McGregor

Description:

Human (P), Rogue (P) / Sorcerer (P) 10th					
Medium Humanoid (Human) with 147,281 XP			
Alignment: Neutral Evil
Hit Dice: 10d8+10 (76 hp)
Initiative: +11
Speed: 30' (6 sq) (light enc.)
Space/Reach: 5 ft./5 ft.


AC: 27 (+6 Armor, +6 Dex, +4 Natural Armor, +1 Deflection), Touch 17, Flat-Footed 27

Saves: Fort +4, Ref +14, Will +6

Abilities: Str 13, Dex 24, Con 12, Int 14, Wis 9, Cha 21				

																
Base Att/CMB/CMD: +7 / +8(+6*) / 26							

										
Single Attack:
			
Rapier: +15 melee (1d6+1/18-20)			
Dagger: +15 melee (1d4+2/19-20)			
Composite Shortbow (+1 Str): +14 ranged (1d6+1/20/x3)				
Ray: +14 ranged (0/20)

	
Full Attack:
			
Rapier: +15/+10 melee (1d6+1/18-20)			
Dagger: +15/+10 melee (1d4+2/19-20)			
Composite Shortbow (+1 Str): +14/+9 ranged (1d6+1/20/x3)				
Ray: +14/+9 ranged (0/20)				
										

		
────┤ FEATS ├────
Eschew Materials, Weapon Finesse, Skill Focus: Use Magic Device-p, Silent Spell, 
Improved Initiative, Toughness, Arcane Armor Training, Spell Penetration.


────┤ SKILLS ├────
Acrobatics +25, Appraise +15, Bluff +18, Climb +10, Diplomacy +12, Disable Dev +22+5,
Disguise +13, Escape Art +15, Fly +14, Heal -1, Intimidate +5, Perception +12+5, 
Ride +7, Sense Mot +7, Slt of Hand +20+2, Spellcraft +7, Stealth +14, Survival +1, 
Swim +5, Use Mag Dev +19, Kn:Arcana +10, Kn:Dungeon +9.


────┤ SORCERER (P) SPELLS ├────

Spells per Day: (∞/8/7/7/6/4; save DC 15+spell level): 

Level 0 - Read Magic, Acid Splash, Detect Magic, Detect Poison, Light, Mage Hand, 
Disrupt Undead, Ghost Sound, Open/Close 

Level 1 - Mage Armor, Vanish, Expeditious Retreat, Magic Missile, Charm Person, 
Feather Fall 

Level 2 - Resist Energy, Darkvision, Knock, Mirror Image, Spider Climb, 

Level 3 - Fly, Dispel Magic, Fireball, Gaseous Form, 

Level 4 - Fear, Dimension Door, Invisibility (Greater), Summon Monster IV, 

Level 5 - Cone of Cold.


────┤ Racial Traits: Human (P) ├────
Bonus Feat: One extra feat at Level #1
Skilled: Gain 1 extra skill point at each level


────┤ Energy Resistance ├────
Acid: 10


────┤ Class Features: Rogue (P) 10th ├────
Sneak Attack: +5d6 damage
Evasion (Ex): Take no damage on successful Reflex save
Uncanny Dodge (Ex): Retain Dex bonus to AC even if flat-footed
Improved Uncanny Dodge (Ex): Flanked only by a 14th+ level foe
Rogue Talents: 5x talents available.  *: Affects sneak att, max. one per sneak
    • Resiliency (Ex): 1xDay, gain 10 Temporary HPs when below 0HP
    • Fast Stealth (Ex): Move at full speed using Stealth without penalty
    • Quick Disable (Ex): ½ time to disable traps with Disable Device (min. 1 rnd)
    • Trap Spotter (Ex): Free Perception skill check to see traps within 10'
    • Slow Reactions* (Ex): Foes dmg by Sneak Attack cannot make AoO for 1 rnd

