Post by sleepingskeleton on Jul 4, 2014 23:58:18 GMT -8
Technically not all gonna be PCs here, but I'm gonna put at least some of the rats Syzzek's hunting for up here.
Name: Rixi
Personality Notes: Rixi still acts fairly casually around most people after her captivity. She likes to make jokes and screw with people. She is however, still quite vengeful about her ordeal, and will not hesitate to torture and kill anyone who crosses her. While she is largely reliable, if she decides she is going to do something, she will do it regardless of whether others would see it as the right call, and would give no thought to disobeying orders. While she is quick to befriend people, she is unwilling to let many get close to her, and distrusts almost all people she meets, though she will rarely let on unless she means to terminate the relationship shortly. She enjoys giving people nicknames. Like Syzzek, Rixi wishes to find the remainder of their group who were taken into slavery, though Rixi is more interested in meting out justice to their former owners and captors than strictly rescuing her companions. She is determined to hunt down, torture and kill Trezor, the sorcerer who captured them.
Age: 14
Race: Ratfolk
Sex: Female
Height: 3'8"
Weight: 60 lbs.
Fur Color: Grey
Eye Color: Black
ATTRIBUTES
Classes: Rogue 7 / Bard (Dervish Dancer) 1
Level: 8
HP : 56
Base Attack Bonus: +5
Melee Attack Bonus: +5 (+11 When using Weapon Finesse)
Ranged Attack Bonus: +12
Armor Class: 24
Flatfooted Armor Class: 18
Touch Armor Class: 18
Combat Maneuver Bonus: +3
Combat Maneuver Defense: 19
Fortitude Save: +3
Reflex Save: +14
Will Save: +4
Size: S
Initiative Bonus: +7
Speed: 20 ft. / 4 squares
(30/5 while Battle Dancing)
SKILLS
TRAITS & SPECIAL ABILITIES
Vengeful: Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.
Desert Child: You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.
Darkvision: 60 ft.
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
FEATS
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus(6). With this feat, you may also make attacks of opportunity while flat-footed.
Exotic Weapon Proficiency (Spiked Chain): You make attack rolls with the weapon normally, and can utilize any special tricks or qualities that exotic weapon might allow.
Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Equipment Trick (Rope): Rope tricks can be performed with hemp rope or silk rope, or with similar rope-like items at the GM's discretion.
CLASS SKILLS
Armor Proficiency: Light, Shields
Weapon Proficiency: Simple Weapons, hand crossbow, rapier, sap, shortbow, and short sword, longsword, scimitar and kukri.
Sneak Attack(+4d6): The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trap Finding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion(Ex): A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents:
Name: Rixi
Personality Notes: Rixi still acts fairly casually around most people after her captivity. She likes to make jokes and screw with people. She is however, still quite vengeful about her ordeal, and will not hesitate to torture and kill anyone who crosses her. While she is largely reliable, if she decides she is going to do something, she will do it regardless of whether others would see it as the right call, and would give no thought to disobeying orders. While she is quick to befriend people, she is unwilling to let many get close to her, and distrusts almost all people she meets, though she will rarely let on unless she means to terminate the relationship shortly. She enjoys giving people nicknames. Like Syzzek, Rixi wishes to find the remainder of their group who were taken into slavery, though Rixi is more interested in meting out justice to their former owners and captors than strictly rescuing her companions. She is determined to hunt down, torture and kill Trezor, the sorcerer who captured them.
Age: 14
Race: Ratfolk
Sex: Female
Height: 3'8"
Weight: 60 lbs.
