About Anka SarrafCurrent Status:
HP: Status Effects: Resources: Fluff:
Description Dark skin, hair held back into a ponytail of thick dreadlocks, one clockwork arm Personality
Basic Sheet:
Anka Sarraf CN F humanoid (human) Gunsmoke Mystic 12 Init +10; Perception +22; DEFENSE
OFFENSE
STATISTICS
Racial Qualities, Traits, Skill Ranks & Misc.:
Racial Qualities +bonus feat (Weapon Finesse) +2 Dexterity +1 skill per level Skill Ranks
Favored Class Benefits
Traits
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
--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.
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.
Maneuvers Readied: 9
Known Maneuvers:
Stances:
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).
Illumination At 3rd level, affected allies’ attacks ignore the miss chance granted to targets by anything less than total concealment
Metal At 3rd level, affected allies increase their natural armor bonus to AC equal to ¼ the mystic’s class level (minimum +1).
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 |