Maxed Out Explosive Missile Shot: +28 +1d8+26+4d6+1d6+2d4+10+8d6+9 (+28 to Hit: 1d8+2d4+13d6+46) (Average damage: 90.5 {62-140})
Conducive Explosive Missile Shot +28 1d8+2d4+21d6+55 (Average damage: 138){79-197}) (Uses up three bombs)
Max Cheese: +24/24/19/19/14/14 1d8+2d4+13d6+46 (Average damage: 543 {372-840}) (Uses up twelve bombs!)
------------------------------
STATISTICS
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Str 8, Dex 22 Con 12, Int 20, Wis 17, Cha 11
Str 8, Dex 34 Con 16, Int 26, Wis 17, Cha 11
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Traits
●Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
●Student of Philosophy: You can use your Intelligence modifier in place of your Charisma modifier onDiplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
●Tireless Logic: Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.
--------------
Drawbacks: Meticulous: You take a –2 penalty on skill checks for skills with which you’re untrained.
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Race Traits
------------------
●Low Light Vision
●Keen Senses (+2 Perception)
●Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.
●Fey Thoughts (1 RP): Diplomacy, Stealth. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.
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Feats
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Two Weapon Fighting
Improved Two Weapon Fighting
Greater Two Weapon Fighting
Signature Deed: Close Shot
Clustered Shots
Deadly Aim
Quickdraw
Craft Wondrous Object
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Skills (135 points; 60 class, 75 INT) 135
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•Acrobatics* +30 {+15 rank,+12 Dex}
•Appraise +12 {+1 rank,+8 Int}
•Bluff +4 {+1 rank,+0 Cha}
•Climb* -1 {+0 rank,-1 Str}
•Craft (Alchemy) +26 {+15 rank,+8 Int}
•Diplomacy +26 {+1 rank,+8 Int, +15 Ranks via Headband}
•Disable Device +16 {+1 rank,+12 Dex}
Disguise +0 {+0 rank,+0 Cha}
Escape Artist*[ +12 {+0 rank,+12 Dex}
•Fly* +16 {+1 rank,+12 Dex}
•Handle Animal +0 {+0 rank,+0 Cha]
•Heal +7 {+1 rank,+3 Wis}
•Intimidate[ +0 {+0 rank,+0 Cha}
•Knowledge (Arcana) +26 {+15 rank,+8 Int}
Knowledge (Dungeoneering) +9 {+1 rank,+8 Int}
•Knowledge (Engineering) +26 {+15 rank,+8 Int}
Knowledge (Geography) +9 {+1 rank,+8 Int}
Knowledge (History) +9 {+1 rank,+8 Int}
•Knowledge (Local) +12 {+1 rank,+8 Int}
•Knowledge (Nature) +12 {+1 rank,+8 Int)
Knowledge (Nobility) +8 {+0 rank,+8 Int}
Knowledge (Planes) +9 {+1 rank,+8 Int}
Knowledge (Religion) [ +9 {+1 rank,+8 Int}
Linguistics +8 {+0 rank,+8 Int}
•Perception +23 {+15 rank,+3 Wis,+2 Keen Senses}
Perform +0 {+0 rank,+0 Cha}
•Ride* +12 {+0 rank,+12 Dex}
Sense Motive +3 {+0 rank,+3 Wis}
•Sleight of Hand* +16 {+1 rank,+12 Dex}
•Spellcraft +26 {+15 rank,+8 Int}
•Stealth* +30 {+15 rank,+12 Dex}
•Survival +3 {+0 rank,+3 Wis}
•Swim* -1 {+0 rank,-1 Str}
•Use Magic Device +26 {+15 rank,+8 Int}
Gunslinger
Weapon Training
•Grit 3/3
•Gunsmithing
•Nimble +4
•Bonus Feats: Rapid Reload (Pistol), Point Blank Shot, Precise Shot
•Gun Training 4: Add Dex to Pistol Damage; +3 to Pistol Damage
•Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
•Evasive: At 15th level, when the gunslinger has at least 1 grit point, he gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. He uses his gunslinger level as his rogue level for improved uncanny dodge.
