Mage Slayer

Grael Grazeretti's page

No posts. Organized Play character for Nomadical.


Race

SP 14 / 14 | HP 18 / 18 | RP 5 / 5

Classes/Levels

EAC 17 KAC 18 | F +1, R +7, W +6 (evasion) |

Gender

Male half-orc Operative 2

Size

M

Age

30

Alignment

LN

Languages

Common, Drow, Orc, Castrovelian

Strength 10
Dexterity 18
Constitution 12
Intelligence 13
Wisdom 16
Charisma 8

About Grael Grazeretti

Male Half-Orc scholar Operative (disciple / spell-thief) 2
LN Medium Humanoid [human and orc]
Init +5; Senses darkvision 60 ft; Perception +11
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=====Defense=====

SP 14 HP 18 RP 5

EAC 17; KAC 18 KAC+8 26

Fort +1; Ref +7; Will +6

Evasion
+2 Insight bonus to saves vs Spells and Spell-like Abilities
+1 morale bonus vs Fear effects for him & any ally adjacent to him. This bonus increases to +2 if the effect is from outside the Pact Worlds

Armor: Carbonskin, Graphite (IL 3) EAC +3 KAC +4 Max Dex +4 ACP -1, Upgrades: 0 / 1

=====Offense=====

RangedStatic Arc pistol +5 (1d6 E), stun Range 50, arc 2

Melee survival knife +5 (1d4 S) analog, operative, thrown 20’

Offensive Abilities
Spell Thief
You steal magic from your opponents to empower yourself. The maximum spell level of spells, spell-like abilities, and spell slots you can affect with this class feature equals 1 (1 + one-third your operative level (to a maximum of 6th-level spells at 15th level).

Your trick attack deals 1d3 additional damage at 1st level. This increases to 1d6 at 3rd level, 3d6 at 5th level, and by an additional 1d6 every 2 levels thereafter. Whenever you successfully use your trick attack to reduce a spell’s duration or to steal spell energy from a target, the stolen energy empowers your next successful trick attack made in the next minute, increasing the die size of the trick attack’s additional damage by two steps (to 1d6 at 1st level and to d10s at 3rd level and above).

When you hit a target with your trick attack, you gain momentary awareness of whether the target is affected by at least one spell and whether they can cast spells (including spell-like abilities). When dealing your trick attack damage to a creature, you can drain some of the target’s magic, halving the duration of one spell currently affecting the target. You can choose a specific spell to affect; otherwise, the GM determines it randomly from among the beneficial spells affecting the target. You can reduce a given spell’s duration only once, and the target can negate the reduction with a successful Will save. [DC 14]

Speed: 30 ft.

Initiative: +5

=====Skills=====

Acrobatics +9 (2 ranks)
Athletics +4
Culture +7
Life Science +7*
Medicine +6
Mysticism +11*
Perception +11
Piloting +10 (2 ranks)
Profession (Gambler) +13 (Includes Professional Toolkit)
Sense Motive +9
Slight of Hand +9
Stealth +9
Survival +11

*Mysticism: Trapsmith’s kit +4 extra vs magic traps
Double the operative’s edge bonus (adds extra +1) when identifying creatures or their abilities. This applies to Life Science and Mysticism (but doesn’t change Mysticism bonus as it doesn’t stack with and is overridden by Skill Focus).
Trick Attack (Mysticism) +4 extra, and +2 more (stacks) if he identified the opponent using either Life Science or Mysticism

The DC of skill checks to recall knowledge about your specialty (xenobiology) is reduced by 5. 

=====Feats=====

Spellbane: You gain a +2 insight bonus to saving throws against spells and spell-like abilities. If you ever gain the ability to cast spells or use spell-like abilities, you lose the benefits of this feat and can replace it with Great Fortitude, Lightning Reflexes, or Iron Will, or the improved version of one of those feats if you meet its prerequisites.

