Meyanda

Anna__Blake's page

23 posts. Alias of Johnny_Panic.


Full Name

Lady Anna Blake

Race

(AC: 23/27[T: 18/22 FF: 16/20 | HP: 78/78(0NL) | F+8, R+11, W+8)

Classes/Levels

Init: +5; Perception +14 | CMB: +6; CMD: 22

Gender

Image

Size

5'11"

Age

N/A

Alignment

LN

Languages

Common + Infernal + Aklo + Undercommon

Strength 12
Dexterity 20
Constitution 15
Intelligence 22
Wisdom 16
Charisma 14

About Anna__Blake

DESCRIPTION
Android | Female | Portrait
Age N/A Height 6'2" Weight 191lb, Hair: White, Eyes: Silver Blue Body: Slender and Tall, Skin Tattooed, Voice: light: TN:

Onyx a tall Android. Her clothing is practical adventurers outfit. Her body is covered in fine silver magic tattoos [circuitry]. That light up when she uses her magic. Around her wast is also a light well made utility belt. She had a simple dagger in one boot and no other weapon that can be seen.

OFFENSE:

-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft. [Move 640' 1sp strait line]
CMB: +6; {+6Base +0Str +0size +0misc}
MSB [6]
Base Atk: +6;
Melee:+6{+6Base,+0Str}
Ranged:+10{+6Base,+4Dex}
[*Her Blasts]

--Melee:+6
Unarmed attack TH+6/+1 DMG[1d3] x2 (NL+L) [AoO]
Cold Iron Dagger TH+6/+1 [DMG1d4] 10' 19/20x2

--Ranged:
TH+10 [+2 Enchantment arm Cannon] [+1 trait bonus TH with Blasts]

RTA [+13[+11]+8]* [2 or 3 Attacks]. range 0' to 640' [Mid 400'+40' Level]
Rapid-shot + [1 more attack at Full ABA-2]

Right Arm - RTA [+11[+9]+6]* range 0' to 640' [Mid 400'+40' Level]
Left Arm - RTA [+11/+6]* range 0' to 640' [Mid 400'+40' Level]
[20d6+10][+15 DMG When Electrical -3 to AC and Saves]

Arm Cannon (Su) [2d6+2d6+2] [5/round]
At 1st level, the blaster blaster binds a unique weapon known as the arm cannon, which counts in all ways as a bound weapon. This arcane construct covers most of one arm and could appear as anything from a cluster of levitating silk ribbons to a glimmering tube of metal or an oblong block of crystal (although whatever an arm cannon appears as, its appearance does not change). When summoned, the arm cannon occupies one hand and cannot be disarmed. The arm cannon is a ranged weapon that makes ranged touch attacks, and deals 1d6 bludgeoning damage +1d6 at 5th level and every four levels beyond 5th. The weapon has no range penalties, but has a maximum range of Close Long [Talents]. In all other ways, the arm cannon counts as a destructive blast from the Destruction sphere with a caster level equal to the armorist’s level, but also as a ranged weapon, even being augmented by feats such as Rapid Shot, Deadly Aim (as if it were a firearm), Weapon Focus, etc. While the arm cannon is not directly tied to the armorist’s caster level, he may nonetheless augment his arm cannon with (blast type) and (blast shape) talents, the Extended Range talent, or the Crafted Blast talent. He must still spend any spell points required by the applied talents, and must spend those spell points for each attack. The Admixture talent may be applied as a full-round action, or as part of a full-attack if the additional costs are paid for every attack to which it is applied. The arm cannon can gain enhancements as normal for a bound weapon.

Destructive Blast [3d6+2d6] [1/round]
As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close Long range. A destructive blast deals bludgeoning damage as indicated on the table below. [3d6] This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.

Electric Blast (blast type)[+3DMG] Fort Save DC18 [DC21 -3ac*]
You may change the damage type of your destructive blast to electricity. Targets wearing metal armor or primarily comprised of metal suffer a -3 penalty to AC and to saving throws against an electric blast. An electric blast can ignite combustibles, and melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.

Mana Siphon (blast type) NL + -2SP [Fort Save DC18] [D4's]
Your destructive blast saps the magic energy from your target, funneling it to you. A mana drain blast does nonlethal damage using d4 dice instead of d6 and your target must make a Fortitude save or lose 1 spell point. This loss increases by one die size (1d2, 1d3, 1d4, 1d6, etc.) for every five caster levels. You gain an equal number of temporary spell points that last for one round per caster level, though you cannot receive more spell points than your target loses. These temporary spell points do not stack with spell points from other targets, other instances of this ability, or any other source and expire after 1 round per caster level.

