus the hand crossbow, rapier, shortbow, and short sword. Beguilers are proficient with light armor, but not with shields.
Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause your spells to fail if those spells have a somatic component. A beguiler’s limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.
Trapfinding: Beguilers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Beguilers can use the Disable Device skill to disarm magic traps. A magic trap typically has a DC of 25 + the level of the spell used to create it. A beguiler who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his allies) without disarming it.
+2 Dexterity, –2 Constitution. Avariel have hollow bones and, as a result, are more fragile than humans. At the same time, they are gifted with an almost otherworldly grace.
Medium: Avariel are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Avariel have a base speed of 30 feet.
Low-Light Vision: Avariel can see twice as far as humans in conditions of dim light.
Elven Immunities: Avariel are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Sight (Ex): Avariel gain a +4 racial bonus on all Spot checks.
Wing-Aided Movement: Avariel can use their wings to help with movement even if they can’t fly yet. The extra lift from her wings gives an avariel a +10 racial bonus on Jump checks.
Proficient with either rapier or longsword; proficient with lasso and bolas.
Gliding (Ex): An avariel can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Avariel glide at a speed of 40 feet (average maneuverability). Even if an Avariel's maneuverability improves, she can’t hover while gliding. An avariel can’t glide while carrying a heavy load.
If an Avariel becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The avariel descends in a tight
corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
Flight (Ex): When an Avariel reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). An avariel can’t fly while carrying a heavy load, wearing heavy armor, or while fatigued or exhausted. Avariel can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Avariel are likewise fatigued after spending a total of more than 10 minutes per day flying. Because avariel can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Light Crossbow||+0||1d8||19/20 x2||Piercing|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Head||Item name goes here||Brief item description|
|Face||Item name goes here||Brief item description|
|Neck||Item name goes here||Brief item description|
|Shoulders||Item name goes here||Brief item description|
|Torso||Item name goes here||Brief item description|
|Arms||Item name goes here||Brief item description|
|Hands||Item name goes here||Brief item description|
|Right Ring||Item name goes here||Brief item description|
|Left Ring||Item name goes here||Brief item description|
|Waist||Item name goes here||Brief item description|
|Feet||Item name goes here||Brief item description|
|Pack||Item name goes here||Brief item description|
List of Items Here:
Light Crossbow 35gp
Bolts for crossbow x2 2gp
Rapier 20 gp
Leather Armour 10gp
Statistics of Items Here:
Spells per Day:
Level 0: 5
Level 1: 4
Level 0: DC = 13
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment sounds.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Read Magic: Read scrolls and spellbooks.
Level 1: DC = 14
Charm Person: Makes one person your friend.
Color Spray: Knocks unconscious, blinds, and/or stuns 1d6 weak creatures.
Comprehend Languages: You understand all spoken and written languages.
Critical Strike: For 1 round you gain +1d6 damage, doubled threat range, and +4 on attack rolls to confirm critical threats.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Expeditious Retreat: Your speed increases by 30 ft.
Hypnotism: Fascinates 2d4 HD of creatures.
Mage Armor: Gives subject +4 armor bonus.
Obscuring Mist: Fog surrounds you.
Rouse: Awakens creatures in area.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Undetectable Alignment: Conceals alignment for 24 hours.
Whelm: Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6).
Hope grew up in the same little society her parents did. She, however, was drawn to explore the world rather then to live in secret. She set out not long after she was old enough. That's when she met the love of her life… where that love or life will take her is anyone's guess but she's used her assests to her advantage. Her travels have brought her to Avalon for the time being.