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About Alice d'Margonelle n'AllesandraStatblock:
Alice d'Margonelle n'Allesandre
Female fey kitsune magus (eldritch archer, hexcrafter) 2/warder (hawkguard, zweihander sentinel) 3/gestalt 5/transmuter ( [PoW], Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Bestiary 3 116, Pathfinder RPG Bestiary 4 175, Pathfinder RPG Ultimate Magic 9, 48) LG Medium fey (humanoid, kitsune, shapechanger) Init +12; Senses darkvision 60 ft., low-light vision; Perception +9 -------------------- Defense -------------------- AC 22, touch 19, flat-footed 16 (+2 armor, +6 Dex, +3 insight, +1 shield) hp 67 (5d12+15) Fort +7, Ref +11, Will +6 (+4 vs. Mind Affecting effects); +2 vs. spells and mind-affecting effects (morale bonus), +2 vs. spells and abilities originating from evil-aligned sources (sacred bonus) DR 5/cold iron; Resist cold 10, electricity 10 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor), fly 45 ft. (good) Melee armament shield bash +6 (1d3+1) or . . armor spikes +6 (1d6+1) or . . dagger +6 (1d4+1/19-20+1 Fire (ranged only)) or . . bite +1 (1d4) Ranged +1 adaptive composite longbow +12 (1d8+2/×3+1 Fire) Special Attacks 1 silver crane waltz, 1 stance of piercing rays, 2 defensive step, 3 silver crane's blessing, 3 silver knight's blade, 3 tortoise defense, arcane pool (+1, 5 points), spell combat, spellstrike Spell-Like Abilities (CL 5th; concentration +8) . . 3/day—dancing lights, dancing lights . . 1/day—confusion (DC 18), deep slumber (DC 17), entangle (DC 14), faerie fire, feeblemind (DC 19), glitterdust (DC 15), major image (DC 16), mislead (DC 19), project image (DC 19) Arcane School Spell-Like Abilities (CL 5th; concentration +9) . . 7/day—telekinetic fist (1d4+2 bludgeoning) Magus (Eldritch Archer, Hexcrafter) Spells Prepared (CL 2nd; concentration +6) . . 1st—fallback strategy, infernal healing[ISWG], infernal healing[ISWG] . . 0 (at will)—brand[APG] (DC 14), ghost sound (DC 14), ray of frost, read magic Transmuter Spells Prepared (CL 5th; concentration +9) . . 3rd—fireball (DC 17), haste, haste . . 2nd—alter summoned monster (DC 16), glitterdust (DC 16), mirror hideaway[ACG], mirror image (2) . . 1st—gravity bow[APG], mount (2), obscuring mist, silent image (DC 15), true strike . . 0 (at will)—detect magic, light, mending, prestidigitation . . Opposition Schools Enchantment, Necromancy -------------------- Statistics -------------------- Str 12, Dex 22, Con 14, Int 18, Wis 13, Cha 17 Base Atk +5; CMB +6; CMD 25 Feats Combat Reflexes, Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, Scribe Scroll, Solar Wind Style Traits psionic item familiarity, trap finder Skills Acrobatics +12 (+8 to jump), Appraise +8, Artistry (musical composition) +8, Artistry (philosophy) +8, Bluff +7, Craft (alchemy) +10, Craft (bows) +10, Craft (clockwork) +10, Craft (gemcutting) +10, Craft (glass) +10, Craft (jewelry) +10, Diplomacy +7, Disable Device +16, Fly +10, Handle Animal +7, Heal +2, Intimidate +7, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (psionics) +8, Knowledge (religion) +8, Linguistics +12, Perception +9, Perform (sing) +4, Perform (string instruments) +4, Profession (architect) +7, Profession (astronomer) +7, Profession (courtesan) +7, Profession (engineer) +7, Profession (librarian) +7, Profession (merchant) +7, Profession (midwife) +7, Profession (sailor) +7, Ride +10, Sense Motive +9, Sleight of Hand +7, Spellcraft +12, Stealth +10, Survival +1 (+3 to avoid becoming lost), Swim +5, Use Magic Device +8; Racial Modifiers +2 Acrobatics Languages Aquan, Auran, Celestial, Common, Draconic, Elven, Ignan, Protean, Senzar, Shadowtongue, Sphinx, Sylvan, Terran, Tien SQ Aegis, archer training, armament shield, Armiger's Mark, change shape, close combat archery, Defensive Focus, dragon empire native, hex arcana, kitsune magic, physical enhancement (+2), ranged defensive focus, ranged spell combat, ranged spellstrike, ranged weapon bond, shadow spell slots (shadow spell slot, shadow spell slot), shadow spells, zweihander training Combat Gear wand of cure light wounds, liquid ice[APG]; Other Gear mwk armor spikes armored kilt haramaki[UC], +1 adaptive composite longbow, arrows (20), blunt arrows[APG] (20), dagger, cloak of resistance +1, cracked dusty rose prism ioun stone, efficient quiver, handy haversack, traveler's any-tool[UE], wayfinder[ISWG], bedroll, belt pouch, candle (2), chalk, coffee (1 lb), everburning torch, fishhook (2), flint and steel, glass cutter[UE], glue