Invigorating Blast (blast type) [Temp HP] [D4's]
You may spend a spell point to have your destructive blast deal positive energy damage to non-living creatures using d4 dice instead of d6. Living creatures instead of taking damage gain an equal number of temporary hit points (which cannot exceed their maximum hit points) which last for 1 hour, but also must make a Fortitude save or become dazed for 1 round.

Rebuff (blast shape)
You may use your destructive blast to shield a target within range from ranged weapons, area effects, or even other destructive blasts for 1 round, giving them the benefits of evasion, a +2 cover bonus to AC, and a +1 cover bonus to their Reflex saves. Multiply these bonuses by 2 at 5th caster level, by 3 at 10th caster level, by 4 at 15th caster level, and by 5 at 20th caster level. By spending a spell point, you may perform a rebuff as an immediate action, or provide the benefits to all targets within 10 ft of you plus 5 ft per 5 caster levels. You may spend 2 spell points to gain both of these benefits with the same rebuff.

Explosive Orb (blast shape) [15'r] [DC18]
You may spend a spell point to make a destructive blast as a burst effect centered anywhere within range. This burst has up to a 10 ft radius, + 5 ft per 5 caster levels. Affected creatures are allowed a Reflex saving throw for half damage.

Energy Leap (blast shape)
You may spend a spell point to move in a straight line up to your destructive blast’s range as a standard action. This movement does not provoke attacks of opportunity and you may pass through occupied spaces. Any creatures whose space you pass through are affected by your destructive blast, with a Reflex save for half damage. If you attempt to pass through an object and fail to break through it, you appear in the nearest unoccupied space and are staggered for one round. This blast shape cannot be combined with the Extreme Range advanced talent.

DEFENSE:

Init +4; Senses Low Light/Dark Vision/Blindsense* 60' Perception +12
-------------------------------=DEFENSE=-------------------------------

AC 22/26*] TAC[16/20*] FF[17/21*] [10+5Armor+0Shield+4Dex+1Items+1Dodge+0NA+0Other+4Spell*]

Damage Reduction:

Resistance
Electricity, Acid, Cold, Fire, [5]

Spells
Shield* 1 mins [Item]

*Deflection bonus
**Enhancement bonus

HP: 53/53 [10+1]+[5d10/2]+[6x1Con][+6FC]

Fort: +6, {+5Base,+1Con}
Reflex: +9, {+5Base,+4Dex}
Will: +7,{+5Base,+2Wis}

Resistance:
Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are

Immunity's
Immune to fear effects and all emotion-based effects

Other
Protection from possession and mental control (as protection from evil).

CMD 21 {10 +6Base +0Str +4Dex +0size +1misc +0Item}

MSD [17]

Rebuff (blast shape)
You may use your destructive blast to shield a target within range from ranged weapons, area effects, or even other destructive blasts for 1 round, giving them the benefits of evasion, a +2 cover bonus to AC, and a +1 cover bonus to their Reflex saves. Multiply these bonuses by 2 at 5th caster level, by 3 at 10th caster level, by 4 at 15th caster level, and by 5 at 20th caster level. By spending a spell point, you may perform a rebuff as an immediate action, or provide the benefits to all targets within 10 ft of you plus 5 ft per 5 caster levels. You may spend 2 spell points to gain both of these benefits with the same rebuff.

STATISTICS:

-------------------------------=STATISTICS=-------------------------------
20 Point Buy

Str 10 [+0][10][0p]
Dex 18 [+4][14][5p][+2Race][+2item]
Con 12 [+1][10][2p]
Int 20 [+5][15][7p][+4Race][+2Item][+1Level]
Wis 14 [+2][14][5p]
Cha 09 [-1][10][1p][-2Race]

-------------------------=Traits=----------------------

Traits x2 [from Feat]
1:Practiced Aim (Combat) +1 TH Blast
2:Unorthodox Casting (Magic)
Perhaps you are a druid trained in nature magic by a fey such as a nymph or satyr; maybe you grew up in a great library where you studied the magic of nature and geography; or perhaps you learned magic from an academic who combined study and meditation in equal measures. Either way, you embrace unorthodox techniques that change your approach to magic. Choose any one mental ability score, you use that score as your casting ability score for any sphere casting classes you have, thus affecting the use of spheres, talents, spell points, etc. This does not change or otherwise affect any class specific features they may have based on another ability score, unless that class feature specifically calls out a casting ability score anywhere in the class feature.

