Lila Zacharov (
bittersweeter) wrote2019-04-13 06:49 pm
In that moment she's her father's daughter
ᴢᴀᴄʜᴀʀᴏᴠ ʜᴇɪʀᴇss | |||
lila zacharovlevel seventeen charismatic hero level seven beguiler level six master manipulator level four strength 11 (+ 0) dexterity 19 (+ 4) constitution 9 (- 1) intelligence 16 (+ 3) wisdom 17 (+ 3) charisma 18 (+ 4) | |||
ᴠɪᴛᴀʟ sᴛᴀᴛs | |||
fort save + 6 ref save + 18 will save + 16 action points 119 initiative + 5 | hit points 74 (74) defense 20 (20) base attack bonus 8/3 melee 8/3 ; ranged 12/7 damage excalibur 2d6+3 | ||
sᴋɪʟʟs | |||
*bluff + 45 *diplomacy + 45 *disguise + 24 *gather info. + 16 *handle animal + 9 *intimidate + 33 *language (french) *language (russian) *language (german) *language (italian) *language (japanese) *language (yuan-ti) *language (romanian) *k.(arcana) + 20 *k.(behav. sci.) + 7 *k.(religion) + 10 *sense motive + 27 | *balance + 16 *concentration - 1 drive + 4 *escape artist + 20 gamble + 15 *hide + 17 *k.(pop culture) + 3 *k.(streetwise) + 3 *listen + 3 *move silently + 20 navigate + 3 research + 3 *sleight of hand + 11 *spellcraft + 20 *spot + 3 treat injury + 3 *tumble + 4 | ||
ᴛᴀʟᴇɴᴛs & ғᴇᴀᴛs | |||
advanced learning at 3rd level, you can add a new spell to your list, representing the result of personal study and experimentation. the spell must be a sorcerer/wizard spell of the enchantment or illusion school and of a level no higher than that of the highest-level spell you already know. once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list. armored mage 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. charm the charismatic hero gets a competence bonus on all charisma based skill checks made to influence members of her chosen gender. (male & female) the bonus is equal to the character's charismatic level. charismatic hero can only charm gamemaster characters with attitudes of indifferent or better. the charm bonus can't be used against characters who are unfriendly or hostile. cloaked casting a beguiler's spells become more effective when cast against an unwary foe. you gain a +1 bonus to the spell's save dc when you cast a spell that targets any foe who would be denied a dexterity bonus to ac (whether the target actually has a dexterity bonus or not). cunning at 2nd level, the master manipulator has learned to think quickly when conversing or otherwise interacting with others. she can add her intelligence modifier to all bluff, diplomacy, and intimidation skill checks. dazzle the charismatic hero has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. the target must have an intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand the hero. to dazzle a target, the hero must use an attack action and make a charisma check (dc 15), adding her charismatic level as a bonus. if the charisma check succeeds, the target can try to resist. the target resists the dazzle attempt by making a will saving throw (dc 25). if the save fails, the target receives a -1 penalty on attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to the character’s charismatic level. this talent can be selected multiple times, each time worsening the dazzled penalty by -1. discerning gaze the master manipulator is an excellent judge of character and motivation. starting at 4th level, she receives a bonus to all sense motive checks equal to her master manipulator class level. (+4) fast talk the charismatic hero has a way with words when attempting to con and deceive. with this talent, she applies her charismatic level as a competence bonus on any bluff, diplomacy, or gamble checks the hero makes while attempting to lie, cheat, or otherwise bend the truth. magnetic charm a master manipulator may treat her levels in this class as additional charismatic hero levels for any talent for which charismatic levels are used (charm, dazzle, fast-talk, etc). silent spell a silent spell can be cast with no verbal components. spells without verbal components are not affected. a silent spell uses up a spell slot one level higher than the spell's actual level. surprise casting when you successfully use the bluff skill to feint in combat, your target is denied its dexterity bonus (if it has one) to ac for the next melee attack you make against it or the next spell you cast. you must remain in melee with the target, and the attack must be made or the spell cast on or before your next turn. the target is not considered flat-footed and therefore can make attacks of opportunity against you if you do not cast defensively. at 6th level, you gain the ability to feint in combat as a move action instead of a standard action. trapfinding beguilers can use the search skill to locate traps when the task has a dc higher than 20. finding a non-magical 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 her allies) without disarming it. | amazing agility you may always take 20 on any balance check, even if stress and distractions would normally prevent you from doing so. in addition, you may fall an additional 10 ft. before suffering damage. ambidexterity you ignore all penalties for using an off-hand, you are neither left-handed nor right handed. armor proficiency when a character wears a type of armor with which she is proficient, the character gets to add the armor’s equipment bonus to her defense. astonishing reflexes +2 bonus to all reflex saving throws. attractive appearance +2 bonus on all bluff, diplomacy and gather information checks. confident +2 bonus on all gamble checks and intimidate checks, and on level checks to resist intimidation. danger sense you may add your wisdom bonus to all reflex saving throws in addition to your dexterity bonus. deceptive +2 bonus on all bluff checks and disguise checks. double tap when using a semiautomatic firearm with at least two bullets loaded, the character may fire two bullets as a single attack against a single target. the character receives a -2 penalty on this attack, but deals +1 die of damage with a successful hit. (1d6) using this feat fires two bullets and can only be done if the weapon has two bullets in it. dream ward +2 competence bonus to all saves against mind-affecting spells and spell-like effects. empathic +2 bonus to all sense motive and diplomacy checks. in addition, you gain + 1 on all initiative checks. eschew materials you can cast spells without needing to utilize minor material components. firearm sniper you may apply half your dexterity bonus (rounding down) to damage rolls made with any firearm that you have weapon focus with. glib +2 bonus to all bluff and diplomacy checks. heroic surge the character may take an extra move action or attack action in a round, either before or after the character's regular actions. the character may use heroic surge four times per day. immutable will +4 competency bonus to all will saving throws against mind-affecting spells. iron will +2 bonus to all will saving throws jaded +2 bonus on all intimidate and bluff checks. the dc to affect you with any intimidate or bluff check is raised by 4. lightning reflexes +2 bonus on all reflex saving throws.w magical heritage you have magical ability in your background, such as a sorcerer in your bloodline, or you gained access to magic at a particularly young age. as a result, you mastered some basic spellcasting. nightmare ward +2 resistance bonus to saving throws against supernatural effects. personal firearm proficiency character can fire any personal firearm without penalty. persuasive +2 bonus on all bluff checks and intimidate checks. if you have 10 or more ranks in one of these skills, the bonus increases to + 4 for that skill. pinpoint accuracy as a full round action, you may make a single ranged attack, adding your wisdom bonus to the roll in addition to your dexterity bonus. point blank shot +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet. precise shot can shoot or throw ranged weapons at an opponent engaged in melee without penalty. quick shot the character can draw a weapon as a free action. a character with this feat may throw weapons at his or her full normal rate of attacks. rapid shot you can get one extra attack per round with a ranged weapon. the attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. you must use the full attack action to use this feat. simple weapon proficiency character makes attack rolls with simple weapons normally. strength of personality +2 competence bonus to all charisma based ability checks and skill checks. trustworthy +2 bonus on all diplomacy checks and gather information checks. two-weapon fighting the character’s penalties for fighting with two weapons are lessened by 2 for the primary hand and 6 for the off hand. the weapons used must both be melee weapons or both be ranged weapons. weapon focus +1 bonus on all attack rolls you make using the selected weapon. | ||
SPELLS | CURSE WORK | WEAPONS | INVENTORY | MISSION SPELL USAGE

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