Kyra

Anka Sarraf's page

80 posts. Alias of DMRaven.


Full Name

Anka Sarraf

Classes/Levels

Gunsmoke Mystic 12

Stats:
Hp: 64/64 | AC 29, Tch 20, FF 21 | F: +9, R: +16, W: +17 | CMD: 26 | Init +10, Per: +25, SM: +20[/spoiler\ [spoiler=Skills]Acrobatics +23, Knowledge (Arcane) +17, Profession (Sailor) +17, Stlth +17

Size

Medium

Age

27

Alignment

Chaotic Neutral

Deity

Besmara

Occupation

Mercenary Captain, Ex-Pirate

Strength 8
Dexterity 27
Constitution 12
Intelligence 14
Wisdom 20
Charisma 10

About Anka Sarraf

Current Status:

HP:
Status Effects:
Resources:

Fluff:

Description
Dark skin, hair held back into a ponytail of thick dreadlocks, one clockwork arm

Personality
Brash, eccentric, loves money
Background
Born in Thuvia, Anka fled her abusive mother at a young age. She ended up hiding aboard a ship hoping to head to new life—only to find herself aboard a merchant vessel destined to be pirate booty. She was captured by the pirates to be sold as a slave, but her vicious temper instead led to her becoming the youngest member of the crew. She fought her way up to become captain of the vessel and there she stayed until making the mistake of attacking the Summer Crows on their way to Rahadoum. Constantine took both her and her vessel captive. She won her freedom fighting with the Crows in Rahadoum and has followed him since, earning his trust after saving his life (and bed) several times.

Basic Sheet:

Anka Sarraf
CN F humanoid (human)
Gunsmoke Mystic 12

Init +10; Perception +22;

DEFENSE
AC 29, touch 1, flat-footed 1 (+7armor, +8 Dex, +2 deflection, +2 natural)
hp (12d8+24)
Fort+9, Ref/b]+16, [b]Will+17
Special: +3 insight to AC and saves vs spells and psionics

OFFENSE
Speed 30 ft.
Melee +3 Rapier +21/+15 1d8+11, 18-20 x2
OR +3 Rapier +19/+13 1d8+11 AND
+3 Pistol +17 1d8+8
Ranged +3 Pistol +20/+14 1d8+8, x3 (20')
Space 5 ft.; Reach 5 ft.
Special: Thrashing Dragon Pounce +attack on strike, Battle Dragon Stance (+4 initiative, +1d6+5 damage, +2 attack rolls when 2-weapon fighting)

STATISTICS
Str 8, Dex 27, Con 12, Int 14, Wis 20, Cha 10
Base Atk +9; CMB +8; CMD 26
Feats Weapon Finesse (Human), Deadly Agility (1), two-Weapon Fighting (3), Point Blank Shot (5), Craft Wondrous Item (7), Thrashing Dragon Style (9), Thrashing Dragon Pounce (11)
Skills Acrobatics +23, Knowledge (Arcane) +17, Perception +25, Profession (Sailor) +17, Sense Motive +20, Spellcraft +17, Stealth +17, Use Magical Device +12
Languages Common. Thuvian
Traits Unorthodox Tactics (Thrashing Dragon), Reactionary (+2 initiative)

Racial Qualities, Traits, Skill Ranks & Misc.:

Racial Qualities
+bonus feat (Weapon Finesse)
+2 Dexterity
+1 skill per level

Skill Ranks
This represents the number of ranks in a skill, not its total bonus as seen on the simple sheet above.
Acrobatics 12
Knowledge (Arcane) 12
Perception 12
Profession (Sailor) 9
Sense Motive 12
Spellcraft 12
Stealth 6
Use Magical Device 9

Favored Class Benefits
Mystic: +12 Hit points

Traits
Unorthodox Tactics: Swap shattered mirror for thrashing dragon
Reactionary: +2 initiative

Feats:

Detailed feat descriptions
Thrashing Dragon Style: When you make a standard attack, you can make an additional attack with your off-hand weapon. Doing so takes all normal two-weapon fighting penalties.

Thrashing Dragon Pounce When initiating a strike with only a single melee attack, you can make an extra attack with off-hand weapon at highest base attack bonus as a free action. Doing so, attacks take two-weapon fighitn penalties.

Class Abilities:

More detailed description of all class abilities for ease of lookup.
Weapon & Armor Proficiencies
Simple weapons, Firearms, light armor and bucklers, Rapier (Item)

Animus Ammunition As a free action, spend a point of animus to create ammunition in the empty firearm. These bullets reduce misfire by 1 (to minimum of 1). Gunsmoke mystic need not have a free hand to reload her firearms using this ability.