+5 Bulletproof Haramaki (27500)
Ring of Protection +1 (2000)
Cloak of Resistance +5 (25000)
Ring of Grit Mastery (6840)
Boots of Speed (12000)
Wand of Infernal Healing
Boro Bead: Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th)
Oil of Silence (250)
Wand of Abundant Ammunition?
Mundane Gear:
2 Coat Pistols (75gp) +27 1d4+15
Spring Loaded Wrist Sheaths
Carrying Capacity Light 0-26 lb. Medium 27–53 lb. Heavy 54–80 lb.
Ant Haul: Light 0-78 lb. Medium 79–159 lb. Heavy 160–240 lb. Current Load Carried 0 lb.
Money 0 GP 0 SP 0 CP
Background]
spoiler=Appearance and Personality]
notes:
Daily Buffs:
Ant Haul (1st)
Endure Elements (1st)
Darkvision (2nd)
Bloodhound (3rd)
False Life (2d10+15 Temporary HP) (4th)
Overland Flight (4th)
-Nation you are from
Born in the Kingdom of Elsehien, Taemon’dow found himself disenchanted with the dependance on magic among his people, particularly given his observations on how magic appeared to be stagnating, and being lost more rapidly than it was being grown or rediscovered. Given this, he left Elsehien for Belthouse before he was even considered to be of the age of majority, and has considered himself a member of that nation for decades since.
-Your thoughts of your home nation
Taemon’dow considers Belthouse to be his home counrty, even if he was not born there. When thinking back on Elsehien, he respects the nation and what they have accomplished, and their culture and history; however he also feels that they are dedicated to a dying philisophy, and that magic is stagnating. His new home, Belthouse has the courage to move in new directions, and investigate science, and how scientific principles can be used to manipulate and control the energies of traditional magics as well.
-Your character's thoughts on the other nations/races before the great war Humans: Daring creatures that defy expectations. However, since they are so young, so foolish, and live and die so quickly, they need the guidance members of longer lived creatures who have the experience and maturity to manage the resource they represent. They are brilliant and daring children, but ones that are doomed to die before ever gaining the perspective of age, and will therefore always require a parent to guide and shape them.
Half Elves: Elves have stagnated, and while humans have the daring to advance, they die far too quickly to succeed in the long run. To Taemon’dow’s thinking, a merging of bloodlines may be a potential solution to these limitations. While he has the same instinctive suspicion of Half-Elves as most old-order elves, but on an intellectual basis, he is shifting this ingrained bias.
Dwarves: Great craftsmen with useful skills, but no imagination. They are tradesmen and labourors; useful labour, but that is typically the limit of their usefulness.
Gnomes: If only they could harness or organize their imagination and ability to innovate…
Orcs: Nearly mindless savages, but not without their uses. If they could be herded in the right direction and at the right time, that beastial strength could be effectively put to use.
Half-Orcs: Human ingenuity with orc ferocity. More useful than orcs, and perhaps would make better, more intelligent specialty troops in wartime, but overall, less long term potential than straight humans.
Halflings: Mostly harmless.
Kitsune/Catfolk: “Who?”
Aloran: An example of a human kingdom wasting its potential due to a lack of mature guidance.
Razeria: The best of the old way of thinking. Good for what it is, but very likely to diminish in prominence as time goes on.
Oswell: A political mess in dire need of mature (Elven) guidance.
-Your character's thoughts on them now
Mostly unchanged.
-What your character did before the war/draft
An established and more-or-less well respected (for an Elf) Professor for the Academe of Alchemy, a political pundit and advisor in certain governmental avenues
-What your character did to become recognized during battle
First came to the attention of the powers that be during an attack where a group of demons breached the city wall and forced their way into a residential area. Heading in alone, he killed half a dozen before the remainder turned and fled. Then, rallying a group of auxiliaries, he was able to lead them back to the wall, retake the gatehouse, and fill the breach.