=====Class Abilities=====

Proficiencies: Weapons (Basic melee, small arms, sniper weapons), Armor (light)

Operative’s Edge: Your diverse training as an operative grants you a +1 insight bonus to initiative checks and to skill checks. This bonus increases by 1 at 3rd level and every 4 levels thereafter.

Specialization (Disciple): Associated skills: Mysticism and Perception. By peering into the realms of reality that normally remain hidden, you can attempt a Mysticism check with a +4 bonus to make a trick attack; also, Mysticism is a class skill for you.

Evasion: If you succeed at a Reflex save against an effect that normally has a partial effect on a successful save, you instead suffer no effect. You gain this benefit only when unencumbered and wearing light armor or no armor, and you lose the benefit when you are helpless or otherwise unable to move.

=====Operative Exploits=====

If an operative exploit allows an opponent a saving throw to resist its effects, the DC is 14 (equal to 10 + half your operative level + your Dexterity modifier.)
If it requires an enemy to attempt a skill check, the DC is 16 (equal to 10 + 1-1/2 × your operative level + your Dexterity modifier.)

Alien Archive (Ex): Your vast experience makes identifying new creatures easier for you. Double your operative’s edge bonus to your skill checks when identifying a creature and its abilities. If you successfully identify a creature, you gain a +2 enhancement bonus to your skill check when you make a trick attack against that creature.

=====Racial traits, Theme and Languages=====

Abilities: STR 10 (+0) / DEX 18 (+4) / CON 12 (+1) / INT 13 (+1) / WIS 16 (+3) / CHA 8 (-1)

Languages: Common, Drow, Orc, Castrovelian

Racial traits

Orc Ferocity: Once per day, a half-orc brought to 0 Hit Points but not killed can fight on for 1 more round. The half-orc drops to 0 HP and is dying (following the normal rules for death and dying) but can continue to act normally until the end of his next turn, when he becomes unconscious as normal. If he takes additional damage before this, he ceases to be able to act and falls unconscious.

Darkvision: Half-orcs can see up to 60 feet in the dark

Self-sufficient: Half-orcs receive a +2 racial bonus to Survival skill checks.

Professional Focus: Especially on Apostae, half-orcs are educated by the drow to be an expert in a particular vocation, filling that role throughout their lives. Such half-orcs gain Profession as a class skill. In addition, these half-orcs gain 1 additional skill rank per level, but this rank must be invested in the Profession skill. [Alternate Racial trait. Replaces intimidating]

Theme (Scholar): You are an erudite intellectual, pitting your brain against problems and puzzles that others would find daunting. You might be an instructor of a specific topic at a large university or a dabbler in a number of fields of study. You could be exploring the galaxy in search of ancient artifacts or new scientific phenomena. Whatever your motivation, you are sure that the answers you seek are out there. You are an expert in one particular field of study, and your passion for the subject shows. Choose either Life Science or Physical Science and then choose a field of specialization (xenobiology). The DC of skill checks to recall knowledge about your specialty is reduced by 5. Your chosen skill is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to checks with your chosen skill. In addition, you gain an ability adjustment of +1 to Intelligence at character creation.

=====Equipment=====

Combat Gear Carbonskin, graphite; Static Arc pistol; survival knife; spare battery

Other Gear Augmentation synaptic accelerator Mark 1 (DEX), Trapsmith’s kit, Professional toolkit (gambler), foam grenade mk 1, binders, Applied Knowledge species graft (brain)

=====Boons=====

Permanent Personal Boon: Half-Orc admittance (+2 CON)
Permanent starship boon: Manticore
Faction: Exo-guardians (tier 1)
Pact Worlds Defender (Slotless Boon): You make no secret your desire to defend the Pact Worlds from external threats. When you have this boon slotted, you and any adjacent allies gain a +1 morale bonus to saving throws against fear effects. This bonus increases to +2 if the source of the fear effect is something that did not originate within the Pact Worlds.