----------------=Drawbacks=-----------------
1:Focus Casting [Magic Tattoos on her body] [casting-tradition]
Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. Using magic without your focus requires you to make a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.

2:Magical Signs [Tattoos light up] [casting-tradition]
Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used.

3:Limited Telekinesis (metal objects)
You may only use your telekinesis on one type of material (water, metal, stone, etc.) chosen when you gain this drawback.

--------BOON ------------------
Feat:Inscribe Magical Tattoo [casting-tradition]

--------------=Feats=-----------------
Level Feats:
1: Additional Traits +2 Traits
2:two-weapon-fighting
3:Improved caster level

Class feats Blaster
-:Destruction sphere
1:improved two-weapon-fighting

Class Feats Elecyokinetc
-:Telekinesis Sphere
1:Electroreception (Su)
You can sense electricity around you, including bioelectricity. You gain blindsense 60ft, except you can only sense sources of electricity and living creatures, and do not require line of effect to sense these things with your blindsense.
2:Rapid Shot [Combat]

From Item
-:Blind Fight [Item]

Weapon and Armor Proficiency:
All simple and martial weapons, light armor, medium armor, and shields (except tower shields).
-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------
Protection from possession and mental control (as protection from evil).
Dos not need to eat or drink
can sleep 2 hours a night to get benefit of 8 hours sleep [Item]
Electroreception (Su)
You can sense electricity around you, including bioelectricity. You gain blindsense 60ft, except you can only sense sources of electricity and living creatures, and do not require line of effect to sense these things with your blindsense.

Race Android:

----------------=Race Traits=-------------------
Android

Racial Traits
Ability Score Racial Traits: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.
Size: Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Base Speed: Androids have a base speed of 30 feet.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

Alert:
Androids gain a +2 racial bonus on Perception checks.

Emotionless:
Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP)

Senses Racial Traits
Exceptional Senses:
Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.

Other Racial Traits
Constructed:
For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.)
Emotionless:
Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP) (Note: this trait is called Logical in the Book of Heroic Races: Advanced Androids.)
Nanite Surge:
An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round (3 RP.)

Skills:

-=Skills=- (54 points; 6x[+4class+5Int])[49 spent]

^Acrobatics*(Dex)____+14{+6rank,+5Dex}
Appraise(Int)____+6{+0rank,+6Int}
^Bluff(Cha)____+3{+1rank,-1Cha}
^Climb*(Str)____+4{+1rank,+0Str}
^Craft(Tattoo) (Int)____+10{+2rank,+5Int}
^Diplomacy(Cha)____+0{+1rank,-1Cha}
^Disable Device____+10{+3rank,+4Dex}
^Disguise (Cha)____+3{+1rank,-1Cha}
^Escape Artist*(Dex)____+10{+3rank,+4Dex}
^Fly*(Dex)____+10{+3rank,+4Dex}
Handle Animal (Wis)____+2{+0rank,+3Wis}
Heal(Wis)____+4{+0rank,+2Wis+2Item}
^Intimidate(Cha)____+3{+1rank,-1Cha}
^Knowledge (Arcana)(Int)____+10{+2rank,+5Int}
Knowledge (Dungeoneering)(Int)____+6{+1rank,+5Int}
^Knowledge (Engineering)(Int)____+10{+2rank,+5Int}
Knowledge (Geography)(Int)____+6{+1rank,+5Int}
Knowledge (History)(Int)____+6{+1rank,+5Int}
Knowledge (Local)(Int)____+6{+1rank,+5Int}
Knowledge (Nature)(Int)____+6{+1rank,+5Int}
Knowledge (Nobility)(Int)____+6{+1rank,+5Int}
Knowledge (Planes) (Int)____+6{+1rank,+5Int}
Knowledge (Religion) (Int)____+6{+1rank,+5Int}
^Knowledge (Technology) (Int)____+14{+6rank,+5Int}
Linguistics(Int)____+6{+1rank,+5Int}
^Perception(Wis)____+13{+6rank,+2Wis+2race}
^Perform (ALL)(Cha)____-1{+0rank,-1Cha}
^Profession(all)(Wis)____+2{+0rank,+2Wis}
Ride*(Dex)____+4{+0rank,+4Dex}
^Sense Motive(Wis)____+7{--rank,+2Wis-4Race}[+6item]
^Sleight of Hand*(Dex)____+8{+1rank,+4Dex}
^Spellcraft(Int)____+10{+2rank,+5Int}
^Stealth*(Dex)____+13{+6rank,+4Dex}
Survival(Wis)____+3{+0rank,+3Wis}
Swim*(Str)____+0{+0rank,+0Str}
^Use Magic Device(Cha)____+8{+6rank,-1Cha}