-A couple feats he preformed to garner his renown/power
At the battle of Gheran Tower, south Elsehien, when a Nalfeshnee overran the Oswellian infintry, Taemon’dow killed it. By himself.
- Goals, what does you character want to accomplish
Kill the enemies (as many as necessary), end the war, and therefore get back to the important work such as advancing his research.
-What drives you
Uncovering the new secrets of science and technology that are beyond the capabilities of mere magic.
Old Midnight Character:
Male Former Erunsil Ungral Berzerker
LE Medium Humanoid (Undead)
Fighter 1
Init +7; Perception +6
Darkvision 60 ft, Low Light Vision, Lifesense 60 ft
-------------------- --------------------
Defense
-------------------- --------------------
AC 20, touch 16, flat-footed 15 (+5 Dex, +0 Armour, +4 Natural Armour, +1 Insight, +0 Deflection)
hp 24 (1d12+3+3+5+1) (Dice+TaS+Toughness+Cha+FC)
Fort +7, Ref +5, Will +4
-------------------- --------------------
Offense
-------------------- --------------------
Speed 30 ft.
Melee Bite +7 1d8+2 (20/x2)
Range
Special Attacks:
-------------------- --------------------
Statistics
-------------------- --------------------
Str 14, Dex 20, Con --, Int 12, Wis 10, Cha 20
Base Atk +1; CMB +3; CMD 19
Feats Toughness, Weapon Focus (Longbow, Shortbow), Two Weapon Fighting, Canny Defense (Cha), Point Blank Shot
Traits Born on the Battlefield: Tough as Stone, Ice Water in your Veins.
Skills Climb +2, Craft: Weapons +5 (1 Rank), Handle Animal, Knowledge: Dungeoneering, Knowledge: Engineering +5 (1 Rank), Perception +6 (1 Rank), Persuasion +9 (1 Rank), Profession, Ride, Survival +4 (1 Rank), and Swim.
Languages High Elven, Orcish, Patrol Sign, and Trader's Tongue
Combat Gear None
Other Gear None
-------------------- --------------------
TRACKED RESOURCES
-------------------- --------------------
None
-------------------- --------------------
Spell Casting
-------------------- --------------------
Innate Magic: Ghost Sound, Dancing Lights, Detect Magic, Prestidigitation, Mage Hand.
-------------------- --------------------
Special Abilities
-------------------- --------------------
Daring Warrior: Add Charisma to attacks as an Insight Bonus, up to fighter level.
-------------------- --------------------
Racial Abilities
-------------------- --------------------
●Weapon Familiarity: All elves receive the Martial Weapon Proficiency feats for the longbow and shortbow (including composite bows) as bonus feats, and treat any weapon with the word “elven” in its name as a martial weapon. The elves practice archery for hunting, entertainment, and defense. Those of them who already have that level of proficiency with those weapons because of a class feature are considered having Weapon Focus bonus feat with those weapons.
●Natural Channelers: All elves have a natural facility with magic. They gain the Innate Magic feat as a bonus feat, and those who gain the Magecraft feat have 2 bonus spell energy points.
●Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
●Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
●Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
●Elven Agility: Elves gain +4 racial bonus on Acrobatics and Climb checks when climbing trees. Elves are at home in the trees.
●Weapon Familiarity: Erunsil treat snow elf fighting knives as martial weapons, rather than as exotic weapons. Additionally, when wielding two snow elf fighting knives, Erunsil suffer only half the normal penalties for wielding a second weapon in their off hand. This benefit stacks with that granted by Two-Weapon Fighting and similar feats. Those who already have that level of proficiency with those weapons because of a class feature are considered having Weapon Focus bonus feat with those weapons.
●Favored Region: Veradeen. Snow elves’ favored region bonuses for Erethor increaseby +2 when in the Veradeen.
