Mage Sniper

Five Arelian's page

146 posts. Alias of BloodWolven.


Classes/Levels

Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

Gender

Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7

Strength 11
Dexterity 19
Constitution 10
Intelligence 26
Wisdom 14
Charisma 9

About Five Arelian

They are trying to find vaults and get stronger. To eventually make a new home that is safe for civilians, a place where we can all help each other grow stronger. Based loosely on the Phoenix Style Monastery. "Growth through diversity, death if necessary! We will rise through the ashes."

Spells/resources:

Orision - Detect Poison, Ghost Sound, Message, Prestigitation
(6) 1st - Protection From, Enlarge Person, Magic missile, magic missile, magic missile (3 missiles of 1d4+1), grease

(5) 2nd - resist energy, resist energy, see invisibility, hideous laughter, Scorching Ray: Ranged touch attack deals 4d6 fire damage, + 1 ray/four levels

(4) 3rd - lightning bolt, fireball, haste (Reflex DC 21), magic circle against...

Plus one more time with a pearl of power for each level.

Eternal Wand of mage armor 3/day, CL 5, 5 hours _ _ _
Eternal Wand of shield 3/day, CL 5, 5 mins. _ _ _

Eternal Wand of cure moderate wounds, it shocks health into the patient, 2d8+3, 3/day _ _ _, CL 3.

Eternal Wand of Cure Light Wounds, 1d8+1, 3/day _ _ _, CL 1

wand of shield, 23 charges, CL 5
wand of lightning bolt, 7 charges, CL 5

Infusions:
[url=https://sites.google.com/site/eberronpathfinder/conversion-info/magic/spells-and-powers-by-class/artificer]Complete list of infusions[/ur]
Orisons:

Detect Magic - Detect magic within 60'
Light - Create light within 20'
Mending - Remove the broken condition
Read Magic - Read magical writings
Resistance - Grant +1 resistance bonus to all saves

1st: (4+3=7 each day)

Abundant Ammunition - Replaces nonmagical ammunition every round
Ant Haul - Triples carrying capacity of a creature
Damp Powder - Ruins ammunition loaded in the targeted firearm
Energy Alteration - Change one type of elemental bonus to another type of elemental bonus
Fabricate Bullets M Converts 1 pound of metal into ammunition
Gravity Bow - Arrows do damage as though one size category larger
Inflict Light Damage - Deal 1d8 + 1/lvl (max +5) damage to touched construct
Lead Blades - Melee weapons damage as if one size bigger
Magic Vestment - Temporarily enchant armor or clothing for a bonus to AC

2nd: (2+2=4 each day)

Bear's Endurance - Temporarily provide a +4 bonus to Constitution
Bull's Strength - Temporarily provide a +4 bonus to Strength
Bullet Ward M Adamantine bullets intercept firearm attacks
Cat's Grace - Temporarily provide a +4 bonus to Dexterity
Effortless Armor - Armor you wear no longer slows your speed
Lucky Blade
- Allow a melee weapon to reroll an attack roll once
Reloading Hands - Loads a single shot into your weapon every round
Versatile Weapon - Weapon bypasses some DR

Crunch:

Five Ardana Thialos Atlas Replicant
Male Grey Elf Artificer/Wizard 5
NG Medium Humanoid
Init +4; Perception +15, darkvision 60 feet.
--------------------
Defense
--------------------
AC 25, touch 16, flat-footed 21 (+4 Mage,+4 shield, +2 Def, +1 Nat, +4 Dex)
hp 27 (1d8); 8, 8, 3, 2, 6; cold resistance 5
Fort +3, Ref +7, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +2 (1d4+1/19-20)

[dice=damage]1d4+1[/dice]

[dice=Mage's Sniper Rifle, +2]1d20+8[/dice] [dice=damage]2d6[/dice], ×4, 200 ft. range increment, misfire: 1, capactiy: 1, reload move action, 12 lbs., damage: B and P

Base Atk +3; CMB +3, CMD 16

Feats:
Brew Potion and Scribe Scroll at 1st level, Craft Wondrous Item and Craft Wand at 3rd level, Craft Magic Arms and Armor at 5th level,
Extra Rings bonus artificer feat at 2nd level.
1st -
3rd -
5th -

Traits:

Skills: class skill* (0 ACP) (total 60)
*Appraise +12, (1 ranks, +3 CS, Int +8)
Acrobatics +3, (0 Rank, +3 Dex)
Bluff -1,
Climb +0,
Craft +14, (1 ranks, +3 CS, str +8, MC tools +2) x3
Diplomacy -1,
*Disable Device +17, (5 ranks, +3 CS, Dex +4, lens of detection +5 )
Escape Artist +4,
*Fly +9, (2 ranks, +3 CS, Dex +4 )
Handle Animal -1,
Heal +5, (1 ranks, Wis +2, Healing Belt +2)
Intimidate -1,
*K (A, G, P, ...) +16,
Knowledge (arcana) +16, (rank 5, +3 CS, +8 Int)
Knowledge (engineering) +16, (rank 5, +3 CS, +8 Int)
Knowledge (planes) +16, (rank 5, +3 CS, +8 Int)
Knowledge (religion) +16, (rank 5, +3 CS, +8 Int)
Knowledge (psionics) +16, (rank 5, +3 CS, +8 Int)
K (all other) +12, (rank 1, +3 CS, +8 Int) x6

*Linguistics +13, (rank 2, +3 CS, +8 Int)
*Perception +15, (rank 5, +3 CS, +2 Wis, +5 eagle lenses)
*Profession shop owner (2 rank, +3 CS, +2 Wis)
Ride +4,
*Spellcraft +16, (5 rank, +3 CS, +8 Int)
Stealth +4,
Survival +2,
Swim +0
Use Magic Device +7, (5 rank, +3 CS, -1 Cha)

Gear:
Circlet of Mighty intelligence +4
Belt of bodily health +2 to all.
Vest of Resist +2.
Ring of Sustenance with Deflection +2
Force shoes that allow an addition 10 feet of movement 3/day. Swift action to activate.
Eyes of the eagle
Lens of minute seeing

Race: Replicant:

Core Race DNA - Elf - replicant/Eridian:
Built for speed and intelligence.

Standard Racial Traits:

Replicant advanced Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +4 Dexterity, +4 Intelligence, and –2 Constitution.

Size:
Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type:
Elves are Humanoids with the elf subtype.

Base Speed:
Elves have a base speed of 30 feet.

Languages:
Common and Elven.

Defense Racial Traits:
Elemental Resistance: Elemental resistance 5 Cold.

Keen Senses:
Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits:
Elf DNA Envoy
Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day.
1: Comprehend languages,
2: Detect Evil,
3: Detect poison,
4: Read Script.

The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

Offensive Racial Traits [Replicant Imprinting]
Weapon Familiarity:
Advanced firearms training, all forms of Advanced firearms.*
*not early fire arms, feats and skills are still needed to use them with out penalty.

Darkvision: [Drow DNA ]
This racial trait gain Dark-vision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Aannra Blake - Newest Replicant Model:

Background:
Aannra is a Blake Unit Named so after the head of the Tronic Corporation Bio-Cloning RnD team that created them.

Blake Units are leased from Tronic Corporation and used by all manner of organisations. The Aannra model is a Hostile environment combat unit used for insertion support.

Tech sheet outline.
Skilled in hand to hand combat.
Energy and fire Arms capability.
Implanted with active learning personality.
High Capacities for memory and adaption.
Advanced Bio-Mechanical Body.
Fitted with new Bio-PSIonic_TM systems.
Built-in Self repairing systems.
Breading capable.

Your Tronic Corporation Annra Unit is built to help races survive the in hostile riggers and hardships of hazardous environments. This top guilty unit is made to last and grow to fit your needs. Let your Tronic Corporation Annra Unit take the strain.

Warning: This unit is light sensitive.

Please read terms and conditions.

UNIT ACTIVATION CODE: ROSE-298-JSY-177 [Status Activated]

She was never meant to Live, to never be Activated, she was to die in a pod crash just to help a criminal escape justice. But something went wrong. She was Activated by who or what she does not know. But in the few seconds of life she had, she worked out what should have happened and because of the actions of others lived. Now she is her own being, an owner she can't follow and a company that dos not want her any more. She is now self owned and it scares the hell out of her.

Personality:
Naive, Quick, Intelligent;
Aannra Blake has no clear memory's of a past, only implanted experience and leaning from others. But this implanted past its like a film, a long list of other lives edited into one. She knows she is a 'Replicant' and knows her obligation is to help her owners safe and well as best she can. But she was dumped in a pod with out any clear ownership. Now she is confused, She knows she cost a lot to make and it make, and her feel bad to wast so much money. (Where that feeling comes from she does not know.) So she must find a function, but what! It's all very confusing.

