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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
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Skills
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Total Skill Points:
0
Feats & Special Abilities
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Total Weight:
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Psionics
Manifester
Level
Key
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Current
Currency
29 GP, 9 SP, 10 CP
Languages
Description
The Countess Estellandrea Ravenwood of the House Alastorian - Even though Countess Estellandrea is small in stature, the natural symmetry of this small female's perfectly curved body is accentuated by the delicate features of her elegant face which is framed by her long, thick raven-black hair. This beauty�s alluring smile functions as the consummate guise to hide Estelle's refined, but nefarious intellect. Always dressed in the latest noble fashions featuring blacks and dark purples, she often wears high leather boots, sports a gigantic over-sized leather purse and is rarely ever seen without her colorful parasol. She is truly a bejeweled and bedazzling sight to behold. Adorned by the soft fragrance of fine perfume, she typically wears a colorful scarf, jeweled hairpins and small fresh flowers in her hair.
Personality
The Countess Estellandrea Ravenwood, might be small for a human, but she is stubborn, speaks her mind and isn�t at all afraid of those people or houses larger or more powerful than her. Still a bit mischievous at heart even though she could hardly be called young anymore, Estelle will still stick her nose in �where it doesn�t belong� just because she is a constant busy-body at gathering information. She is also a talented, bright, humorous and resourceful companion who is extremely loyal to those few that she calls friend. On the other hand, if you get on her bad side it might be a good idea to watch out for flying stones and the occasional curse from this fine lady or even worse. The Countess may appear to the casual observer to be a harmless, yet beautiful woman of refinement and grace. While such is true in one of her personae, she is also is secretly ruthless, deceptive and depraved in her efforts to secure that which she desires. Her personalities often seem as varied as her sometimes unpredictable actions. However, she is reliable when it comes to the goal of re-establishing her family name to prominance and the House Alastorian back to power.
Character Traits
HARDY - Take -1 penalty on Reflex Saves and gain +1 bonus to Fortitude Saves POISONS Banelar Essence (DC 11) - Primary (2d4 Con damage) and Secondary (Unconscious) Carrior Crawler Brain Juice (DC 13) - Primary Paralysis Oil of Taggit (Injested) - (DC 15) - Unconscious Retch (Injested) - (DC 15) - Primary (Nausea) and Secondary (1d4 Con damage)
Character Flaws
MURKY-EYED - Your vision is obscured. Effect: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.
Contacts / Friends
Cousins Nureen, Elisabet & Vincetta Alastorian the Blade of Fashion FEATS: SPELLCASTING PRODIGY: You have an exceptional gift for magic. Benefit: For the purpose of determining bonus spells, treat the ability score that controls your spellcasting (Charisma for bards and sorcerers, Wisdom for divine spellcasters, or Intelligence for wizards) as 2 points higher than its actual value. Special: You can gain Spellcasting Prodigy multiple times. Each time you take the feat, it applies to a different spellcasting ability score. You can take this feat even if you don't have any levels in a spellcasting class yet. You may select this feat only as a 1st-level character COSMOPOLITAN: You've been lied to more times that you can count. This history has made you intimately familiar with the deceipt, guile, and double-speak of city folk. Benefit: You gain a +2 bonus on Bluff, Gather Information, and Sense Motive checks. Special: You may select this feat only as a 1st-level character. You may only have one regional feat. ALACRITOUS COGITATION (Complete Mage, p. 37) [General] You can leave a prepared spell slot open to spontaneously cast a spell. Prerequisite: Must prepare arcane spells. Benefit: If you leave an arcane spell slot open when preparing spells, you can use that open slot to cast any arcane spell you know of the same level or lower. Casting the spell requires a full-round action. You can use this feat only once per day, regardless of the number of slots you leave open. Special: A wizard can select this feat as a wizard bonus feat. FIREY BURST [RESERVE]: You channel your magical talent into a blast of fire. Prerequisite: Ability to cast 2nd-level spells. Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest-level fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.
Enemies
None. BACKGROUND: The Countess Estellandrea Ravenwood of the House Alastorian has been trained in the noble arts and is well-versed on proper courty etiquette. From dancing to flirting, drinking to dining, and even deception and guile, the lass has been well trained as a representative of her noble house. Furthermore, like many females from the kingdom, her family stonewalled the girl into a respectable career of their choosing��an alchemist. "While I�m an accomplished craftsman and chemist, my true interest in life was locked away from me. What I was really interested in I�d only heard stories about as a young child from my great, great grammy. Stories from long ago, when some members of the House Alastorian were formidable casters in the land, aiding the kingdom, strengthening their family and even sweeping armies aside with their powerful magic." It�s been these stories and the insatiable curiosity they aroused in Estelle that has driven to pursue her secret interests, by both legal and nefarious means, for years. It is what lead the Countess from time to time down the path of roguery and also drove the lass to branch out her knowledge beyond alchemy into the darker arcane arts. But it is not mere female whimsy; It is all for a purpose. The sworn goals of the Countess include raising enough money necessary to restore her legacy, acquiring the power needed to reinstate her family name and honor in the kingdom and finally obtaining the means required to return the House Alastorian to its former glory as the leading house among the nobility and possibly even the unspeakable, control of royal throne itself.