●Eternal Grudge: Erunsil receive orcs as a favored enemy, similar to the wildlander class feature. They gain a +2 bonus on Knowledge, Perception, Persuasion and Survival checks when using these skills against orcs. Likewise, they get a +2 bonus on attack rolls and damage against orcs and +2 AC dodge bonus when fighting against them. They may make Knowledge or related skill checks untrained when attempting to identify orcs and their weaknesses. Their wildlander favored enemies are in addition to their racial one, and the racial favored enemy bonuses improve with wildlander level. This racial trait makes Erunsil eligible for Ancestral Foe feat chain.
●Deadly with the Blades: Erunsil gain Weapon Finesse with snow elf fighting knives as bonus feat.
●Icy Rage: Erunsil berserkers gain +4 bonus to Dexterity instead of the bonuses to Strength and Constitution.
●Snow elves may begin play with an icewood bow (at one-quarter normal cost). Snow elves gain a +1 racial bonus on attack rolls with icewood bows.
Traits: An undead creature possesses the following traits (unless otherwise noted in a creature's entry). No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
●Darkvision 60 feet.
●Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
●Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
●Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
●Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
●Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
●Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
●Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
●Proficient with its natural weapons[/b], all simple weapons, and any weapons mentioned in its entry.
●Undead do not breathe, eat, or sleep.
●Per the spell magic jar: "Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls." This is an important sentence when considering any spells or effects which reference "souls."
Noble Fell
●+4 Charisma, in addition to base racial modifiers.
●Natural armor and bite attack increase by 1 category.
●Lifesense 60ft
●Eater of the Dead (1d8+5 HP)[spoiler=Monster Feats]
Eater of the Dead [Monster]
You can replenish your strength from the corpses of your
enemies.
Prerequisite: Corporeal undead
Benefit:As a full round action you may feed from the flesh of
a Tiny or larger corpse less than one week old. You consume
residual negative energy from their death along with the flesh
restoring up to 1d8+5 lost hit points. Each corpse can provide
this benefit a limited number of times based on its size. Any
undead using this feat on the corpse reduces the number of
times it can be used by any other undead for this purpose.
Corpse Benefits
Corpse size Uses
Tiny 1
Small 2
Medium 4
Large 8
Huge 16
Gargantuan 32
Colossal 64
Lifesense [Monster]
You can smell the living, and track them by their warmth and
heartbeats.
Benefit:You gain lifesense to 60 feet, or increase an existing
lifesense ability by 60 feet if you already have it./spoiler][spoiler=Quickened Heroic Path]Level Ability
1 +2 bonus to initiative
2 +1 dodge bonus to AC
3 Fast Movement +5 ft.
4 Burst of Speed 1/day
5 +1 Dex
6 +2 bonus to initiative
7 +2 dodge bonus to AC
8 Fast Movement +10 ft.
9 Burst of Speed 2/day
10 +1 Dex
11 +2 bonus to initiative
12 +3 dodge bonus to AC
13 Fast Movement +15 ft.
14 Burst of Speed 3/day
15 +1 Dex
16 +2 bonus to initiative
17 +4 dodge bonus to AC
18 Fast Movement +20 ft.
19 Burst of Speed 4/day
20 +1 Dex
Quickened Ability Descriptions
Fast Movement: The quickened can move like the wind. He gains the listed bonus to his base land speed.
Burst of Speed: The quickened can activate a burst of speed as a free action the listed number of times per day. While using burst of speed, the quickened may make one extra attack or move action each round; either before or after his regular actions. He may move his base speed before or after making a full attack, superseding the normal rule that a character cannot move farther than 5 feet in the same round he performs a full-round action. A burst of speed last for a number of rounds equal to 3 + the quickened's Con modifier. At the end of this period, the character is considered fatigued for the duration of the encounter (-2 penalty to Str and Dex, cannot run or charge)./spoiler][spoiler=Future Feats]
2 Clever Fighting (add Dex bonus to damage with finesse weapons), Bravery
3 Cunning Warrior (Talent), Precise Shot (Feat)
4 Rapid Shot, Berzerker (Rage)
5 Safe Shot (Talent), Weapon Training, Power Attack or Deadly Aim
6 Manyshot, Vital Strike
7 Double Strike (Talent), Improved Two Weapon Fighting
8 Improved Critical (Fighting Knives)
/spoiler]-------------------- --------------------
Background Taemon'dow has been embroiled in the battle with Izrador's forces since the very day he was born. His mother, Alessia was an archer fighting in the defence of the keeps of the Fortress Wall. She took her duties seriously, and fought for the defence of Autilar during one of the many sieges, even up to the day she birthed her child. The walls had been stormed, and Orcs filled the halls and yet still she loosed arrow after arrow until she could not stand any longer. Her husband, and Taemon'dow's father, Elenien, fought by her side, defending her to the last while she birthed their child. Though many Erunsil died retaking the wall that day, Taemon'dow and his parents survived.
