Mage Sniper

Teclis the White's page

121 posts. Alias of WerePox47.


Race

HP 58/58(+13) | AC 17 | T 13 | FF 14 | CMD 15 | Fort +9 | Ref +9 | Will +10 | Init +9 | Perc +9

Classes/Levels

Active Effects:
Hero(70m), Ext False Life(14h), Ext Mage Armor(14h), See Invis(70m)

Gender

Usable:
MP 2/5, Arcane Bolt 9/9, Shift(15') 9/9, Meta 2/2, Arcane Bond 1/1

About Teclis the White

Crunch:

Teclis the White
Elf wizard(teleportation)/sorcerer(sage)(gestalt) 7/mythic(archmage) 1
N Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +9
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 58 (7d6+28)
Fort +7, Ref +7, Will +8; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft., shift 15'
Wizard/Sorcerer Spells(See Below)
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Statistics
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Str 9, Dex 16, Con 16, Int 22, Wis 10, Cha 8
Base Atk +3; CMB +2; CMD 15
Feats Eschew Materials, Extend Spell, Greater Spell Focus(conjuration), Greater Spell Penetration, Improved Initiative, Scribe Scroll, Spell Focus(conjuration), Spell Penetration
Mythic Feats Spell Focus(conjuration)
Traits Indomitable Faith, Reactionary
Skills Appraise +10, Knowledge (arcana) +18, Knowledge (dungeoneering) +13, Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +12, Knowledge (planes) +13, Knowledge (religion) +13, Perception +9, Spellcraft +18 (+20 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft(+4 to identify magic), +2 Know Arcana
Languages Azlanti, Celestial, Common, Draconic, Elven, Gnome, Orc, Sylvan
SQ arcane bolt(9/day), arcane bond (silver ring), arcane focus, elven magic, metamagic adept (2/day), shift(9/day), summoner's charm (3 rounds)
Opposition Schools Enchantment, Necromancy
Other Gear Handy Haversack, Headband of Vast Intelligence +2, Belt of Constitution +2, Cloak of Resistance +2, Miniature Shovel(10gp), Silver Ring, 240gp
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Special Abilities
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Arcane Bolt (1d4+3 force damage, 9/day) Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess.
Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metamagic Adept (2/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Shift (15', 9/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+3 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

Sorcerer Spells:

Caster Level 7, Conc. +15, SP +13(roll twice)
DC level+6, +4 conjuration, +1 if metamagic is applied

0-(7/day)Daze(DC 16), Mage Hand, Message, Prestidigitation, Ray of Frost, Read Magic, Spark
1st-(7/8) Heightened Awareness, Grease(DC 21), Identify, Mage Armor, Magic Missile, Shield
2nd-(5/8) Invisibility, False Life, Mirror Image, Scorching Ray
3rd-(3/5) Dispel Magic, Haste, Heroism

Wizard Spells:

Caster Level 7, Conc +15, SP +13(roll twice)
DC level+6, +4 conjuration, +1 if metamagic is applied
Enchantment/Necromancy are Opposition

0-(4/day)Acid Splash, Detect Magic, Detect Poison, Light
1st-(7/day)Burning Hands(DC 17), Color Spray(DC 17), Magic Missile, Windy Escape, Snowball(DC 21)(2), Vanish
2nd-(6/day)Create Pit(DC 22), Glitterdust(DC 22)(2), Web(DC 22), +1
3rd-(4/day)Communal Resist Energy, Slow(DC 19), Stinking Cloud(DC 23)
4th-(3/day)Black Tentacles, Dimension Door

Spellbook:

0-All minus Enchantment/Necro
1st-Alarm, Burning Hands, Color Spray, Comprehend Languages, Expeditious Retreat, Grease, Liberating Command, Obscuring Mist, Pro Evil, Magic Missile, Silent Image, Shield, Snowball, Vanish, Windy Escape
2nd-Communal Pro Evil, Create Pit, Glitterdust, Gust of Wind, Locate Object, Mirror Image, Scorching Ray, See Invisibility, Web
3rd-Communal Resist Energy, Communal Spider Climb, Fly, Haste, Ice Spears, Invisibility Sphere, Lightning Bolt, Sleet Storm, Spiked Pit, Stinking Cloud, Slow
4th-Black Tentacles, Dimension Door

Magus's Spellbook:

0-level
1st-chill touch, corrosive touch, enlarge person, jump, magic missile, shocking grasp
2nd-blur, bull strength, frigid touch, shatter
3rd-dispel magic, vampiric touch

Scrolls:

1st(CL 1st)
Comp Lang(2)
Expeditious Retreat(2)
Obscuring Mist
Pro Evil
Silent Image(2)

2nd(CL 3rd)
Communal Pro Evil
Mirror Image
See Invis
Web

3rd(CL 5th)
Fly

Alchemical Items:

Acid(1) +1 dam Acid Splash
Alchy Fire(3) +1 hit Scorching Ray
Alchy Grease(4) Use to +1 DC Grease
Liquid Ice(2) +1 dam Ray of Frost

Mythic Stuff:

Archmage: +3hps/teir, Mythic Power 5/day

Wild Arcana (Su): As a swift action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Feats: Spell Focus +2 DC to focus school. Spend a mythic point to make non-mythic roll twice on saves, taking the lower vs Conjuration.

Path Abilities: Eldritch Breach, When attempting a caster level check to dispel an effect, overcome spell resistance, or otherwise determine whether your magic affects a target (such as with knock or neutralize poison), roll twice and take the higher result.