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Ariel, the Mage Queen's page

19 posts. Alias of Rednal.


Classes/Levels

Level 3 | HP: 39/39 | EP: 14/14 | AC: 21, T: 18, FF: 16, DR: 5/Good | Fort: +6, Ref: +8, Will: +8 | CMB: +7, CMD: 25 | Init: +9, Perception: +11

Strength 19
Dexterity 20
Constitution 16
Intelligence 20
Wisdom 20
Charisma 20

About Ariel, the Mage Queen

Ariel

Appearance - Avatar

Female advanced eldritch human conscript 3/ethermancer 3/incanter 3
N Medium humanoid (human)
Init +9; Senses Perception +11
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Defense
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AC 21, touch 18, flat-footed 16 (+5 Dex, +2 natural, +1 shield, +3 untyped bonus)
hp 39 (3d10+9)
Fort +6, Ref +8, Will +8
DR 5/good
Weaknesses magical signs, personal warp, protected soul
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Offense
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Speed 30 ft.
Melee gladius +8 (1d6+4/19-20) | PA: +7 (1d6+6/19-20)
Ranged lesser blast +8 touch (3d3+5, B, P, or S)
Spell-Like Abilities (CL 3rd; concentration +8)
. . —alteration etherheart; ep: 1+
. . —lesser blast etherheart (3d3+5 b/p/s); ep: 1+
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Statistics
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Str 19, Dex 20, Con 16, Int 20, Wis 20, Cha 20
Base Atk +3; CMB +7; CMD 25
Feats Cantrips, Ethershaping, Extra Magic Talent, Extra Magic Talent, Improved Initiative, Power Attack, Weapon Focus (gladius)
Skills Acrobatics +6, Appraise +9, Bluff +11, Diplomacy +11, Disguise +6, Heal +6, Intimidate +11, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (religion) +9, Linguistics +9, Perception +11, Sense Motive +11, Spellcraft +11, Stealth +9, Survival +11, Swim +10, Use Magic Device +11
Languages Aklo, Common, Dwarven, Elven, Gnome, Halfling, Sylvan
SQ alter, barrier, berserker sphere, berserker: bone-breaker (exertion), berserker: brutal strike, breathless, casting, control weather, cure, deflection, divine, duelist sphere, duelist: debilitating injuries (bleed), effects, eldritch creature template, equipment: balanced defense, equipment: dancer training (discipline), equipment: unarmored training, ether alteration manifestations, ether blast manifestations, ether pool (size: 14, regen: 2), extradimensional storage, fencing sphere (+1d6 precision), fencing: fast feint, fencing: unlikely feint, glow, illusion, invigorate, read magic, restore, revitalize, telekinesis, teleport
Other Gear gladius[UC], 2,985 gp
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Special Abilities
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Alteration Etherheart; EP: 1+ (Sp)
Range personal
Target you
Duration 1 minute/level
Saving Throw as manifestation; Spell Resistance yes
EP Cost 1 + 1/4 level, rounded down
An etherspell with this etherheart affects the ethermancer directly. Exactly one manifestation must be added to this etherheart. Only one alteration etherspell can be active at a time.
Berserker Sphere (Ex) Berserkers are indomitable warriors with boundless reservoirs of endurance and unmatched destructive potential. When you gain the Berserker sphere you may, as a free action at the start of each turn, choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.
Berserker: Bone-Breaker (Exertion) (Ex) The creature damaged by your brutal strike takes a -1 penalty on all attack and damage rolls for as long as it is battered. This penalty increases by -1 for every 4 points of base attack bonus you possess. Multiple uses of this talent do not stack.
Berserker: Brutal Strike (Ex) As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn. You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.
Cantrips You can create a variety of small magical effects
Casting (CL 3, MSB +3, MSD 14, Concentration +8, DC 16) You can cast sphere effects.
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Divination: Divine You can divine magical auras
Divination: Read Magic You can read and decipher magical writing
Duelist Sphere (Ex) Training in the Duelist combat sphere teaches a practitioner techniques for prevailing in single combat, disarming a foe or taking control of their weapon while whittling away at them one knick at a time.