Taemon'dow himself took up the bow as soon as he was old enough to do so, and began learning the way of the frozen warriors. He soon became a scout, travelling with packs of other hunters beyond the wall, sabotaging enemy camps and killing orcs whenever possible. It was on one of these forays that his team was ambushed. Many of his kin were killed, and the rest were captured.
While he was transported to prison for torture and interrogation, many of his comrades were killed; some for food, some for sport, some for resisting questioning or attempting escape. It was at the cusp of reaching the prison that he himself snapped. He had no fear of dying, and indeed, death was likely better than whatever the shadow had in mind for him. An orc was beating one of his kinswomen; not trying to kill her, not trying to get information, just beating her because he enjoyed it. Not caring if it brought his own death, Taemon'dow rushed the man and beat him to death with his chains. A flash of his eyes told the woman to escape. He began screaming as he pounded on the form of the dying orc, bringing others running from all directions. He saw the woman slip away in the confusion; no one paying her mind.
Though he was beaten near to death, they did not kill him outright. As they were dragging him into the prison, he could see the remaining prisoners, and could see clearly that the woman was no longer with them. She had either escaped, or had been killed in the attempt; both were better fates than what she would have received within the walls.
Taemon'dow was chained at the wrists and thrown over the wall. The impact when the chains pulled up short dislocated both of his shoulders, and he slammed against the wall. There he was left to die in full view of his fellows; to freeze to death in the cold air, starve, or suffocate as the affects of crucifixion fill his lungs with blood. He died with a faint smile curving his lips.
When he woke again, he was confused. He was still fixed to the wall, and chained, but the pain was gone. He did not feel the cold any longer. The only sensation he could feel was the sensation of his rough clothes against his body, and the hunger that remained burning within the pit of his stomach. He remained hanging there for a time that passed in a blur; days? But nothing changed. Eventually two orcs approached him with a ladder. The climbed up, and instead of killing him, began to unshackle him and let him down. He did not understand... why were they letting him down. When he hit the ground, the force was jarring, but again their was no pain. The orc holding the ladder approached and with a wrenching motion, forced Taemon'dow's arms back into their sockets.
He sat on the icy ground, his back to the wall, as the two orcs took down the chains and collected their ladder. Taemon'dow could feel only the hunger gnawing at him, and his anger at these monsters. He launched himself at one, the one who had unshackled him, and began tearing at him with his teeth and nails. Surprised by the fury of the attack, the orc was overwhelmed. The other one just backed up and laughed as his comrade was torn to bloody scraps before his eyes. While Taemon'dow feasted, the other orc just walked away.
Hours later, realization of what he was slowly dawned over him; what he had become. He had always thought that should this happen to him, he would kill himself, without a doubt. Finish himself off instead of remain this perversion, this monstrosity. Only now, he found he had no desire to. It seemed purposeless to do so, as he could still kill the orcs who had done this, and still be a thorn in Izrador's side. They would learn that not every undead would serve the shadow.
Appearance Taemon'dow looks almost as he did when he was still alive. The pallor of his people helped to conceal the affects death had had upon him, and their were no external signs of his demise. He is a strikingly handsome Snow Elf, tall for his people, with a straight back and defiant eyes.