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=429245][B][SIZE=+1]Countess Estellandrae [/SIZE][/B][/URL] Female CG Human Rogue/Wizard, [B]Level[/B] 1/4, [B]Init[/B] +3, [B]HP[/B] 27/27, [B]DR[/B] DR/2, [B]Speed[/B] 30' [B]AC[/B] 16, [B]Touch[/B] 13, [B]Flat-footed[/B] 13, [B]Fort[/B] +4, [B]Ref[/B] +6, [B]Will[/B] +4, [B]Base Attack Bonus[/B] 2, [B]Power Points[/B] 0/0 [B]Action Points[/B] 7/7 [B]Disguised in Lace Parasol Handle MW Rapier (Handle Blade like Cane) [/B] +4 (1d6+1, 18-20/x2) [B]Disguised as a Colorful Hair Scarf Sling (10 Bullets) [/B] +5 (1d4, x2) [B]Poison - (Banelar Essence) (Carrion 2 Daggers - Disguised as Hairpins ( Crawler) (see below) [/B] +3 (1d4+1, 19-20/x2) [B]Iron Diamond DR/1 (10/10 per day) (Teeth=1d6 Iron Spikes) (+6 Escape Artist) MW Sharkskin Leather & Lace (Disguised as a Bustier)[/B], [B]DR/1 (vs. Blugeoning/Slashing Damage) Earthsilk Jersey[/B] (+3 Armor, +3 Dex) [B]Abilities[/B] Str 13, Dex 16, Con 12, Int 18, Wis 10, Cha 14 [B]Condition[/B] Healthy
Condition and Effects
Additional Information
Healthy Max Hit Points: (6+1) + (4+1) + (4+1) + (4+1) + (4+1) Experience: 10,000 + SPELLS NOT IN SRD ANIMALISTIC POWER Transmutation Level: Cleric 2, druid 2, duskblade 2, ranger 2, sorcerer/wizard 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A sparkling nimbus of green light appears around the creature. As the light fades, the creature seems a shade larger and assumes a more animalistic, even feral countenance. You imbue the subject with an aspect of the natural world. The subject gains a +2 enhancement bonus to Strength, Dexterity, and Constitution. Material Component: A bit of animal fur, feathers, or skin.
ROUGE ABILITIES SNEAK ATTACK: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue�s attack deals extra damage any time 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. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. 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 sap (blackjack) 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. A rogue can sneak attack only living creatures with discernible anatomies�undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. 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 or striking the limbs of a creature whose vitals are beyond reach. TRAPFINDING: Rogues (and only rogues) 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. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue 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 her party) without disarming it. WIZARD ABILITIES IMMEDIATE MAGIC: Other than having a single additional spell of each spell level, a specialist wizard functions like any other wizard. Your evoker�s fireball spell deals as much damage as that of a conjurer, diviner, or necromancer, and doesn�t look any different. By taking the immediate magic alternative class feature, you gain a useful trick that sets you apart from other specialists. Though giving up your familiar is a hardship, it means you have one less thing to worry about in a fight. Level: 1st. Replaces: If you select this class feature, you do not gain a familiar. Benefit: You gain a spell-like ability that reflects your chosen school of magic. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). Its equivalent spell level is equal to one-half your wizard level (minimum 1st), and the caster level is your wizard level. The save DC (if any) is equal to 10 + 1/2 your wizard level + your Int modifier. This is an extraordinary ability. You can�t activate this ability in response to an attack that you aren�t aware of. For instance, if an invisible rogue strikes at you, you can�t activate urgent shield to gain a bonus to your AC against the attack. All effects last until the start of your next turn unless otherwise noted. The spell-like ability gained depends on your specialty. Sudden Shift (transmutation): You temporarily change your form to grant yourself a climb, fly, or swim speed equal to your current land speed. If you activate this ability during your turn, it lasts until the end of that turn; otherwise it lasts until the end of your next turn.
Other Notes
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MAGIC ITEMS SPELLSINK SCARAB - (3/3 charges per day) When take damage from spell, can activate to reduce dam. (1 charge = 2d6; 2 = 3d6; and 3 = 4d6 reduction). 2,000 GP SAFE WING EMBLEM - (If fall 10', leather wings glide down land if 180' or less to the ground). 250 GP BELT OF HEALING - (3 charges renewed each day at dawn. Spending one or more charges allows PC to heal with a touch (or harm undead) (one charge = 2d8; two charges = 3d8; and three charges = 4d8) - 3/3 Charges. 750 GP MUNDANE ITEMS RACK BACK PACK = Reduces load by 10% BOLT CUTTERS: Can cut through chains, thin metal and iron bars. When used against objects no thicker than 1 inch in diameter, bolt cutters deal 15 points of damage to that item, including any modifier for Strength. (Arms & Equipment p. 21) FLASH PELLET: Tiny brittle object. Thrown as a ranged attack with range increment of 5 feet. When thrown against a hard surface, it bursts with a bright flash of light. All creatures within 5 foot radius of burst must save DC 15 Fortitude or be blinded for 1 round and dazzled for 1 round after that. (Complete Adventurer p. 118).