She is well spoken and seems knowledgeable. Active in combat she will do her best to save lives. Fundamentally she is good, seeking to help where she can. But a little gullible having a memory of a thing is not the same as understanding that thing.

Description:
Ht: 5' 10"
Wt: 78 lbs
Age: -
Hair: White
Eyes: Black x3
Skin: Pale

A Normal looking female elf, she was designed to be such. But in fact and advanced Replicant, with high brain and speed functions. due to a biochemical brain. She moves faster and thinks faster then most, recording information and possessing it. She moves with grace and when she acts, acts decisively. her clothing is kind of normal but Alien Bio engineered to change form when needed. She has a 3ed eye alien gem that can be unsettling.

Notes:

_______________________________________________________________________

Five Ardana Thialos, is a fifth generation replicant byproduct. Aannra Blake, is a ninth generation replicant bypruduct. He was created nearly 300 years ago in a lab similar to Aannra and other replicants.

He was used as an assassin to eliminate an opposing rival on a satellite that was orbiting Pandora. It doesn't matter if the mission was a success or not, because after the mission like all other creations of the Atlas corporation his use was done. He woke up in the wreckage of the satellite and began his new life. One where he got to make the decisions. One where he would do his best to live, survive, and never become a slave to another corporation again.

Directions:

Head Due North of Radiator Ridge.
Find the obscured path leading through the cliff. *Survival DC 18*
The path will lead you to a chasm, tie a rope to some willing volunteer and find the invisible bridge.
You will come to a fountain, don't drink from it, go right, not left past the fountain.
Put all weapons away and comply to any orders given to you. Say you are here for the Everflame festival and that Arelian gives his regards.
Enjoy the festival, when the youngsters head out of town in 2-4 days, follow or join them.

Currency:

GP - 394
SP - 4
CP - 4
Dollars - 1500

Party Funds:

Eridium:small chunk, a scarred chunk about the size of your hand, a large slab with a few scratches (worth 500 gp).

Bribes: $750 195 gp

Health: $750 195 gp

Undivided Loot:

The longsword is a +1 fire brand longsword, and the rapier is +1 with focus on it.

$100
13 gp 8 sp

Artificer abilities:

Infusions, Cantrips, Artificer Knowledge, Artisan Bonus, Brew Potion, Ingenuity, Scribe Scroll, Trapfinding

Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, all crossbows, with light and medium armor, and with shields (except tower shields). If the campaign allows for firearms or siege weapons, artificers also also proficient in these weapons as well.

Infusions: An artificer casts infusions, which are like spells but are neither arcane nor divine. Like sorcerers and bards, artificers can cast any infusion he knows without preparing them ahead of time, classifying him as a spontaneous spellcaster. However, given how limited his selection is, he automatically knows all infusions on the infusion list of any level he is capable of casting. Should an artificer encounter some rare or ancient infusion that does not appear on the normal infusion list, he can learn it by studying it for 8 hours and making a Spellcraft check with a DC equal to 20 + the infusion level.

Cantrips: An artificer automatically knows all 0-level infusions that appear on the infusion list, but unlike normal infusions, they do not require spell slots and can all be used repeatedly. In all other aspects, they act as normal infusions.

Artificer's Knowledge: Unlike normal spellcasters, artificers count as both casters and manifesters for the purposes of creating magical and psionic items. Likewise, they can create spell trigger, spell completion, power trigger and power completion items without having the ability to cast the necessary spells or manifest the necessary powers.

Artisan Bonus: An artificer gains a bonus to all Use Magic Device checks equal to one half his artificer level, round down, to a minimum +1.

Bonus Feats: As an artificer progresses in level, he gains the following feats as bonus feats. He does not need to qualify for the specified feats listed, but does for any bonus feat he gets to choose. Artificers gain Brew Potion and Scribe Scroll at 1st level, Craft Wondrous Item and Craft Wand at 3rd level, Craft Magic Arms and Armor at 5th level, Forge Ring at 7th level, Craft Rod at 9th level and Craft Staff at 11th level.
In addition to these specific feats, at 2nd level and every 4 levels thereafter, artificers gain an additional bonus feat chosen from the following list: any metamagic feat, any item creation feat not already listed (like Craft Construct), Attune Magic Weapon, Extra Rings, Exceptional Artisan, Extraordinary Artisan, and Wand Mastery.