Concentration [+11][6CL+5Int]

ACP [0]

*ACP applies to these skills

^In Class Skill Bonus +3

-=Non-Standard Skill Bonuses=-
+2 Heal [Item]

-=Languages=- Common
Common + Lots more

Elementalist Electrokinetic L6:

elementalist electrokinetic L6

BAB+4
Saves +5/+5/+5
Base Caster Level [CL6] +4 [+1] [+4 feat MAX HD]
Magic Talents [X4][+2Feat]
Casting, spell pool, weave energy, Evasion, combat feat x2, Favored element, Dodge bonus +2, Elemental defense.

Class Skills: The elementalist’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (Arcane; Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Weapon and Armor Proficiency
An elementalist is proficient with all simple weapons and light armor.

Casting
An elementalist may combine spheres and talents to create magical effects. An elementalist is considered a Mid-Caster and uses Charisma Intelligence as his casting stat modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool [11 day]
An elementalist gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Charisma Int modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents [x4]
An elementalist gains 1 magic talent every time he gains a caster level, according to Table: Elementalist.

1:Greater Blast +1d6
The damage of your destructive blast increases by one die. You may take this talent an additional time at 5th caster level and every 5 caster levels thereafter; the effects stack.
2:Electric Blast (blast type) [Fort Save DC18]
You may change the damage type of your destructive blast to electricity. Targets wearing metal armor or primarily comprised of metal suffer a -3 penalty to AC and to saving throws against an electric blast. An electric blast can ignite combustibles, and melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.
3:Invigorating Blast (blast type) [5d4 Temp HP]
You may spend a spell point to have your destructive blast deal positive energy damage to non-living creatures using d4 dice instead of d6. Living creatures instead of taking damage gain an equal number of temporary hit points (which cannot exceed their maximum hit points) which last for 1 hour, but also must make a Fortitude save or become dazed for 1 round.
4:Greater Blast +1d6
The damage of your destructive blast increases by one die. You may take this talent an additional time at 5th caster level and every 5 caster levels thereafter; the effects stack.

Electrokinesis:
An electrokinetic gains the Destruction sphere, the Telekinesis Sphere, and the Electric Blast Destruction talent as bonus magic talents, but also gains the Energy Focus (electric blast) and Limited Telekinesis (metal objects) drawbacks without gaining bonus talents from them.
If the electrokinetic already possesses the Destruction sphere or the Telekinesis sphere, she does not gain those spheres but also does not gain their connected drawbacks. If she already possesses the Electric Blast talent, she gains one free magic talent of her choice. She uses her class level as her caster level when using a destructive blast to deal electricity damage and when using telekinesis on metal objects.
This ability replaces Weave Energy.
1:Rebuff (blast shape)
You may use your destructive blast to shield a target within range from ranged weapons, area effects, or even other destructive blasts for 1 round, giving them the benefits of evasion, a +2 cover bonus to AC, and a +1 cover bonus to their Reflex saves. Multiply these bonuses by 2 at 5th caster level, by 3 at 10th caster level, by 4 at 15th caster level, and by 5 at 20th caster level. By spending a spell point, you may perform a rebuff as an immediate action, or provide the benefits to all targets within 10 ft of you plus 5 ft per 5 caster levels. You may spend 2 spell points to gain both of these benefits with the same rebuff.

Evasion (Ex)
At 2nd level an elementalist learns to avoid damage from many area-effect attacks. If an elementalist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the elementalist is wearing light armor or no armor and carrying no more than a light load. A helpless elementalist does not gain the benefit of evasion.

Bonus Feat
An elementalist’s martial focus grants him a bonus combat feat at 2nd level and every 4 levels thereafter, chosen from those for which he qualifies.

