Armor Class: 32 (10 base + 2 Dex + 20 dragon orb magic)
Uncanny Dodge
As long as the character is not immobilized, he retains his bonus to AC from his Dexterity. He cannot be flanked, and has a +1 to saves vs. traps and a +1 to Armor Class vs. attacking traps.
Defensive Roll
If an attack from a weapon (not a spell or spell-like ability) would reduce the character to 0 hit points or below, he may make a saving throw to take half damage. The character must be aware of the incoming attack. If the rouge is denied his dex bonus to AC, he cannot make the roll.
Dodge
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that
opponent. You can select a new opponent on any action. Note: A condition that makes you lose your Dexterity bonus to Armor Class (if
any) also makes you lose dodge bonuses
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Base Attack Bonuses: +16/+6/+1
Melee Attacks: +18/+8/+2
Missile Attacks: +18/+8/+2
Sneak Attack (+8d6)
With a successful Sneak Attack, Windo can add this damage bonus to his roll.
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Weapon: Staff of the Fourth King
Weapon Focus: Staff (Feat)
Benefit: You add +1 to all attack rolls you make using the selected weapon.
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Saving Throws:
Fortitude: 10, Reflex 16, Willpower 16
Evasion
If an attack calls for a Reflex saving throw for half damage, a successful saving throw by this character negates all damage from that attack to the character. (See Improved Evasion)
Improved Evasion
The character takes only half damage if he fails his saving throw against attacks that call for a Save vs. half damage.
Iron Will
Benefit: You get a +2 bonus to all Will saving throws. (This bonus has been added to Windo's Saving Throws)
Lightning Reflexes
Benefit: You get a +2 bonus to all Reflex saving throws. (This bonus has been added to Windo's Saving Throws)
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Spells per Day:
Level (Spells per Day)
0 (4)
1 (4)
2 (4)
3 (3)
4 (2)
5 (2)
Combat Casting
Benefit: You get a +4 bonus to Concentration checks made to cast a spell while on the defensive
Spell Focus: Abjuration
Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select to focus on.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Empower Spell
Benefit: All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much
damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. For example, an
empowered magic missile deals one and one-half times normal damage (roll 1d4+1 and multiply the result by 1.5 for each missile).
Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected. Spells without random
variables are not affected. An empowered spell uses up a spell slot two levels higher than the spell.s actual level.
Enlarge Spell
Benefit: An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased.
A spell whose area or effect is determined by its range (such as bless or a cone spell) has the dimensions of its area or effect increased
proportionally. An enlarged spell uses up a spell slot one level higher than the spell.s actual level.
Extend Spell
Benefit: An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not
affected by this feat. An extended spell uses up a spell slot one level higher than the spell.s actual level
Silent Spell
Benefit: 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.
Still Spell
Benefit: A still spell can be cast with no somatic components. Spells without somatic components are not affected. A still spell uses
up a spell slot one level higher than the spell.s actual level.
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