About Carlos 1-8-7Advancement:
Feats Sniper Weapons (WP, WS, WF), Spell Focus, Improved Demoralize, Spell Penetration, Greater Spell Penetration # 342384-702 0 - 1000 credit
Total: 342851 cp x 36 xp x 2 infamy -------------------- Bot Me:
As an assassin, Carlos will hide in the shadows and shoot from a safe distance with a sniper rifle. [dice=Called Nullifying Rift Rifle]1d20 + 14; 3d10+12[/dice] [ooc]- Slashing dmg vs EAC | Force effect[/ooc Description:
Not everyone would have been able to notice how and when Carlos arrived on this ship. Perhaps the shadows mysteriously thickened for a short time, or the light bulbs blinked treacherously, plunging the shuttle into darkness for a couple of seconds just before departure. And here he is. A small figure in a strange pale yellow hoodie, under which something is writhing... tentacles? Yes, it seems that they are. Tentacles (and not one or two) where the legs should be, although it is almost not visible from under the long hoodie. He wears a mask on his face all the time, and the hood is up. During the flight, he briefly removes his mask (before he does this, a chill runs down the backs of some of you, or you even want to scream in horror for a second, as if sensing the approach of unimaginable horror). But instead of horror from the depths of the dark tapestry, you see Carlos's haggard face. Or what's left of him. The eyes are completely empty and inanimate, the skin is pale, dead, repulsive, there is no more hair (even eyebrows and eyelashes). He looks at you with the same blank look, in which there is not a hint of sympathy. He did it in order to show you who he is. To those who knew him before. He doesn't say hello, he doesn't nod, nothing. Just silently holds the mask in his hand for a few seconds and puts it back in place. Arriving at the place, he screws the silencer to his sniper rifle and picks it up. He knows why he's here. He doesn't know, but he does. He is never invited for any other purpose than this.
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Close 55 ft., Medium 230 ft., Long 920 ft. | +17 vs SR Level 0 (at will, DC 19)
Level 1 (6/day, DC 20)
Level 2 (6/day, DC 21)
Level 3 (6/day, DC 22)
Level 4 (4/day, DC 23)
Level 5 (3/day, DC 23)
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Cunning: Halflings with this racial trait gain a +2 bonus to Bluff and Sleight of Hand checks, and Sleight of Hand is a class skill for them. Coldblooded: The chill of the deep shadows has inured you to cold.
Coldblooded Touch: Your touch is infused with the life-sapping gloom of the Shadow Plane.
+ Deadened Emotions: You are hollow inside.
Improved Demoralize: You can use the Intimidate skill to demoralize as a move action. Jack of All Trades + Eager Dabbler: You gain a +2 bonus to skill checks if you don’t have any ranks in that skill. You can use all skills untrained, even if you could not normally do so, and when you roll a natural 20 while attempting a skill check for a skill in which you don’t have ranks, your bonus from eager dabbler increases to +4. Mindlink (Sp): You can form a mental link with creatures you touch, communicating information rapidly through it. You can use mindlink at will as a spell-like ability, though only once per day on any given individual. Sneaky: Reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. Shadow Blend (Su): If you are hidden or invisible in dim light or darkness, other creatures cannot use blindsense, blindsight, or sense through to locate you. In addition, if you’re benefiting from this feature and make noise that could reveal you, including speaking, creatures become aware of your presence in the dim or dark area you’re in but not your specific location. If you attempt to bully or demoralize a creature while benefiting from this feature, you can double the bonus to Intimidate you receive from your channel skill mystic feature. Shadow Corruption (Stage 8; Personal Boon): Your descent into corruption has eroded your standing within the Society. You gain 2 Infamy that cannot be removed by any means. You do not roll to see if your corruption progresses, but instead you reduce your total Resolve Points by 1 when slotting this boon. This represents your ongoing struggle against the corruption. + Shadow Jaunt: You can jump from shadow to shadow with little effort.
