I've seen that.
So, here is the updated Character sheet, waiting for clearence.
THE MARGRAVINEGender: Female
Race Symbiotic (venerable quor-bred/greenbound pixie) Winged Human
Classes Factotum 15 (ECL 14, LA +3 buyed-back)// Sniper 5- Mindbender 1- Sniper 9
Alignment Lawful Evil
Size Medium
Type Abberation
Init +28 = +7 Dex +14 Int + 2 Eager + 5 Warning ;
Senses Mindsight 100 ft, Tremorsense 60 ft., Darkvision 60 ft., low-light vision; Detection : +36.
Hide In Plain sight (Ex). Darkstalker ,Quick Reconnoiter
Languages : Common, Sylvan. 31 Languages known : Aboleth, Abyssal, Auran, Celestian, Draconic, Dwarvish, Elven, Giant, Gnome, Halfling, Ignan, Infernal, Orc, Terran, Undercommon. Arabian, Aramaic, Chinese (Imperial), Dutch, English, French, German, (ancient) Greek, Hebrew, Hindi, Italian, Japanese, Latin, Spanish, Portugese, Russian.
Speed 30 ft. [6 squares], Flight 50 ft, perfect [10 squares].
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AC 33 (10+ 0 size+ 7 Dex, + 7 natural, + 6 armor, +3 Shield), touch 17, flat-footed 26;
+1 Freedom glammered Mithral Kikko Armor
+1 Animated Darkwood shield.
HIT POINTS HD: 15D8+15*5=
195 ;
DR 10/cold iron ; 10/ magic & Slashing CMD 31
Fort +13, Ref + 21, Will + 15; +4 to saves against Illusions, mind-affecting spells & abilities.
Immune to fear & fear effects.
Freedom of Movement while in her armor.
Fast healing 3.
Cold Resistance 10 Electricity Resistance 10.
Spell Resistance 15+15 =30 Power Resistance 11+15 = 26
Closed Mind: The user of any divination magic or clairsentience powers who target the Margravine must make a level check against a DC 34. Failure on the check means the effect fails. Can't manifest any psychic powers.
Flaws :
Feeble -2 to Dexterity, Strengh & Constitution skill checks. Noncombatant - 2 to hit in melee.
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Expanded Ability Descriptions
Abilities Str 12 [+1] ...10 base (+0 racial + 0 level + 2 enhancement + 0 inherent + 0 other)
Dex 24 [+7] ...18 base (+4 racial + 0 level + 2 enhancement + 0 inherent + 0 other)
Con 18 [+4] ...16 base (+0 racial + 0 level + 2 enhancement + 0 inherent + 0 other)
Int 38 [+14] ...18 base (+15 racial + 3 level + 2 enhancement + 0 inherent + 0 other)
Wis 23 [+6] ...12 base (+9 racial + 0 level + 2 enhancement + 0 inherent + 0 other)
Cha 23 [+6] ...10 base (+11 racial + 0 level + 2 enhancement + 0 inherent + 0 other)
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Combat Ability DescriptionsMelee weapon melee & natural weapon +14/+9/+4/+9 ;
light weapon : +20/+15/+10/+15
+1 Eager Warning Metalline gauntlets : 1d3+2 ×2. bludeonning. 1 lb.
Slam attack : 1d6+1
Ranged weapon Attack : +20/+20 Full attack+20/+20/+15/+15/+10/+10.
Rapidshot : +18/+18/+18/+18/+13/+13/+8/+8.
+1 dragonbone Force Splitting Metalline Airgun [composite longbow] 1d8+1 ×3 440 ft (range increment 20x) 3 lb. Piercing.
Force : ignore all DR, no miss chance against Incorporeal targets.
Space 5 ft.; Reach 5 ft. (10 ft. w/ reach weapon)
CMB 11 CMD28Attack Options &special attacksDisruptive Strike An opponent struck by The Margravine's melee attack must succeed on a Fortitude save ( DC 31) or be unable to use spells, spell-like abilites, or psionics for 1 round.
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Thread the Needle (ignore Cover less than Total Cover, lower Miss Chance by 10%)
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Skip Shot (ignore Total Cover)
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Dimensional Shot (ignore [Force] effects, attack Incorporeal creatures)
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Improved Dimensional Shot (attack Ethereal creatures)
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Phase Shot (shoot through solid objects - 35' worth at this level)
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Lights Out ( 14/encounter, ranged touch attack. DC31 Fort Save, Stunned for 1d4 rounds.)
