Anevia Tirablade

Anevia the Hawkguard's page

228 posts. Alias of Hotaru of the Society.


Race

Human Rogue (Hidden Blade) 7 HP (71/71) MP (5/7)

Stats:
AC/Touch/Flat/CMD 19/16/14/22 | Fort/Ref/Will 03/11/02 | Init +10

Classes/Levels

Skills:
+23: Stealth; +18: DD; +15: Sleight of Hand, Acrobatics; +13: K(Local); +11: Appraise, Athletics, Lingusitics; +10: K(Planes); +9: Diplomacy, K(Dun), Perception, Sense Motive; +5: K(Martial)

Gender

DeS 1 / CuF 1 / FaS 1 / ReS 1

About Anevia the Hawkguard

Tactics:
Anevia always attempts to use stealth at the start of a fight when available.
Anevia defaults to Formless Dance Stance each day, changing to more applicable stances as needed.

Rogue's Edge (Stealth) - Reduce the penalty for sniping to -10.
Expert Sniper - Reduce the penalty for sniping by 10.
Debilitating Injury - When Anevia deals sneak attack damage, she can also debuff that foe:
Bewildered: -2 AC, -4 v. Anevia.
Disoriented: -2 Attack, -4 v. Anevia.
Hampered: Half the target's speed, and they can't take five-foot steps.

Uncanny Dodge: Cannot be caught flat-footed and retains her dex against invisible enemies.
Mythic Precise Shot: No penalty for shooting into melee, full damage to swarms, ignore miss chances from magic effects, spend MP to damage ethereal and insubstantial for one minute.
Mythic Sneak Attack: The first attack every round is a sneak attack. Anevia may spend 1 MP to ignore immunity to sneak attacks or critical hits for one attack.
Fleet Charge: 1 MP: Move and Shoot as a standard action, 2MP move, 3 MP Swift.
Mythic Regen: +1 MP regen per day.
Transfer Magic: Steal the highest level magic effect on a target as a touch attack by spending one mythic power.

Gambits - As a swift action, Anevia may perform a Gambit. If she fails, she takes a -2 to all d20 rolls for the following round and recovers a maneuver, if she succeeds, she gains a unique benefit and recovers Int Mod [3] Maneuvers.

Acrobatic (Make an acrobatics check to move through a threatened space) - Attacks against the successfully evaded enemies deal 1d6 + Int Mod [3] extra damage. This damage is not multiplied on a critical hit.

Pinhole (Make a ranged attack against an opponent engaged in melee with an ally) - The foe's AC is reduced by Anevia's Int Mod [3] until her next turn.

Stealth (Make a stealth check) - Anevia becomes invisible for Int Mod [3] Rounds, as the Invisibility Spell.

Hidden Weapons - Anevia gains Quick Draw as a bonus feat. In addition, she may draw hidden weapons as a free action.

Portable Hole Specialist - Retrieving and storing items from/in an extradimensional space is always at most a move action for Anevia.

Maneuvers:
6 Known, 4 Readied, 2 Stances

Cursed Fate

Spoiler:
CURSED FATE
Discipline: Veiled Moon (Strike) (Mind-affecting)
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant
Saving Throw: Will negates
The disciple can befuddle and bewilder his
opponent with this strike, causing a grave imbalance
in the psyche of the victim. The initiator must make
a successful attack against the target, inflicting an
additional 2d6 points of damage and the target must
attempt a Will save (DC 12 + initiation modifier) or
suffer a -4 to all d20 rolls until the disciple’s next turn.

Deflecting Shot (Counter)
Spoiler:
DEFLECTING SHOT
Discipline: Tempest Gale (Counter)
Level: 2
Initiation Action: 1 immediate action
Range: 30 ft. (see text)
Target: One creature
Duration: Instantaneous
You know well that a sudden shot can disrupt the enemy
and remove a potential threat. You can initiate this counter
in response to an attack being made against you or an ally within 30 feet of you. Make a ranged disarm attempt
against the attacker, using a Sleight of Hand check in place
of your combat maneuver check. If your disarm attempt
is successful, the attack is negated (even if the weapon
cannot actually be disarmed). This disarm attempt does not
provoke an attack of opportunity.

Dimensional Strike (Strike)
Spoiler:
DIMENSIONAL STRIKE
Discipline: Veiled Moon (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant
By shifting slightly between two worlds, the disciple
confuses the senses of his foe so he may land his
attack more easily. The initiator initiating this strike
causes his foe to be flat-footed to this attack.