Shadow Infusion (Su): You gain darkvision with a range of 60 feet. In addition, if the concealment that allows you to attempt a Stealth check to hide comes from dim light or darkness, you can double the bonus you receive from your channel skill mystic feature. Shadow Puppet (Sp): While you are invisible from shadow weaver or shrouded in shadow from shadow blend, you can cast holographic image (spell level 3rd or lower). You can do so twice per day, but you can spend 1 Resolve Point to cast the spell again after expending those uses. Any hologram you create using the 3rd-level version can include intelligible speech, if you wish. Shadow Shroud (Su): As a move action, you can spend 1 Resolve Point to shroud yourself in dim light for 1 minute. Darkvision provides no benefit against this gloom, and nonmagical light can’t change this light level. Magical light can change this light level only if from a source with a CR or level higher than yours. You can dismiss this dim light as a move action, and it ends automatically if you lose consciousness. Shadow Weaver (Su): If you have concealment from dim light or darkness, you can become invisible as a standard action. This invisibility lasts for a number of minutes per day equal to your mystic level. This duration needn’t be continuous, but it must be used in 1-minute increments. You can dismiss this invisibility as a move action, and it ends automatically if you lose consciousness. Telepathic Bond (Sp): As a standard action, you can form a telepathic link with up to six other willing creatures, allowing you to communicate telepathically at great distances. This functions as telepathic bond, except the duration is permanent. You can have only one telepathic bond active in this way at any given time; creating a new telepathic bond immediately ends the previous one. =================================================
Adrenal Booster: When you are dying, the number of Resolve Points you need to stabilize is reduced by 1 (to a minimum of 1 Resolve Point needed to stabilize). This ability doesn’t stack with any other ability that allows you to spend fewer Resolve Points to stabilize. In addition, once per day, you can spend the required Resolve Points to stabilize and 1 additional Resolve Point to stay in the fight (regaining 1 Hit Point) in the same round. Called: A weapon with the called fusion can be teleported to its owner’s hand as a swift action, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that block teleportation prevent the return of a called weapon. A weapon with the called fusion must be in your possession for at least 24 hours for this ability to function. Fiendish Gloom: As a standard action, you can cause light within 20 feet of you to decrease one step. This lasts for 1 minute, but you can dismiss it as a swift action. Nonmagical light sources can’t increase the light level in this area. Magical light can increase the light level in this area only if it’s from an item or creature of a level or CR higher than your level. You can use this ability once per day, plus a number of additional times equal to half your level. Nullifying: Damage from a weapon with the nullifying fusion temporarily reduces spell resistance. When you damage a creature with spell resistance using a weapon with this fusion, its spell resistance is reduced by 2 until the end of your next turn. Multiple hits from weapons with this fusion stack. Mobility Tentacles: Your lower limbs are replaced with four strong tentacles that can carry you up vertical surfaces or propel you through water without using other limbs. You gain a climb speed of 20 feet and a swim speed of 20 feet. Moonflower Lightgraft: This implant can be used to produce light like a flashlight with a 30-foot cone, drawing power from you. In addition, as a standard action, you can raise your augmented hand and create a blinding burst of light in a 30-foot cone-shaped burst extending from your hand. A creature that can see in the burst must succeed at a Fortitude save (DC = 10 + half your level + your Constitution modifier) or be blinded for 1d4 rounds. Once you activate this ability, you can’t activate it again that day unless you spend 1 Resolve Point to recharge it. Silencer: When you fire a weapon equipped with a silencer, the weapon creates no sound, and its ammunition flies silently for the first range increment (this includes the range increment of a weapon with the sniper special property). This benefit reduces the penalty you take to Stealth checks for sniping by 5. Shadow Nerves: Once per day, you can take a guarded step of 10 feet, rather than the usual 5-foot guarded step, as long as you are not in an area of bright light. Vampire Voice: A vampire voice grants an enhancement bonus to Intimidate checks equal to the necrograft’s mark (+1). You can also use Intimidate to bully a creature without sharing a language. If you succeed at the check, you can convey a single simple request along with the bullying (such as “go away” or “don’t hurt him”), though specific or complex requests can’t be made without sharing a language. Once a creature has been the target of a bullying attempt by a recipient with a vampire voice, it can’t be targeted by this ability from the same recipient again for 24 hours. ================================================= Moonflower Lightgraft (Hand) - 8500
Ring of Sustenance (Magic) - 2925
Rift Rifle, Keyhole - 14500
Gamma Rifle, Terrestrial - 2120 [1B] + Called - 680
Laser Pistol, Azimuth - 350 (1L) + Called - 120
Lashunta Mind Mail, II - 24500
Knife, Survival - 95 (1L) Null-Space Chamber, Mk 2 - 12250 (1L) - FREE
Gamma Rifle, Terrestrial - 2120 [1B] + Called - 680
Spell Chip of Mind Thrust III [10/10] - 15400
Bulk 2B 7L Spend - Sold
Credits 133056 -------------------- |
