About Mama ManaStatblock:
Mama Mana Female garuda-blooded aasimar (plumekith) fighter 9/slayer 9/gestalt 9/Trickster 3 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 53, Pathfinder RPG Bestiary 7) NG Medium outsider (native) Init +9; Senses darkvision 60 ft.; Perception +13 -------------------- Defense -------------------- AC 27, touch 17, flat-footed 21 (+6 armor, +1 deflection, +6 Dex, +4 shield) hp 97 (9d10+39) Fort +10, Ref +16, Will +6 (+2 vs. fear) Defensive Abilities hard to kill, trap sense +3; Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft., fly 20 ft. (poor) Melee +1 keen longsword +13/+13 (1d8+4/17-20) or . . cold iron dagger +12/+12 (1d4+3/19-20) Ranged +3 adaptive holy sniping, greater Legendary greenwood composite longbow +24/+24 (1d8+10/19-20/×3 plus 2d6 vs. evil) or . . javelin of lightning +15 (1d6+3) or . . javelin of lightning +15 (1d6+3) or . . mwk composite longbow +22/+22 (1d8+6/19-20/×3) Special Attacks mythic power (9/day, surge +1d6), sneak attack +3d6, studied target +2 (2nd, swift action), weapon trainings (bows +2, focused weapon) -------------------- Statistics -------------------- Str 16, Dex 22, Con 14, Int 10, Wis 12, Cha 10 Base Atk +9; CMB +12; CMD 29 Feats Clustered Shots[UC], Deadly Aim, Dual Path[M], Greater Weapon Focus (longbow), Improved Critical (longbow), Improved Precise Shot, Manyshot, Point Blank Master[APG], Point-Blank Shot, Precise Shot, Rapid Shot, Shadow Strike[APG], Weapon Focus (longbow)[M], Weapon Specialization (longbow) Traits chance encounter, storm hunter Skills Acrobatics +18, Disable Device +24, Escape Artist +7, Fly +16, Perception +13, Sense Motive +5, Stealth +18 (+33 to remain hidden after sniping with weapon), Survival +13; Racial Modifiers +2 Acrobatics, +2 Fly Languages Celestial, Common SQ aim for the eye, amazing initiative, armor training 1, combat style (archery), distant barrage[MA], legendary item[MA], legendary power, legendary surge, mythic bond, precision[MA], recuperation, slayer talents (combat trick, ranger combat style[ACG], ranger combat style[ACG], trapfinding[ACG]), stalker, surprise strike[MA], track +4, trapfinding +4, undetectable Combat Gear +2 magical beast-bane arrows (19), adamantine blanched cold iron durable arrow (10), adamantine durable arrow (20), cold iron durable arrow (16), ghost salt blanched cold iron durable arrow (10), ghost salt blanched cold iron durable arrow (4), javelin of lightning, javelin of lightning, potion of cure moderate wounds, silver blanched cold iron durable arrow (10), weapon blanch (adamantine)[APG], weapon blanch (silver)[APG]; Other Gear mithral chain shirt, +3 buckler, +1 keen longsword, +3 adaptive holy sniping, greater Legendary greenwood composite longbow, arrows (20), arrows (20), blunt arrows[APG] (20), blunt arrows[APG] (20), cold iron dagger, mwk composite longbow (+2 Str), belt of mighty constitution +2, cloak of resistance +2, efficient quiver, efficient quiver, ring of protection +1, bedroll, belt pouch, earplugs[APG], flint and steel, hemp rope (50 ft.), masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, soap, trail rations (5), waterskin, 52 pp, 7 gp, 2 sp, 12 cp -------------------- Special Abilities -------------------- Aim for the Eye (DC 19) (Ex) Ranged sneak attacks at up to 60 ft. Spend 1 power on critical vs. flat-footed to blind. (Fort neg.) Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Armor Specialization +2 (Chain shirt) (Ex) Increase armor bonus of chosen armor. Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX. Clustered Shots Total damage from full-round ranged attacks before applying DR Darkvision (60 feet) You can see in the dark (black and white only). Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage. Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+3 bonus, ignore cover/conceal & bypass all DR). Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Fly (20 feet, Poor) You can fly! Focused Weapon (Weapon Training [Bows] +2, Longbow) (Ex) Can deal damage as per Sacred Weapon class feature with chosen weapon. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment. Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o Manyshot You can shoot two arrows as the first attack of a full attack action. Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully. A myth
dice:
[dice=Initiative]1d20+9[/dice] [dice=Perception (Traps)]1d20+15+4[/dice] [dice=Disable Device]1d20+24[/dice] [dice=Sense Motive]1d20+7[/dice] [dice=Fortitude Save]1d20 + 7[/dice]
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[spoiler=Weapon&Shot details]
[dice=to hit]1d20+22[/dice] [dice=damage]2d8 + 17 + 17 + 4d6 + 3d6[/dice] Manyshot
[dice=crit confirm to hit]1d20+22[/dice] [dice=damage]2d8 + 17 + 17[/dice]
level up plan:
Feat
Fighter
Slayer
Mythic Feat:
Mythic Path Ability
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