Pirate Sniper

Mama Mana's page

207 posts. Organized Play character for @scottg0.


Race

HP 34/97, AC 28/T 18/F 21, Init +9, Perc +15 (+4 traps), Fort +10, Ref +17, Will +6, CMB +15/30

Classes/Levels

Active:
Energy Resistence Fire(20)(30 min)

Gender

Resources:
Mythic Power left 8/9 | Legendary Power left 4/4

About Mama Mana

Statblock:

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
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Defense
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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
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Offense
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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)
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Statistics
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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
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Special Abilities
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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
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shadow Strike You can deal precision damage against targets with some concealment.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker (Ex) Studied target bonus applies to Disguise, Intimidate, and Stealth as well.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Track +4 Add the listed bonus to Survival checks made to track.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Weapon Focus [Mythic, Longbow] 1 MP: As a swift action, add half tier to attack with selected weapon.
Weapon Training (Bows) +2 (Ex) +2 Attack, Damage, CMB, CMD with Bows
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mamamana means archer in tagalog.


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]
[dice=Reflex Save]1d20 + 14[/dice]
[dice=Will Save]1d20 + 4[/dice]

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Immediate or Swift action study target #1 & #2. Current studied targets #1 & #2
Attacking #1 and if it falls, switch to #2

[spoiler=Weapon&Shot details]
Using +1 holy longbow (19-20/x3) cold iron durable arrows vs. Evil target, ignore cover up to total concealment, does not provoke AoO if threatened.
Rapid shot, Clustered Shots, Studied Target, Point Blank Shot, Deadly Aim, Sneak Attack

[dice=to hit]1d20+22[/dice] [dice=damage]2d8 + 17 + 17 + 4d6 + 3d6[/dice] Manyshot
[dice=to hit]1d20+22[/dice] [dice=damage]1d8 + 17 + 2d6 + 3d6[/dice]
[dice=to hit]1d20+22[/dice] [dice=damage]1d8 + 17 + 2d6 + 3d6[/dice]
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[dice=crit confirm to hit]1d20+22[/dice] [dice=damage]2d8 + 17 + 17[/dice]
[/spoiler]

level up plan:

Feat
11 Improved Snap Shot
13 Greater Weapon Specialization
15
Greater Snap Shot
Expert Sniper
Master Sniper

Fighter
10 Snap Shot
12 Combat Reflexes
13 Warrior Spirit
14

Slayer
10 Evasion
12 Opportunist
14 Shadow Duplicate

Mythic Feat:
5 Manyshot
6 Rapid Shot
7 Improved Critical
Deadly Aim
Point Blank Shot
Weapon Specialization

Mythic Path Ability
4 Vanishing move
5 Precision
6 Legendary Weapon (Powerful, Returning, ?)
7 Extra Mythic Feat
Unstopable Shot
sniper's reposte