Ingenuity: An artificer has a pool of ingenuity points equal to his artificer level plus his Intelligence modifier. This pool refreshes when an artificer regains his infusions for the day. While points from an artificer's ingenuity pool can be spent on other class features, the artificer can also spend a point from his ingenuity pool as part of casting an infusion that has a range of touch and does not involve an attack roll to cast it with close range instead. This increase in range for touch based infusions does not stack with with any other source that alters the range of an infusion. 5+8=13 points

Trapfinding: An artificer gains a bonus to Perception skill checks made to locate traps and to Disable Device checks equal to one half his artificer level, round down, to a minimum +1. An artificer can use Disable Device to disarm magic traps and this feature is in all other ways identical to the rogue's trapfinding ability.

Rugged Craftsman: At 2nd level, when an artificer is crafting magical items while adventuring on in a dangerous environment, he gains the full benefit of 4 hours per day, rather than the normal 2 hours of work for 4 hours of effort. The amount of gold piece value achieved per hour is still based on the normal 8 hours per day and divided normally. The artificer can also create multiple magical items in single day, provided that the total gold piece value is still within his gold piece limit per day for enchanting.

Unravel: Starting at 2nd level, the artificer can spend a point of his ingenuity pool to disrupt the magical energies that power magical and psionic items. At 5th level and every three levels thereafter, this ability improves.

Item Augmentation: Charge Storing (Su): At 3rd level, the artificer can spend a number of ingenuity points to temporarily create a wand or dorje with a single charge. The artificer must have a mundane object to put the charge into and the artificer must have a working knowledge of the desired effect, as per his Artificer's Knowledge class ability. The artificer cannot use a Use Magic Device check to duplicate the desired effect as he would use during a normal enchantment process.
The wand or dorje can only hold a single charge and the charge only lasts for one minute. However, unlike normal wands and dorjes, the wand or dorje uses the artificer's caster level and Intelligence modifier, at the time of the enchantment, to any saving throw DCs. Likewise, the effect is not limited to 4th level or less. If the desired effect has a material component worth more than 1 gp, however, the material component must be consumed normally during the enchantment.
The number of ingenuity points necessary is equal to the spell or power level, to a minimum of 1. The desired effect cannot be placed into the temporary wand with any metamagic or metapsionic feat (although see Spell Trigger below) and, in the case of psionic powers, cannot be augmented. This ability always provokes.
Using this ability starts of as a full-round action. At 6th level, it becomes a standard action. At 9th level, it becomes a move action and at 12th level, it becomes a swift action. Only the artificer can use the charge, using the same rules as using a wand or dorje, but he does not need to make a Use Magic Device check to activate it.

Craft Homunculus: At 4th level, an artificer is considered to have the Craft Construct feat, but only for constructs that are of Small size or smaller and have a maximum Hit Die equal to his artificer level minus 2. Any attempt to create a construct larger than Small size or with more HD then his artificer level minus 2 still requires the normal Craft Construct feat. All other aspects of the construct creation process remain the same (time, money, skill checks, etc).

Retain Essence: At 5th level, an artificer gains the ability to salvage the gold piece value from an enchanted item for the sole purpose to create a new enchanted item or further enchant an existing magical or psionic item. In this sense, 'magical' and 'psionic' are interchangeable. The artificer must spend 8 consecutive hours with the item and he must also have all of the necessary item creation feats to create the item he is salvaging. After the 8 hours, the item, including the mundane item the enchanted was original placed on, is destroyed and the artificer now has a collection of reagents with a gold piece value of the construction cost of the enchanted item, which is usually one half the base price of the magical item. See the specific magical item for any unusual requirements in its creation.
This collection of reagents weighs one quarter of the original item and can be used by anyone that has the necessary item creation feats from the original magical or psionic item. These reagents never include talismanic components, like dragonshards or any part that is unique to a specific magical item.

Wizard abilities:

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).

A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Abjuration School
The abjurer uses magic against itself, and masters the art of defensive and warding magics.

Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Energy Absorption (Su): At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.

Restricted schools: Conjuration and necromacy

Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7