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Two Birds with One Arrow (-4 to attack to target 4 in a line.)
Special Actions & special abilities that are not direct attacksGreater Invisibility (Su) : the Margravine remains invisible even when it attacks. This ability is constant, but she can suppress or resume it as a free action.
Special Bullets (Su) When a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day (18 uses per day for the Margravine)—the dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie's chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits—it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow. Save DCs are Intelligence-based.
Charm: The target must succeed on a DC 31 Will save or be affected as though by a charm monster spell for 10 minutes.
Memory Loss: The target must succeed on a DC 31 Will save or be affected by a modify memory spell (this effect can only eliminate the previous 5 minutes of memory—a pixie typically uses this ability to make the target forget it encountered the pixie so it won't chase the pixie when he flees).
Sleep: The target must succeed on a DC 31 Will save or fall asleep for 5 minutes.
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Spell-Like Abilities constant : detect chaos, evil, good, law.
1/day—lesser confusion (DC 22),
1/day— dancing lights,
1/day— detect thoughts (DC 23),
1/day— dispel magic (DC 24)
1/day— Wall of thorns
1/day— permanent image (DC 27; visual and auditory elements only) (caster level 8 for all the above)
Entangle @will (DC 22),
Pass without Traces @will,
Speak with plants @will.
Factotum 14 : 6 SLA a day, 1 level 5 ; caster level 15.
All the save DCs are Intelligence-based.
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Feats
Bonus FeatsHostile Mind (feat) (quorbreed bonus feat):Whenever she is subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial), the manifester must make a Will saving throw against a DC of 26 or take 2d6 points of damage.
Mental Resistance (feat)(quorbreed bonus feat)Against psionic attacks that do not employ an energy type to deal damage she gains damage reduction 3/-. In addition, when she is hit with ability damage (but not ability drain or ability burn damage) from a psionic attack, she takes 3 points less than she would normally take.
Knowledge Devotion[Complete Champion](pixiz bonus feat) through a knowledge check, receive an insight bonus to hit and damage against a creature for the whole combat.
Quick Reconnoiter[Complete Adventurer] (pixie Bonus Feat))You can make one Spot check and one Listen check each round as a Free Action.
Precise Shot(1rst level, Sniper Bonus Feat))You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Rapid Shot(1rst level, Human Bonus Feat)You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.
Darkstalker[Lords of Madness](Sniper 6th Bonus Feat) Creatures with Blindsense, Scent, Tremorsense or Blindsight must use Spot & Listen to detect the Margravine.
[/spoiler]
Studied Killer [FireInTheSky’s homebrew] (first level) : All of a Sniper's class abilites based on Wisdom are instead based on Intelligence.
Enduring Inspiration [SirPercival's homebrew] (first level, first flaw)): Whenever you activate one of the following abilities, you can spend 2 additional inspiration points to make the benefit last for a number of rounds equal to your Intelligence modifier: Cunning Insight, Cunning Knowledge, Cunning Defense, Cunning Strike, Cunning Breach.
Font of Inspiration [SirPercival's homebrew] (first level, second flaw, & 5th level): You gain 1 point of inspiration for each other Inspiration feat you have.
Brainstorm [SirPercival's homebrew] (3rd level): A number of times per day equal to your Intelligence modifier, you can spend a full-round action to recover a number of inspiration points equal to 1/3 of your factotum level, rounded down. Your inspiration point total can never go above the amount you are granted at the beginning of an encounter with this ability.
Mindsight (Lords of Madness) (7th level) : A creature that has this feat can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense—the creature knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the creature can seeit by some other means.
The creature also perceives several observable characteristics about each being detected with mindsight, including the being’s type and Intelligence score. The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being’s race and clothing would be to eyesight.
Excellent Surge [SirPercival's homebrew] (9th level): Whenever you activate your cunning surge, you may spend an additional 2 inspiration points to gain a full-round action instead of a standard action.
Shared Insight [The Demented One's homebrew] (11th level):You can apply the effects of your cunning insight, cunning knowledge, cunning defense, cunning strike, cunning surge, cunning breach, cunning doge, or cunning brilliance class feature to an ally within 30 ft. of you, rather than yourself. You must still spend inspiration points as normal. Your Intelligence score, not the ally’s, is still used if the class feature is based on it.
Cunning Master [The Demented One's homebrew] (13th level): Whenever you would make an attack roll, skill check, or saving through, you may instead spend 4 inspiration points. If you do, then you are treated as though you had rolled a natural 20.