Electrokinetic Stunts:
An electrokinetic can select electrokinetic stunts for which she qualifies in place of elementalist bonus feats. All stunts are supernatural abilities. Unless otherwise specified an electrokinetic may only select any given electrokinetic stunt once.

1:Electroreception (Su)
You can sense electricity around you, including bioelectricity. You gain blindsense 60ft, except you can only sense sources of electricity and living creatures, and do not require line of effect to sense these things with your blindsense.
2:Rapid Shot [Combat]

Favored Element (Su) [Energy]
At 3rd level, the Elementalist chooses one damage type he may inflict with his Destruction sphere (the basic destructive blast, or a blast type talent he possesses). When creating a destructive blast of this type, it deals an additional +1/2 damage per elementalist level.

Dodge Bonus +1
At 4th level, an elementalist gains a +1 dodge bonus to their AC. This increases by one for every 4 levels thereafter, to a maximum of +5 at 20th level.

Elemental Defense (Su)
At 5th level, an elementalist gains resistance 5 to acid, electricity, fire, and frost.

Telekinesis [Small Metal objects]
As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range. The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose. Your telekinesis is simple and cannot perform dexterous actions (tying a knot, opening a book, turning a key, etc.). Any object you control with telekinesis has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier.

Sustained Force [Small Metal objects]
You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).

Hostile Lift [Small Metal objects]
You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained. If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air.

Bludgeon [Small Metal objects]
Once per turn when lifting an object with telekinesis, you can spend its remaining movement to strike a creature or object within its square. When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon.

Object Damage
Object Size/Damage Dealt
Fine/1
Diminutive/1d2
Tiny/1d3
Small/1d4

Catch [Small Metal objects]
If using telekinesis on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis.

Armorist - Blaster L6:

Armorist - Blaster [L6]

Alignment: Any chaotic.

Hit Die: d10.

Class Skills:
The armorist’s class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana; Int), Knowledge (Engineering; Int), Knowledge (Nobility; Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha).

Skill Ranks Per Level: 2 + Int modifier.

BAB+6/+1
Saves +5/+2/+2
Base Caster Level CL3 [Count Blasts as CL6]

Weapon and Armor Proficiency
An armorist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Casting
An armorist may combine spheres and talents to create magical effects. An armorist is considered a Low-Caster and uses Wisdom Int as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool [11Sp/day]
An armorist gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom Int modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents x3
An armorist gains a magic talent at 2nd level and every 2 levels thereafter, according to Table: Armorist.

1:Explosive Orb (blast shape) [15'r] [DC18]
You may spend a spell point to make a destructive blast as a burst effect centered anywhere within range. This burst has up to a 10 ft radius, + 5 ft per 5 caster levels. Affected creatures are allowed a Reflex saving throw for half damage.
2:Mana Siphon (blast type)[Vampire] [-2SP] [4D4 NL DMG]
Your destructive blast saps the magic energy from your target, funneling it to you. A mana drain blast does nonlethal damage using d4 dice instead of d6 and your target must make a Fortitude save or lose 1 spell point. This loss increases by one die size (1d2, 1d3, 1d4, 1d6, etc.) for every five caster levels. You gain an equal number of temporary spell points that last for one round per caster level, though you cannot receive more spell points than your target loses. These temporary spell points do not stack with spell points from other targets, other instances of this ability, or any other source and expire after 1 round per caster level.
3:Energy Leap (blast shape)
You may spend a spell point to move in a straight line up to your destructive blast’s range as a standard action. This movement does not provoke attacks of opportunity and you may pass through occupied spaces. Any creatures whose space you pass through are affected by your destructive blast, with a Reflex save for half damage. If you attempt to pass through an object and fail to break through it, you appear in the nearest unoccupied space and are staggered for one round. This blast shape cannot be combined with the Extreme Range advanced talent.