Way of the Gun
--Animus Flush (Su) As a move action, spend 1 animus to remove the broken condition.
--Gun Fu the buttt or handle of the firearm as a light melee weapon. . One-handed deal 1d6 and 2-handed deal 1d10. Critical is 20/x2 Also, while wielding a firearm, threaten squares as normal and can attack with gun in melee or fire it at range interchangeably, even within the same full attack action. If the weapon has an enhancement bonus, that bonus applies to her melee attacks with the firearm.
--Animus Charged Bullets: Add initiation modifier to damage rolls with firearms.
--Focused Aim: Take a move action to improve accuracy. Range increment increases by 20 for next attack.

--Ricochet Shot: When using a ranged strike, spend animus equal to level of that strike to target an additional enemy within 20 feet of the initial target.
Flowing Movements: Gain rapid reload as a bonus feat. Reload 2-handed firearms as a 1-handed and a 1-handed as a hand crossbow. Do not provoke when firing or reloading with firearm.

Animus (Su): Mystics use turbulent arcane energy to fuel their martial prowess. Outside of combat, they have no animus to spend. Her levels in mystic count as an arcane spellcaster for the purposes of qualifying for prerequisites (crafting and arcane strike). When she enters combat, she gains 4 animus points on her first turn and adds one more at the start of each turn thereafter. Her animus pool persists for one minute after the last enemy is defeated.

Blade Meditation (Su) As a full round action, spend an animus to grant yourself all withheld maneuvers and immediately expend them. As a result of this, a new set of maneuvers is granted. In addition, until the start of her next turn, creatures that target the mystic with melee attacks take 1d6 points of damage of your active energy type and an additional 1d6 for each 2 points of animus in your pool.

Arcane Defense (ex) Gain a +3 bonus to AC and saving throws against psionic powers, psi-like abilities, spells, and spell-like abilities.

Elemental Glyph (Su) As a move action, the mystic can spend an animus to apply an elemental glyph to 3 allies within sight. The effect lasts for 4 rounds. You are not limited to casting glyphs of your active element. Allies may only be affected by a single glyph at a time. See spoiler for glyph effects.

Mystic Artifice (Su) When crafting magical items without the prerequisite spell, mystic can attempt to replicate the spell with a spellcraft check (DC 15 + level of spell). If successful, she can create the item as if she had cast the spell. She may make this attempt for each spell required. If she fails the first check, she may not try again while creating that item.

Instant Enlightenment Twice per day, as a free action, expend one granted maneuver to instantly replace it with another maneuver she knows. This maneuver is added to both currently granted and readied maneuver, replacing the previous one.

Magical Gunsmith: At 1st level, a gunsmoke mystic gains her choice of a musket or a pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunsmoke mystic also gains Gunsmithing as a bonus feat, and can upgrade this gun to masterwork quality for 300gp and one day of work, as if she was a gunslinger.

Maneuvers:

Initiator Level: 12
Disciplines: Elemental Flux, Riven Hourglass, Thrashing Dragon, Solar Wind, Tempest Gale, Veiled Moon. Firearms are always discipline weapons for these.
Special:

Maneuver Recovery: Mystics start each encounter with five (two of her choice and three randomly selected) readied maneuvers. She gains one randomly selected remaining maneuver at the end of each turn. If, at the end of the mystic's turn, she cannot be granted a maneuver because she has no withheld maneuvers remaining, she recovers all expended maneuvers and a new group of readied maneuvers is granted to her (two of her choice and three randomly selected) and the process begins again. At the end of any round she initiates a maneuver, she gains one additional animus. This doesn't increase if a boost and strike are both used.
While readying maneuvers, you may change your active element by spending a standard action or by spending an animus and assuming a new stance (swift). Ou may also spend one point of animus as part of initiating a strike to make all damage dealt count as your attuned element's. So air would be electricity damage.

Maneuvers Readied: 9
Strikes: Rending Claws, Eldritch Energy Hammer, Elemental Vortex, Dragon Assault
Boosts: Sharpened Talons, Ghostwalk, Degrade Resistance
Counters: Reversing Thrust,

