Umagro

Narek's page

36 posts. Alias of MrStr4ng3.


Race

| Spells 1st 3/8 2nd 5/7 3rd 5/7 4th 4/5

Classes/Levels

Stat:
| Init +4 | Perc +7 | AC 20 T 15 FF 16 CMB +8 CMD 18| HP 65/65 | F +6 R +7 W+8| Nanite Surge 2/2
Mirror Image 7/7

Gender

Human (Kellid) sorcerer 9 CN Medium humanoid (human)

About Narek

Narek
Human (Kellid) sorcerer 9
CN Medium humanoid (human)
Init +4; Senses Perception +7
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Defense
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AC 22, touch 17, flat-footed 16 (+4 armor, +1 deflection, +4 Dex, +2 dodge, +1 natural)
hp 65 (9d6+27)
Fort +6, Ref +7, Will +8
Defensive Abilities nanite resurgence
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Offense
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Speed 30 ft.
Melee +1 liquid glass scorpion whip +7 (1d4+1)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 liquid glass scorpion whip)
Special Attacks nanite strike
Sorcerer Spells Known (CL 9th; concentration +14)
. . 4th (5/day)—calcific touch[APG] (DC 19), enervation, miasmatic form[ARG]
. . 3rd (7/day)—ablative barrier[UC], blood sentinel[ACG], fly, gaseous form, haste, communal resist energy[UC], shrink item (DC 18)
. . 2nd (7/day)—cat's grace, darkness, defensive shock[UM], glitterdust (DC 17), mirror image, scorching ray, telekinetic volley
. . 1st (8/day)—blood money, comprehend languages, disguise self, identify, jury-rig[UC], long arm[ACG], mage armor, magic missile
. . 0 (at will)—detect magic, disrupt undead, mending, message, read magic, resistance, root[UM], shadow blindness (DC 15)
. . Bloodline Nanite
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Statistics
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Str 8, Dex 18, Con 16, Int 12, Wis 14, Cha 20
Base Atk +4; CMB +6; CMD 20
Feats Agile Maneuvers, Combat Casting, Combat Expertise, Deadly Aim, Disruptive Spell[APG], Eschew Materials, Exotic Weapon Proficiency (whip), Expanded Arcana[APG], Magical Aptitude, Power Attack, Precise Shot
Skills Bluff +9, Fly +12, Intimidate +9, Knowledge (arcana) +5, Knowledge (engineering) +12, Perception +7, Spellcraft +15, Use Magic Device +19
Languages Common, Hallit, Varisian
SQ bloodline arcana: nanite, finesse weapon attack attribute, nanite surge
Combat Gear potion of lesser restoration (3), wand of cure light wounds; Other Gear +1 liquid glass scorpion whip[UC], amulet of natural armor +1, belt of mighty constitution +2, goggles of night, headband of alluring charisma +4, ring of protection +1, ring of sustenance, 2,745 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Bloodline Arcana: Nanite (Ex) bloodline arcana (+50% duration with transmutation spells cast on self)
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Disruptive Spell You can cast a spell that imposes concentration checks for those it affects to cast spells.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Nanite Casting Transmutation spell on self, increase duration by 50%
Nanite Poison (DC 17) (Ex) Poison—injury; save Fort DC 17; frequency 1/round; effect 1d2 Str and 1d2 Con; cure 1 save. The save DC is Constitution-based.
Nanite Resurgence (1/day) (Ex) Reduced to 1/4 max hp or less: activate nanite swarm to keep you alive as resurgent transformation.
Nanite Strike (8 rounds/day, DC 17) Melee attack delivers nanite poison and overcomes DR as magic weapon.
Nanite Surge (2/day) Before rolling die: +12 Bonus on any one d20 roll.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.