Fur Color: Grey
Eye Color: Black
ATTRIBUTES
Strength | 9 | -1 |
Dexterity | 24 | +7 |
Constitution | 12 | +1 |
Intelligence | 15 | +2 |
Wisdom | 11 | 0 |
Charisma | 15 | +2 |
Classes: Rogue 7 / Bard (Dervish Dancer) 1
Level: 8
HP : 56
Base Attack Bonus: +5
Melee Attack Bonus: +5 (+11 When using Weapon Finesse)
Ranged Attack Bonus: +12
Armor Class: 24
Flatfooted Armor Class: 18
Touch Armor Class: 18
Combat Maneuver Bonus: +3
Combat Maneuver Defense: 19
Fortitude Save: +3
Reflex Save: +14
Will Save: +4
Size: S
Initiative Bonus: +7
Speed: 20 ft. / 4 squares
(30/5 while Battle Dancing)
SKILLS
Skill Name | Bonus | Ranks |
Acrobatics | +18 | 8 |
Appraise | +2 | 0 |
Bluff | +9 | 4 |
Climb | +7 | 5 |
Craft | +2 | 0 |
Craft | +2 | 0 |
Craft | +2 | 0 |
Diplomacy | +2 | 0 |
Disable Device* | +16 | 6 |
Disguise | +8 | 3 |
Escape Artist | +16 | 6 |
Fly | +7 | 0 |
Handle Animal* | 0 | 0 |
Heal | 0 | 0 |
Intimidate | +6 | 1 |
Knowledge(Arcana)* | +6 | 1 |
Knowledge(Dungeoneering)* | +6 | 1 |
Knowledge(Engineering)* | +6 | 1 |
Knowledge(Geography)* | +6 | 1 |
Knowledge(History)* | +6 | 1 |
Knowledge(Local)* | +6 | 1 |
Knowledge(Nature)* | +6 | 1 |
Knowledge(Nobility)* | +6 | 1 |
Knowledge(Planes)* | +6 | 1 |
Knowledge(Religion)* | +6 | 1 |
Linguistics* | +7 | 2 |
Perception | +13 | 8 |
Perform(Dance) | +9 | 4 |
Perform(Sing) | +2 | 0 |
Profession* | 0 | 0 |
Profession* | 0 | 0 |
Ride | +7 | 0 |
Sense Motive | +6 | 3 |
Sleight of Hand* | +18 | 8 |
Spellcraft* | +6 | 1 |
Stealth | +22 | 8 |
Survival | 0 | 0 |
Swim | +5 | 3 |
Use Magical Device* | +12 | 5 |
TRAITS & SPECIAL ABILITIES
Vengeful: Whenever you strike the last creature that damaged you in the past 24 hours, you gain a +1 trait bonus on damage rolls against that creature.
Desert Child: You gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on all saving throws against fire effects.
Darkvision: 60 ft.
Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
FEATS
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus(6). With this feat, you may also make attacks of opportunity while flat-footed.
Exotic Weapon Proficiency (Spiked Chain): You make attack rolls with the weapon normally, and can utilize any special tricks or qualities that exotic weapon might allow.
Throw Anything: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Equipment Trick (Rope): Rope tricks can be performed with hemp rope or silk rope, or with similar rope-like items at the GM's discretion.
- Coil (Sleight of Hand 5 ranks): You can coil rope rapidly, requiring only 1 round to coil 20 feet of rope. (Coiling 20 feet of rope normally takes 1d6 rounds.)
Hogtie (Improved Grapple): When you attempt to tie up an opponent you are grappling, your penalty is only –5 instead of the normal –10.- Knotted Weapon (Weapon Proficiency [spiked chain]): You can use a knotted length of rope as a spiked chain that inflicts bludgeoning damage instead of piercing damage.
Lash (Weapon Proficiency [whip]): You can use a length of rope as a whip at no penalty. The piece of rope that is used as a whip must be 10 feet long—length in excess of this must remain coiled or otherwise unused at your feet or side.- Lifeline (Climb 5 ranks): When you or a nearby creature is falling (from a failed Climb check or otherwise), you can throw a held rope as an immediate action, maintaining a grip on one end. If you are falling, this is treated as an attempt to catch yourself while falling made with a +10 bonus, but there must be some sort of solid anchor available for your rope to loop around. When attempting this check on another creature, treat it as if you yourself were falling. If the weight of the creature exceeds twice your heavy load limit (your own equipment does not count against this maximum), you are pulled after it.
- Quick Release (no additional prerequisites): You can secure a rope such that you can loose it from either end by making a quick series of tugs (a move action) at any point along the rope's length.
- Slip Away (Escape Artist 5 ranks): You gain a +10 bonus on Escape Artist checks to escape from ropes and rope-like restraints (such as vines).
- Tangle (Throw Anything): You can throw a coiled length of rope as a ranged weapon. If you hit with a ranged touch attack, the target becomes entangled. It can cut or burst the rope, or escape with a DC 15 Escape Artist check. The rope must be unsecured to use this trick.
CLASS SKILLS
Armor Proficiency: Light, Shields
Weapon Proficiency: Simple Weapons, hand crossbow, rapier, sap, shortbow, and short sword, longsword, scimitar and kukri.
Sneak Attack(+4d6): The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trap Finding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion(Ex): A rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents:
- Bleeding Attack(Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage.