Arm Cannon (Su):
At 1st level, the blaster blaster binds a unique weapon known as the arm cannon, which counts in all ways as a bound weapon. This arcane construct covers most of one arm and could appear as anything from a cluster of levitating silk ribbons to a glimmering tube of metal or an oblong block of crystal (although whatever an arm cannon appears as, its appearance does not change). When summoned, the arm cannon occupies one hand and cannot be disarmed. The arm cannon is a ranged weapon that makes ranged touch attacks, and deals 1d6 bludgeoning damage +1d6 at 5th level and every four levels beyond 5th. The weapon has no range penalties, but has a maximum range of Close. In all other ways, the arm cannon counts as a destructive blast from the Destruction sphere with a caster level equal to the armorist’s level, but also as a ranged weapon, even being augmented by feats such as Rapid Shot, Deadly Aim (as if it were a firearm), Weapon Focus, etc. While the arm cannon is not directly tied to the armorist’s caster level, he may nonetheless augment his arm cannon with (blast type) and (blast shape) talents, the Extended Range talent, or the Crafted Blast talent. He must still spend any spell points required by the applied talents, and must spend those spell points for each attack. The Admixture talent may be applied as a full-round action, or as part of a full-attack if the additional costs are paid for every attack to which it is applied. The arm cannon can gain enhancements as normal for a bound weapon.
This ability modifies the bound equipment class feature.

Destruction
The blaster gains the Destruction sphere as a bonus sphere at 1st level. If the Destruction sphere is already possessed, then he may choose any talent from the Destruction sphere as a bonus talent. At 5th level, you gain a bonus talent from the Destruction sphere.
This replaces the summon equipment class feature.

1:Extended Range 100' +10' Level
Increase the range of your destructive blast by 1 range level (Close to Medium, Medium to Long). You may select this talent multiple times. The effects stack.

2:Extended Range 400' +40'Level [640']
Increase the range of your destructive blast by 1 range level (Close to Medium, Medium to Long). You may select this talent multiple times. The effects stack.

Arsenal Trick x3
At second level and every even-numbered level thereafter the armorist gains an arsenal trick, representing the ways she has chosen to focus her study of equipment and its uses. Unless otherwise specified, an individual arsenal trick can only be gained once.

1:Staff-like Cannon [+2]
You may add magic talents from the Destruction sphere to your arm cannon as a +2 enhancement equivalent as if it were a staff. You do not need to know the talent for it to be selected.
[+2] OR
-:[+1]+Distance 1280' range Increment.

2:Additional Binding (Requires Bound Equipment) [Second Arm Cannon]
You may bind an additional piece of equipment.

3:Combat Feat
You may select a combat feat as a bonus feat. You must meet the prerequisites for this feat.
-:improved two-weapon-fighting

Armor Training (Ex)
Starting at 3rd level, an armorist learns to be more maneuverable while wearing armor. Whenever she is wearing armor, she reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by her armor by 1. Every four levels thereafter (7th, 11th, 15th, and 19th) these bonuses increase by +1, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed. In addition, an armorist can also move at her normal speed while wearing medium armor. At 7th level, an armorist can move at her normal speed while wearing heavy armor.

Gear/Possessions:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

Starting cash 16,000Cr

Clothing
Black Adventurers outfit --gp 1lb

Weapons:
Cold Iron Dagger 1/5lb 4gp on belt.

Armor
Mithral Shirt [Bodice] [+1] 2100gp 5lb

Belt: Tattoo-of-incredible-dexterity +2dex 4000gp
Body: -
Chest:-
Eyes: -
Feet: Fine Boots 10gp
Hands: Black Gloves 2gp
Head: Tattoo of vast Int +2Int 4000p
Headband:-
Neck: Coused Colloer
Shoulders: -
Wrists: -
Ring L: -
Ring R: Tattoo of Protection +1 2000gp

None slotted Items
On belt
-:Cold Iron Combat Knife
-Wand clip 1gp
-Wand of Shield 18/50 265gp
-Wand of Infernal Healing 18/50 565gp
-Wand of Presto 10/50 150gp

Pathfinder Pouch 1000gp
-:Normal space
Silver Wayfinder 500gp 1lb
Slotted-(Ioun Stones)
1:incandescent-blue-sphere-ioun-stone Cracked price: 200gp [cracked]
Blind-Fight Feat +1 competence bonus on one Wisdom-based skill
2:Pink and Green Sphere price: [500] [cracked]
-:This stone sustains the wearer on half the normal amount of food.
-:Protection from possession and mental control (as protection from evil).
Hidden space
-:Orders and peesonal Documenets.
-:Note Book and Pen 4p --lb
-:Signal Whistle 5sp --lb
-:Boot leg whisky x2 2gp

-=Carrying Capacity=- .
Light 0-36 lb. Medium 27–53 lbsHeavy 54–80 lbs
-=Current Load Carried=- 21lb [light]
Starting cash 16,000Cr
-=Money=- 0 GP 0 SP 0 CP

Background - narrative

Fights because she wants a home.

NOTES: