Valeros

Noa Emekai's page

11 posts. Alias of Dragonborn3.


About Noa Emekai

Human, Male
Witch 4
Hit Dice: 4d6+4
Hit Points: 4+3+3+3+4 = 17

Height: Weight: Age: 19 years
Hair: Black Eyes: Blue-green Skin: Pale
Alignment Guideline: Neutral Good
Languages: Common, Sylvan, Elven, Halfling

Fortitude: +2 =1(Witch)+1(Con)
Reflex: +4 =1(Witch)+3(Dex)
Will: +5 =4(Witch)+1(Wis)

Base Attack Bonus: +2
CMB: +2
CMD: 15

Armor Class: 13 =10(Base)+3(Dex)
Touch: 13
Flat-Footed: 10
Speed: 30ft

Str 10
Dex 17(15+2)
Con 12
Int 16(16+1)
Wis 12
Cha 12

Heavy Mace(1d8, x2, B) +2 melee
Masterwork Dragon Pistol (1d6, x4, 20ft, lbs, B and P, Scatter) +6(+4 Scatter)
Spell +2 melee or +5 range

Skills
Bluff: +5 =1(Cha)+4(Rank)
Craft(Alchemy): +10 =3(Int)+4(Rank)+3(Class)
Heal: +8 =1(Wis)+4(Rank)+3(Class)
Knowledge(Arcana): +10 =3(Int)+4(Rank)+3(Class)
Knowledge(Planes): +10 =3(Int)+4(Rank)+3(Class)
Knowledge(Nature): +10 =3(Int)+4(Rank)+3(Class)
Spellcraft: +10 =3(Int)+4(Rank)+3(Class)

Duel Bonuses and Rules:

Reputation phase: Where your name and former deeds are taken into account. The highest Reputation wins; remember to add the Reputation bonuses from the traits. 3

- Gaze phase: The opponents look straight into each other eyes, in a contest of sheer determination. Each of the following counts towards calculation your bonus: challenge class ability, at least 4 ranks in Intimidate, the Killer Eyes trait, stern gaze class ability, and the ability to cast any gaze spell or one that influences the opponents eyes (you don't really cast the spell but still lose the spell slot). The duelist with the most of these wins the phase. ?

- Reaction phase: How quickly the duelists can react to the signal. Each opponent add his Initiative to his Reflexes Save: the highest result wins the phase. 7

- Draw phase: Both duelists draw their weapon extremely fast. Each of the following counts towards calculation your bonus: Quick Draw feat, every other draw feat, the Deadly Draw trait (+2 bonus), at least 4 ranks in Sleigh of Hands, at least 4 ranks in Bluff, Gunslinger Initiative deed (must have at least 1 Grit point to get the bonus), mage hand or other spells that might help drawing a weapon (you don't really cast the spell but still lose the spell slot). The duelist
with the most of these wins the phase. 1

- Attack phase: Both duelist finally attack. Each opponents takes the attack bonus with the weapon he's using (magic and feat bonuses included), and adds +1 for every one of the following: using a one handed weapon, charging at the opponent with a melee weapon, having a weapon with the reach ability, having a weapon with the deadly ability, the Warrior Spirit trait, Dodge feat or any Dodge bonus, any Critical feat, any Improved (Combat Manouver) feat, magic weapon/true strike/blessing or any other spells that add to the attack bonus (the spells must have been cast beforehand). The highest final bonus wins the phase. 6 with Mwk Dragon Pistol

Resolution: After the 5 phases, each opponent roll a single d6, and add the bonuses for every phase they have won.


Feats
Lv1: Simple Weapon Proficiency
Human: Scribe Scroll
Lv3: Amateur Gunslinger(Quick Clear)

Human Racial Features:

Witch Class Features: Cantrips, Hex(Healing), Witch's Familiar, Hex(Evil Eye), Hex(Charm)

Equipment:
4000 gp, no more than 1000 on any one item

550 (Masterwork Dragon Pistol)
004 (20 doses of black poweder)
004 (20 firearm bullets)
006 (2 Powder Horns)
300 (2 Scrolls of Summon Monster II, caster level 3)
300 (2 Scrolls of Vomit Swarm, caster level 3)

2836gp

100 (4 scrolls of Cure Light Wounds, caster level 1)
100 (4 scrolls of Ray of Enfeeblement, caster level 1)
100 (4 scrolls of Damp Powder, caster level 1)
075 (Horse, Light)
010 (Saddle, Riding)
012 (Mace, Heavy)
080 (16 Alchemical cartridges of dragon's breath)
080 (16 Alchemical cartridges of entangling shot)
040 (5 alchemical cartridges of flare shot)
030 (30 handfuls of pellets)

2353

002 (Backpack)
001 (Scroll Case)
0.03 (Flask)
006 (30 sheets of parchment)
001 (Pouch, Belt)
002 (4 days of trail rations)
00.1 (Inkpen)
016 (2 8oz vials of ink)
002 (2 Waterskins)
005 (Spell Component pouch)
110 (Everburning Torch)

2207.87

Free (Explorer's Outfit)
001 (Artisan's Outfit)
001 (Traveler's Outfit)
001 (20 days of Horse feed)
720 (Campfire Bead)
1000 (Pearl of Power, Level 1)

484.87

00.1 (Sack)
150 (Lock, Superior)
002 (Chest)
100 (2 potions of Cure Light Wounds)

232 gold pieces
7 silver pieces
7 copper pieces

Spells per Day
Lv0: 4
Lv1: 4
Lv2: 3

Spells Known
Lv0(Dc13): Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue

Lv1(Dc14): Hypnotism, Cure Light Wounds(1d8+4), Dancing Lantern, Comprehend Languages, Ray of Enfeeblement(1d6+ Str), Mage Armor, Damp Powder

Lv2(Dc15): Silk to Steel, Glitterdust, Vomit Swarm, Summon Monster II

Spells Prepared
Lv0: Light, Stabilize, Touch of Fatigue, Detect Magic
Lv1: Cure Light Wounds, Damp Powder, Mage Armor, Ray of Enfeeblement
Lv2: Silk to Steel, Glitterdust, Vomit Swarm