Whenever you use the attack action or an attack of opportunity to attack or disarm a creature, you deal an additional 1 point of bleed damage to the target on a successful attempt, +1 for every 4 points of base attack bonus you possess; this stacks with any other bleed damage you are capable of dealing. Practitioners of the Duelist sphere never provoke attacks of opportunity when attempting combat maneuvers against a target currently taking bleed damage.
Duelist: Debilitating Injuries (Bleed) (Ex) Whenever you deal bleed damage to a creature, you may cause them to take a penalty on all weapon attack rolls equal to the amount of bonus bleed damage granted to you by the Duelist sphere’s base ability for as long as the bleed is in effect. Any healing or other ability that ends the bleed also ends this penalty.
Eldritch Creature Template (Ex) Total EP: 1
Enhancements:
DR 5/Good (1 EP)
Equipment: Balanced Defense (Ex) While wielding a light or one-handed weapon and nothing in any other hand you possess, you gain a +1 shield bonus to AC. For every 4 points of base attack bonus you possess, this bonus increases by +1. Attacking with an off-hand weapon, or using abilities such as a monk’s flurry of blows or a magus’ spell combat, suppresses this bonus until the start of your next turn.
Equipment: Dancer Training (Discipline) (Ex) You are proficient with the intricacies of music and dance, and can apply that precision in battle. You are proficient with the battle poi, bladed scarf, chakram, fighting fan, gladius, rapier, scimitar, shortsword, war flute, war lute, war mallet, and whip. You may add your Dexterity modifier in place of your Charisma modifier when making Perform (dance) checks.
Equipment: Unarmored Training (Ex) Your deft movements, physical conditioning, and expert use of your chosen weapons allow you to create a protective barrier around yourself as effective as any true suit of armor. When unarmored and unencumbered, you gain a +2 armor bonus to your AC.
Ether Alteration Manifestations (Ex)
Level 1: Infinite Insight, Might of the Cosmos, Ultraviolet Shift
Ether Blast Manifestations (Ex)
Level 1: Conical Shaping, Extremes of Infinity, Inorganic Formulation, Merciful Ether, Raw Ether, Scale Model of the Galaxy
Ether Pool (Size: 14, Regen: 2) (Ex)
Ethershaping Lesser blast etherspells and greater blast etherspells deal your choice of bludgeoning, slashing, or piercing damage without the need for a manifestation.
Fencing Sphere (+1d6 Precision) (Ex) Fencers are quick fighters who use nimble footwork and expert feints to open up their target before landing a fatal blow.

When you gain the Fencing sphere, you gain ranks in the Bluff skill equal to your total Hit Dice; whenever you gain a Hit Die (such as when you gain a level) you gain an additional rank. If you already have ranks in the Bluff skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining this sphere, such as through the armiger’s customized weapons class feature.

In addition, whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.

A fencer may apply the effects of a single (exploit) talent to an attack action or attack of opportunity that deals this precision damage.
Fencing: Fast Feint (Ex) You may attempt to feint a creature as a move action. In addition, once per round when you succeed on a feint attempt against a creature, you may expend martial focus to move up to your speed. This movement does not provoke attacks of opportunity from the target of your feint. Associated Feat: Improved Feint.
Fencing: Unlikely Feint (Ex) You do not suffer a penalty when feinting against non-humanoids, and the penalty against feinting a creature with an Intelligence of 1 or 2 is reduced to -4. You may attempt to feint mindless creatures, but suffer a -8 penalty. For every 5 points of base attack bonus you possess, these penalties are reduced by 2 (minimum 0).
Illusion: Alter Make minor illusionary changes to an object or creature
Illusion: Effects Create illusions that are unconvincing, but can have some utility
Illusion: Illusion (DC 16) Create illusions that may fool observers
Lesser Blast Etherheart (3d3+5 B/P/S); EP: 1+ (Sp)
Range: close (25 ft. + 5 ft./2 levels)
Target: creature touched
Duration: instantaneous
Saving Throw: as manifestation; Spell Resistance: yes
EP Cost: 1 + 1/4 level, rounded down
An etherspell with this etherheart is a ranged touch attack that deals 1d3 + the caster's Charisma modifier points of bludgeoning damage, plus an additional 1d3 points of bludgeoning damage for every caster level beyond 1st. A maximum of three manifestations can be added to this etherheart. There is no minimum number of manifestations that can be added.
Life: Cure 1d8+3 (DC 16) Heal a target for 1d8+3 hit points
Life: Invigorate (Up to 3 temp HP) Grant up to 3 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Revitalize Cure can grant the target Fast Healing instead of healing normally
Light: Glow Cause an object or creature to shed light
Magical Signs Your use of magic is obvious to all observers
Personal Warp You may only teleport yourself
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Protected Soul You cannot target other creatures with your aegis, only yourself.
Protection: Barrier You can create a ward that absorbs damage
Protection: Breathless You may create an aegis that allows a creature to survive without air
Protection: Deflection +1 You can put an aegis on a creature to grant it a deflection bonus to AC
Telekinesis: Telekinesis (Tiny, Speed 20 ft, DC 16) You can move objects and creatures with your mind, with several applications
Warp: Extradimensional Storage You gain a permanent extradimensional space that may hold non-living material
Warp: Teleport You can teleport yourself as a standard action
Weather: Control Weather (Severity 3) You can change the temperature, precipitation, and wind in an area
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Ethermancer:

Level 1: Ethermagic, Alteration Etherheart, Lesser Blast Etherheart
Level 2: Multiuniversal Philosophy (Megalomaniac)
Level 3: -

Max Etherspell Level: 1
EP Regen Rate: 2
Ether Pool: 14 (6 level, 5 CHA mod, 3 Philosophy)

Alteration Manifestations (Level 1): Infinite Insight, Might of the Cosmos, Ultraviolet Shift

Blast Manifestations (Level 1): Conical Shaping, Extremes of Infinity, Inorganic Formulation, Merciful Ether, Raw Ether, Scale Model of the Galaxy

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Alignment: Neutral

Martial Tradition: Courtesan

Equipment: Dancer Training, Unarmored Training

Fencing Sphere
> Fast Feint

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L1: Power Attack, Duelist Sphere, Debilitating Injuries (Duel)
L2: Extra Combat Talent, Berserker Sphere, Balanced Defense (Equip)
L3: Bone-Breaker (Bers), Unlikely Feint (Fen)

WEAPON: Gladius in one hand, empty other hand

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