────┤ Class Features: Sorcerer (P) 10th ├────
Concentration check: 1d20+15
Cantrips: You can cast your Cantrips at will
Bonus Feat: Eschew Materials
Sorcerer Bloodline: Draconic
    • 1x BloodLine Feats
    • Class Skill: Perception
    • Bloodline Arcana: When casting a spell with the Acid descriptor,
        that spell adds +1 damag per die rolled
    • Bonus Spells Known: mage armor (3rd), resist energy (5th), fly (7th),
        fear (9th)
    • Claws (Su): 8 rounds/day   < OOOOOOOO >
        You can make two claw attacks as your full-attack action. You are always
        considered armed and you do not gain additional attacks for a high base
        attack bonus. These attacks deal 1d4+1 damage
        They are considered magic weapons for the purpose of overcoming DR
    • Dragon Resistances (Ex): Gain resist Acid 10, +2 to natural armor
    • Breath Weapon (Su): 0/day, 60' Line of Acid,
        deals 10d6 Acid damage. Reflex DC20 for half


────┤  Conditional Bonus - Feats  ├────
+6 to CMB when using finesse weapons [Weapon Finesse]


────┤  Conditional Bonus - Rogue (P) Class  ├────
+5 to Perception to locate Traps [Trapfinding]
+5 to Disable Device versus Traps [Trapfinding]
+3 to Reflex to avoid traps [Trap Sense]
+3 to AC vs attacks made by traps [Trap Sense]


────┤ Languages (x3) ├────
Common, Draconic, Elven, Undercommon


────┤ EQUIPMENT ├────
ARMOR WORN: Mithral Shirt.
Backpack, Masterwork Thieves' Tools, Cleric's Vestments, 
Wooden Holy Symbol, Traveler's Outfit, 4xPouch, Spell Component Pouch, Thieves' tools, 
Basic Equipment List Rapier, Dagger, Composite Shortbow (+1 Str), 30xArrow 
Handy Haversack, Hat of Disguise, 6xPotion of CLW, Potion of Gaseous Form, 
Potion of Shield of Faith +2, Dagger + 1 2xScroll: Invisibility CL 3


────┤ MAGICAL ITEMS WORN ├────
Headband of Alluring Charisma +4
Amulet of Natural Armor +2
Gloves of Dexterity +4
Boots of Elvenkind
Ring of Protection +1
Ring of Freedom of Movement
Cloak of Displacement, Minor

────┤ Description for the Magical Items Worn ├────
Headband of Alluring Charisma +4: +4 enhancement bonus to Charisma
Amulet of Natural Armor +2: +2 enhancement bonus to natural armor
Gloves of Dexterity +4: +4 enhancement bonus to Dexterity
Boots of Elvenkind: +5 competence bonus on Acrobatics-p checks
Ring of Protection +1: +1 deflection bonus to armor class
Ring of Freedom of Movement: Under the effect of a freedom of movement spell
Cloak of Displacement, Minor: Continually grants a 20% miss chance on attacks against the wearer


────┤ MONEY ├────
Platinum:0   Gold:956   Silver:77   Copper:103.


────┤ PRECIOUS STONES AND GEMS ├────
1x 50 gp, 6x 100 gp, 3x 250 gp, 1x 500 gp, 1x 1,000 gp


────┤ TOTAL CHARACTER VALUE ├────
118,681 gp.									


Bio:

Born in Dyvers, Mcgregor came into the world as so many of his clansmen had before him, out the womb of a one copper piece whore 7 to 9 months after a drunken Mcgregor planted his seed, or took tenderness by force. Clan Mcgregor is well known for being cut from the lowest of moral fabric, their universally foul mouths and the expectation that the world owes them everything.

One can find many represenatives of Clan Mcgregor in nearly every mid-sized city or larger. It is said that Clan Mcgregor made a bet with the orc race to see who could turn out the most degenerate offspring, (depending on who you ask the Mcgregors are currently leading in this wager).

Mcgregors tend toward a talent in Sorcery (Wizardry would require too much work) and almost all excel at thievery.

This Robert Mcgregor is the 11th of his name (that he knows of) He strives to live up to the Clans ideals of fuck everyone else as long as i have mine. He can behave with a smidgen of honor or decency from time to time, usually to further some plot.