paper[UE] (5), grappling hook, hammer, hollow-heeled boot, masterwork backpack[APG], masterwork thieves' tools, mug/tankard, piton (4), sack (2), sewing needle, signal whistle, silk rope (100 ft.), string or twine[APG], sunrod (3), tea (1 lb), thread (50 ft.), tindertwig (4), trail rations (21), traveling spellbooks, traveling spellbooks, waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, 2 gp -------------------- Tracked Resources -------------------- 2 Defensive Step (Readied, 1/Encounter) (Su) - 0/1 3 Silver Crane's Blessing (Readied, 1/Encounter) (Su) - 0/1 3 Silver Knight's Blade (Readied, 1/Encounter) (Su) - 0/1 3 Tortoise Defense (Readied, 1/Encounter) (Ex) - 0/1 Arcane Pool +1 (5/day) (Su) - 0/5 Armiger's Mark -4 (4 rounds, 5/day) (Ex) - 0/5 Arrows - 0/20 Blunt arrows - 0/20 Confusion (1/day) - 0/1 Dagger - 0/1 Dancing Lights (3/day) - 0/3 Dancing Lights (3/day) - 0/3 Deep Slumber (1/day) - 0/1 Entangle (1/day) - 0/1 Faerie Fire (1/day) - 0/1 Feeblemind (1/day) - 0/1 Glitterdust (1/day) - 0/1 Liquid ice - 0/1 Major Image (1/day) - 0/1 Mislead (1/day) - 0/1 Project Image (1/day) - 0/1 Sunrod - 0/3 Telekinetic Fist (1d4+2 bludgeoning, 7/day) (Sp) - 0/7 Tindertwig - 0/4 Trail rations - 0/21 Wand of cure light wounds - 0/50 -------------------- Special Abilities -------------------- 1 Silver Crane Waltz (Su) Gain a +4 bonus to initiative checks and +2 to Reflex saves and to AC, increasing every eight levels. 1 Stance of Piercing Rays (Su) Stance - While in this stance fired ranged weapons / thrown weapons gain an additional 1d6 points of fire damage, +1d6/ eight initiator levels. 2 Defensive Step (Readied, 1/Encounter) (Su) Make Perception check opposing opponent's attack roll, if successful make a free 5-ft step to evade the attack. 3 Silver Crane's Blessing (Readied, 1/Encounter) (Su) Upon a successful attack, initiator or ally within 30-ft is healed 2d6 plus initiation modifier points of damage. 3 Silver Knight's Blade (Readied, 1/Encounter) (Su) Attack inflicts an additional 4d6 points of damage, heals that damage to initiator or nearby ally. 3 Tortoise Defense (Readied, 1/Encounter) (Ex) Gain DR 20/- vs. one attack, reduce speed by 10 ft next turn Aegis +1 (10 feet) (Ex) +1 morale bonus to AC and Will saves for allies within 10 feet Al'Valkyr (Su) Assume a single human form. Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers. Archer Training (Composite longbow) (Ex) No penalty for using a buckler with your favored weapon, gain Point-Blank Shot Armament Shield Your weapon can bash as a light shield if wielded in two hands Armiger's Mark -4 (4 rounds, 5/day) (Ex) Marked enemies get -4 to hit creatures other than you and suffer +13% to ASF for 4 rounds Close Combat Archery (Ex) No AoO for using favored weapon, can attack adjacent foes in Defensive Focus Combat Reflexes (12 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks. Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Defensive Focus (10ft) (Ex) Increased threatened area, can move when making AoO, +7 to CMD vs. Acro to avoid AoO Dragon Empire Native You come from the Dragon Empires in Golarion, and so your starting languages are Tien and Senzar instead of Common and Sylvan. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks. Flight (45 feet, Good) You can fly! Hex Arcana You can substitute Hexes for Magus Arcana. Kitsune Magic Kitsune add 1 to the DCs of any saving throws to resist enchantment spells that they cast. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Physical Enhancement +2 (Strength) (Su) When preparing spells, chosen physical attribute gains enhancement bonus. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Ranged Defensive Focus (Ex) Threaten 15-ft area and make AoO's with a ranged weapon Ranged Spell Combat (Ex) Must use ranged weapon for spell combat. Ranged Spellstrike (Su) As a full rd action, ranged spells can be combined with ranged attacks. Ranged Weapon Bond (- Custom / magic weapon - [Str +0]) (Ex) Must have bonded object to cast spells, doesn't interfere with somatic components. Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2. Shadow Spells (Su) At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level o Solar Wind Style +1 Your arrows glow as bright as the sun. Prerequisites: 1 or more Solar Wind Stances, Perception 3 ranks Benefit: Whenever you make a ranged attack, you deal an extra +1 fire damage per 5 character levels. In addition your arrows (
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