Fading Strike (Strike)
Spoiler:
FADING STRIKE
Discipline: Veiled Moon (Strike) (Teleportation)
Level: 2
Initiation Action: 1 standard action
Range: Personal
Target: Up to the disciple’s movement speed
Duration: Instant
The disciple learns the basic technique at this
level for walking between worlds to reach locations
that previously could be inaccessible on the mortal
world and potentially attack foes at those locales. As
a standard action, the initiator may either teleport
to a location no farther away than his maximum
movement speed, and make an attack action against
an opponent as part of the same standard action, or
attack an adjacent target and then teleport to a location
no farther away than his maximum movement speed.
The teleportation destination must be clearly seen by
the disciple to teleport to that location, and it must be
unoccupied.

Leaping Dragon (Boost)
Spoiler:
LEAPING DRAGON
Discipline: Thrashing Dragon (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant
As a dragon takes wing, his powerful legs thrust
him skyward as his wings spread out to clutch the
air. The disciple of the Thrashing Dragon uses this
technique to suddenly launch himself into the air as
if he were attempting flight. The initiator may make
an Acrobatics check to jump as a swift action, and he
gains a +10 competence bonus to his Acrobatics check
and is treated as if he had a running start.

Resonance Strike (Strike)
Spoiler:
RESONANCE STRIKE
Discipline: Veiled Moon (Strike) [Force]
Level: 2
Initiation Action: 1 standard action
Range: Melee or ranged attack
Target: One creature
Duration: Instant
By funneling his spiritual power into his attack,
the Veiled Moon practitioner may strike an opponent
with glowing silvery light on the Material or the
Ethereal plane. This strike is resolved as a melee or
ranged touch attack, and it inflicts 3d6 + initiator level
points of force damage in lieu of normal damage, and
this attack may strike incorporeal creatures without
suffering reduced damage. This is an Ethereal plane
using maneuver.

Ghostwalk
Spoiler:
Ghostwalk
Discipline: Veiled Moon (Boost) (teleportation); Level: 3
Prerequisite(s): One Veiled Moon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

DESCRIPTION

The initiator steps through to the borderland between the Material and the Ethereal planes, becoming an incorporeal figure in both realities for a few moments. Until the beginning of his next turn, the initiator gains the incorporeal subtype. This is an Ethereal plane using maneuver.

Galebreaker's Stance

Spoiler:
GALEBREAKER’S STANCE
Discipline: Tempest Gale (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Your ability to accurately read the wind allows you to fight
effectively even in the most adverse conditions. While you
maintain this stance, you do not take any penalties on
ranged attacks due to high wind speed, and your ranged
attacks ignore the wind wall spell and similar magical wind
effects that would adversely affect them.

Sniper's Eye Stance
Spoiler:
SNIPER’S EYE STANCE
Discipline: Tempest Gale (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
As a Tempest Gale disciple, distance is no obstacle to
you. While you maintain this stance, you reduce the total
penalty from attacking creatures beyond your weapon’s first
range increment by 2[4], and you gain a +2[4] bonus on combat
maneuver checks made with ranged attacks. For every four
initiator levels you possess, the penalty to ranged attacks
lessens by another 2, and the bonus to ranged combat
maneuver checks increases by +2.

Formless Dance
[spoiler]Formless Dance
Discipline: Veiled Moon (Stance) [Glamer]; Level: 3
Prerequisite(s): One Veiled Moon maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

DESCRIPTION

The Veiled Moon disciple immerses himself in a sort of dimensional flux, causing him to be able to see what cannot be perceived and seemingly be in many places at once. While in this stance, the initiator gains the benefits of a see invisibility spell and the blur spell.

Readied: Deflecting Shot, Cursed Fate, Fading Strike, Resonance Shot.

Anevia Defaults to Formless unless circumstances dictate otherwise.


Transfer Magic (Su):

Your mythic nature allows you to take magic from others as easily as you could take their gold. By expending one use of mythic power as a standard action, you can make a melee touch attack to transfer an active magical effect from a target creature to you. If you succeed, the highest-level effect on the target transfers to you (determine randomly if the target has multiple effects with the same level), ending the effect for the target and continuing it on you with the remaining duration as if you were the original target. You may end the effect on yourself as a standard action; this doesn’t cause it to revert to the original target. If the transferred magic can’t affect you (for example, if it doesn’t affect creatures of your type), it ends immediately as if dispelled. You can’t use this ability to transfer continuous bonuses from magic items, such as an armor bonus from bracers of armor.