Bleachling Lunatic

Mizix's page

141 posts. Organized Play character for Zoomba.


Race

Female Gnome (Bleachling) Death-touched Vanguard 7 | SP 0/84 HP 23/51 | RP 4/9 | EAC 21; KAC 23 | Fort +10; Ref +8; Will +3| Init: +3 | Perc: +13, SM: +1 Senses: Low-Light | Speed 25ft |Uncanny Agility

About Mizix

Mizix

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DEFENSE
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EAC 21; KAC 23
SP 72 HP 46 RP 8
Fort +10, Ref +8, Will +3
Low-light vision

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OFFENSE
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Speed 25

Entropic Strike +11 (2d6+12 A or B, always vs EAC, knockdown crit effect)
Azimuth Laser Pistol +10 (1d4+3 F)

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STATISTICS
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Str 12, Dex 16, Con 20*, Int 12, Wis 12, Cha 11

Skills:
Acrobatics +13 (7 rank)
Culture +13 (7 rank, +2 from gnome Curious)
Life Science +11 (7 rank)
Mysticism +11 (7 rank)
Perception +14 (7 rank)
Survival +11 (7 rank)
Physical Science +11 (7 Rank)

Gear: Basic Vesk Overplate I, Azimuth Laser Pistol, mk 1 serum of healing, flashlight, mess kit, 3 days' field rations, hiking clothing, 50-ft titanium cable
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SPECIAL ABILITIES
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Uncanny Agility

RACIALTRAITS

Eternal Hope:

Gnomes receive a +2 racial bonus to saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome can reroll and use the second result.

Gnome Magic:

Gnomes gain the following spell-like abilities (see page 262): 1/day—dancing lights, ghost sound, and token spell. The caster level for these effects is equal to the gnome’s character level. In addition, gnomes get a +2 racial saving throw bonus against illusion spells and effects.

THEME BENEFITS
Can use Perception instead of Mysticism to ID undead

CLASS FEATURES:

Entropic Pool:

You have the supernatural ability to control matter as it changes states, allowing you to arrest, accelerate, or even reverse the typical course of events. This energy takes the form of a pool of Entropy Points (EP). You can have a maximum number of EP in your entropic pool equal to your Constitution modifier.

You can gain Entropy Points only when involved in a combat encounter that includes a significant enemy. When combat begins, you gain 1 Entropy Point at the beginning of your first action; at the end of combat, you lose any Entropy Points you have remaining. In addition to methods granted by vanguard aspects, you can gain Entropy Points in the followings ways.

Each time you take damage equal to or greater than twice your character level from a single attack or effect (after applying any ability to reduce that damage, such as DR, energy resistance, or the mitigate class feature), you gain 1 EP.
If you take damage from a critical hit, you gain 1 EP, in addition to any you gain from the attack’s normal damage.
If you score a critical hit on a significant enemy, you gain 1 EP.
If you take a full action to charge, you gain 1 EP.
If you take two move actions on the same turn to move your speed each time, you gain 1 EP.
As long as you have at least 1 Entropy Point in your entropic pool, you gain a +1 enhancement bonus to your Armor Class.

Entropy Points can be expended in various ways:

** As part of a full action to charge or a move action to move your speed, you can expend 1 EP to gain a +10-foot enhancement bonus to your speed.
** As a move action, you can expend EP to boost the damage of the next entropic strike attack you make before the start of your next turn by +1d4 per EP expended.

Entropic Strike:
You can focus the power of entropy into a forceful attack. Though you must touch your target to damage it, the damage is not from the impact but from focused waves of entropic energy that unbind and dissolve your target, crush it, or both. Your entropic strike is a magical one-handed advanced melee weapon with the operative weapon special property that targets EAC (even when dealing bludgeoning damage). You can make this attack with nearly any body part and do not need a hand free to use this ability. Using your entropic strike does not require any additional action to use beyond the action you take to make an attack (for example, it can be used to make an attack of opportunity.) For any calculation that requires the item level of your entropic strike, treat your vanguard level as your entropic strike’s item level.

You can also deliver an entropic strike with any melee weapon, or any shield that allows you to make unarmed attacks (replacing the normal attack with your entropic strike). The attack’s damage is equal to the entropic strike damage of a vanguard of either your class level or a class level equal to the weapon’s item level, whichever is lower. When you use this option, your entropic strike is considered to be made of whatever material the weapon or shield is made of (such as for the purposes of bypassing DR or creature weaknesses). Additionally, you can apply any weapon special property, critical hit effect, or weapon fusion the melee weapon or shield has to your entropic strike as long as the effect can be applied to a one-handed advanced melee weapon that deals acid or bludgeoning damage, doesn’t use additional ammunition or charges, and doesn’t require information beyond that specified for your entropic strike to function. If the weapon special property, critical hit effect, or weapon fusion requires information provided for your weapon (such as the amount of a bleed critical hit effect), use the value for the weapon you are gaining the effect from.

At 1st level, your entropic strike deals damage equal to 1d3 + your Constitution modifier, but you do not add your Strength modifier (unlike most melee attacks). For each attack, you can deal acid damage, bludgeoning damage, or both. This damage increases as you gain levels (see Table 2–2: Vanguard). At 10th level, you also add your Strength modifier to the damage of your entropic strike. At 5th level, when you use any combat maneuver for which you have Improved Combat Maneuver, you can target a foe’s EAC + 8 (rather than KAC + 8) to determine success, and you also determine the level of success (such as how far you push a foe with a successful bull rush) using EAC.

Her Entropic Stirkes also have the force special property so long as she has at least 1 EP

Vanguard Aspect - Boundary:
Mizix gets Improved Combat Maneuver (Sunder) as a bonus feat and gets +2 to Perception checks

Dampen
Evasion
Shimmer Guard

FEATS:
Coordinated Shot
Weapon Focus (Entropic Strike)
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