Known Maneuvers:
1: (3) Leaping Dragon (Boost; Acrobatics as swift action to jump with +10 bonus), Eldritch Shield (Counter; Gain energy resistance 10 vs single attack), Horizon Wind Lancet (Boost; Ranged attack gains +1d6 fire damage)
2 (2) Half-Gone (VM, Counter, make stealth check vs opponent's perception as a result of an attack. If successful, count as incorporeal for the attack. This may be used against targeted and area spells using stealth in place of reflex), Degrade Resistance (EF, Boost; Ignore 10 points of energy resistance and next attack deals +1d6 energy damage. Augment: 1 point to boost damage to 2d6)
3: (2) Energy Spark (EF, Boost; Range 30', Make additional ranged touch attack against target to deal 3d6 energy damage. Augment: 2 points to create additional ray), Ghostwalk (VM, Boost; Become incorporeal until next turn)
4: (2) Sharpened Talons (TD, Boost, While 2-weapon fighting, deal +2d6 damage for round), Dragon Assault (TD, Strike, Make a full-attack action. Each successful hit deals an additional +1d6 damage that carries over. 2nd attack deals +2d6, third +3d6 and so on up to +5d6 damage maximum)
5: (2) Elemental Vortex (EF, Strike, Make an attack and deal +8d6 damage. Deal effect based on element [Air +4 to hit till next turn for you and allies, earth free trip +initiation mod, fire reflex save or catch fire for 2d4 rounds and sickened, water Fort save or entangled for 3 rounds. Augment: (up to 3) +1d6 damage and +1 DC.) Reversing Thrust (TD, Counter; Make acrobatics vs attack roll, if successful negate attack and counter attack with 1 attack)
6: (2) Rending Claws (Strike; make two successful melee attacks with wielded weapons, automatically rend victim for additional 8d6 damage if both attacks hit), Eldritch Energy Hammer (strike; deal an extra 10d6 energy damage and target is subject to dispel magic effect. Augment: (max 3) to add +2 to dispel check)

Stances:
1: Outer Sphere Stance (Thrashing dragon; -2 AC, +1d6 damage when wielding two weapons)
1: Inner Sphere Stance (+2 dodge to ac and will saves)
3: Battle Dragon's Stance (Reduce 2-weapon penalties by 2, +4 initiative, 1d6+initiation modifier damage while two-weapon fighting)
5: Enter the Vortex (Gain movement speed based off element. Air: fly (good), Earth burrow+tremorsense and breathing underground, fire: +4 initiative, +30ft movement, Water: swim speed, aquatic and amphibious subtypes. Additionally; may fire ranged blasts of touch attack to deal 4d6 damage.

Glyph Effects:

Air At 3rd level, each of the movement speeds of affected allies increases by 10 feet and they make up to one 90 degree turn while making charge attacks. This adjustment is treated as an enhancement bonus.
At 8th level, this bonus increases to 30 feet, and they may make Acrobatics checks to jump as if they had a running start.
DarknessAt 3rd level, allies affected by the glyph of darkness gain concealment (20% miss chance).  
At 8th level, affected allies gain darkvision and the effects of a see invisibility spell out to a range of 60 feet.
Earth At 3rd level, this glyph makes allies more difficult to move against their will; affected allies gain a bonus to their CMD equal to the mystic’s Wisdom modifier.
At 8th level, affected allies gain DR/adamantine equal to the mystic’s Wisdom modifier.

FireAt 3rd level, affected allies gain a circumstance bonus to attack rolls equal to ¼ the mystic’s class level (minimum +1).
At 8th level, affected allies add ½ the mystic’s class level as fire damage to attacks they make.

Illumination At 3rd level, affected allies’ attacks ignore the miss chance granted to targets by anything less than total concealment
At 8th level, affected allies gain a bonus to Will saving throws against illusion spells and effects equal to the mystic’s Wisdom modifier

Metal At 3rd level, affected allies increase their natural armor bonus to AC equal to ¼ the mystic’s class level (minimum +1).
At 8th level, affected allies gain a circumstance bonus to Fortitude saves equal to ¼ the mystic’s class level (minimum +1).
Water At 3rd level, affected allies gain a circumstance bonus to their CMB and to Swim checks equal to the mystic’s Wisdom modifier.
At 8th level, affected allies ignore difficult terrain when they move.

Gear & Equipment:

More detailed equipment list
Currency 150 Gp
Magic Items
Armor: +3 Mithral chain shirt (10,100)
Headband: Headband of Mental Prowess +4 (20,000GP) intelligence, Wisdom
Ioun Stones: Opalescent White Pyramid (5,000 Rapier profiency)
Right hand: +3 Rapier (18,000)
Left Hand: +3 Pistol (18, 500)
Wrists: Dueling Cuffs (5,000) +2 deflection to AC
Right arm: Clockwork Prosthesis (3,200)
Shoulders: Cloak of Resistance +4 (8000)
Belt: Belt of Incredibly Dexterity +6
Wayfinder: Standard (250, with opalescent pyramid (Weapon focus:” Rapier)
Eyes: Eyes of the Eagle (+5 perception) (1,250)
Neck: Amulet of Natural Armor +2 (4000)

Alchemical Items