- Finesse Rogue: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
- Ninja Trick: Pressure Points* (Su): A ninja with this trick can strike at an opponent’s vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ability damage, this damage can be healed by a DC 15 Heal check. Each successful check heals 1 point of damage caused by this trick. A ninja with this trick receives a +10 insight bonus on this Heal check.
Trap Sense(Ex):A rogue gains an intuitive sense that alerts her to danger from traps, giving her a +2 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge(Ex):A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Fleet: While performing a battle dance, a dervish dancer gains a +10 enhancement bonus to his land speed.
Bardic Performance (Battle Dance):
A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action.
Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.
Battle Dance Performances:
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
SPELL BOOK
Cantrips:
Gear And Equipment:
Spiked Chain (+2, Corrosive)
Shortbow
40 Arrows
Leather Armor +2
Ring of Protection +1
Belt of Incredible Dexterity+2
Daredevil's Softpaw Boots
Bag of holding
Bracers of Armor +1
Bedroll
Blanket
2x Fishhook
4x Rope Silk
Mirror
Backpack
Waterskin
Outfit, Explorer's
Outfit, Entertainer's
Pocketed Scarf
5x Chalk
5x Charcoal
Manacles, Common
Lock, Average
Pole
Caltrops
Theive's Tools
14 Gold
Uncanny Dodge(Ex):A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Fleet: While performing a battle dance, a dervish dancer gains a +10 enhancement bonus to his land speed.
Bardic Performance (Battle Dance):
A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action.
Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.
Battle Dance Performances:
- Inspire Courage (Su): A 1st level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Non-Battle Dance Performances:
Each bardic performance has audible components, visual components, or both.- Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
- Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
- Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf bard has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
SPELL BOOK
Cantrips:
- Unwitting Ally:
Casting Time: 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Targets one living creature
Duration 1 round
Saving Throw Will(12) negates; Spell Resistance yes
You befuddle the target's mind. The target has difficulty telling friend from foe for a short period of time. The subject is considered your ally and not your enemies' ally while determining flanking. The subject takes no other hostile action against your enemies due to this spell's effect. - Message:
Casting Time 1 standard action
Components V, S, F (a piece of copper wire)
Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper. - Haunted Fey Aspect
:
Casting Time 1 standard action
Components S
Range Personal
Target You
Duration 1 round/level (D)
You surround yourself with disturbing illusions, making you look and sound like a bizarre, insane fey creature. You gain DR 1/cold iron against a single opponent until the end of the spell, or until you take damage. - Ghost Sound:
Casting Time 1 standard action
Components V, S, M (a bit of wool or a small lump of wax)
Range close (25 ft. + 5 ft./2 levels)
Effect illusory sounds
Duration 1 round/level (D)
Saving Throw Will(12) disbelief; Spell Resistance no
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.
- Animate Rope:
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Target one rope-like object, length up to 50 ft. + 5 ft./level; see text
Duration 1 round/level
Saving Throw none; Spell Resistance no
You can animate a nonliving rope-like object. The maximum length assumes a rope with a 1-inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope's diameter by half.
The possible commands are "coil" (form a neat, coiled stack), "coil and knot," "loop," "loop and knot," "tie and knot," and the opposites of all of the above ("uncoil," and so forth). You can give one command each round as a move action, as if directing an active spell.
The rope can enwrap only a creature or an object within 1 foot of it - it does not snake outward - so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1-inch-diameter hemp rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a concentration check with a DC of 15 + the spell's level to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.
The rope itself and any knots tied in it are not magical.
The spell cannot affect objects carried or worn by a creature. - Cure Light Wounds:
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.
Gear And Equipment:
Spiked Chain (+2, Corrosive)
Corrosive Spiked Chain +2 | +14 | x2 | Disarm, Trip, Reach |
Piercing | Melee (reach) | Ammo: N/A | 1d6+1d6(acid)+2 |
Shortbow
Shortbow | +11 | x3 | No Special Properties |
Piercing | 60ft | 40 Arrows | 1d4 |
40 Arrows
Leather Armor +2
Ring of Protection +1
Belt of Incredible Dexterity+2
Daredevil's Softpaw Boots
Bag of holding
Bracers of Armor +1
Bedroll
Blanket
2x Fishhook
4x Rope Silk
Knotted Rope | +11 | x2 | Disarm, Trip, Reach |
Bludgeoning | Melee(Reach) | Ammo: N/A | 1d6 |
Backpack
Waterskin
Outfit, Explorer's
Outfit, Entertainer's
Pocketed Scarf
5x Chalk
5x Charcoal
Manacles, Common
Lock, Average
Pole
Caltrops
Theive's Tools
14 Gold