Just As Planned [The Demented One’s homebrew] (15th level) At the beginning of the day, when you choose your spells, you may designate one spell as a contingent spell. This works much like the contingency spell, except that you do not need a focus for it. You set the conditions other which the contingent spell is triggered, although you can still cast it normally.
Racial Traits - favored class : Factotum ( +1 Skill point/level)
- +2 to Int.
- bonus feat
- +1 skill points each level, +4 first level.
Pathfinder TraitsFinding haleen (in the Margravine case, it's more "Training from Hell and back") : The class you chose at 1st level is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain.
Extremely Fashionable Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.
Factotum Abilities- Inspiration : 16/encounter (7 inspiration points/encounter+ 5 Inspiration feats + 4 FoI). 100 inspiration points from Elixir of Inspiration. 0 used.
- Trapfinding : as a rogue.
- Cunning Insight : before an attack roll, damage roll or saving throw, can spend 1 Inspiration point to receive her Intelligence modifier to the roll. No action.
- Cunning Knowledge : 1 inspiration point to receive her factotum level in a skill check where she has at least one rank. No action.
- Brain Over Brawn : add her Intelligence modifier to Strength & Dexterity based skill checks, as well Strength & Dexterity Checks (thus to Initiative).
- Cunning Defense : spend 1 inspiration point to receive Intelligence modifier as Dodge bonus to AC.
- Cunning Strike : spend 1 inspiration point to receive 1D6 Sneak Attack.
- Opportunistic Piety (6 uses) : heal 2x14+12= 40 hp, or Turn undead.
- Arcane Dilettante : the Factotum SLA's.
- Cunning Surge : by spending 3 Inspiration points, can take an extra standard action.
- Cunning Breach : by spending 2 Inspiration points, can ignore SR & DR of a single target for 1 round.
- Cunning Dodge : once per day, can spend 4 inspiration points to cancel damage that send her under 0 hp.
Sniper Abilities- Aim (Ex): When a Sniper uses a full-round action to make a full attack with any ranged weapon, she adds her Intelligence Modifier as a bonus to her attack rolls & these attacks each deal 14d6 additional damage. This damage increase is not considered Precision Damage for the purposes of creature immunities. Counts as Point Blank Shot for prerequisites.
- Trackless Step (Ex): A Sniper leaves no trail in any surroundings and cannot be tracked. She may choose to leave a trail if she so desires.
- Close Quarters Ranged Combat: Does not provoke an Attack of Opportunity by using a ranged weapon in melee.
- Light Step (Su): can move through difficult terrain at her normal speed without incurring any penalties. can use Spider Climb, Water Walk & Air Walk as SLA 14/day CL 14.
- Rangefinder (Ex): Shots at any range may be attempted; a ranged weapon's maximum range limit does not apply.. The range increment of all ranged attacks is quadrupled.
- Trick Shot: Seven Trick Shots.
- Keen Perception: +7 as an Insight bonus to her Detection checks.
- Fast Aim (Ex): may make a single ranged attack with her Aim bonuses as a Standard Action.
- Improved Snipe (Ex):a Sniper who has successfully Hidden may make a single ranged attack and then immediately Hide at a -10 penalty. A full attack incurs a -20 penalty as normal.
- Cunning Veil (Ex): may apply her Intelligence modifier as a bonus to her Stealth check.
- Greater Snipe (Ex): a Sniper who has successfully Hidden may make a single ranged attack and then immediately Stealth at no penalty. In addition, if a Sniper who has successfully hidden uses a full-round action to attack with a ranged weapon, the penalty to the subsequent Hide check is decreased to -10.
- Hide in Plain Sight (Ex): can use the Stealth skill even while being observed. She can hide herself from view in the open, without anything to actually hide behind.
- Veteran Shooter (Ex): all of a Sniper’s ammunition from a missed attack is recoverable. In addition, magical ammunition from a successful attack has a 50% chance of being recoverable. Non-magical ammunition is still destroyed in a successful attack.
-Accelerated Aim (Ex): A Sniper of 13th level can make a single ranged attack with her Aim bonuses as a Move Action.
Mindbender Abilities- Telepathy 100 ft, with anyone sharing a common language.
Skills+27 Acrobatics = (5 ranks + 7 Dex +14 intelligence - 2 Feeble +3)
+18 Appraise = (1 rank+14 Intelligence +3)
+27 Autohypnosis = (18 ranks +6 Wisdom +3)
+27 Bluff = (18 ranks +6 Charisma +3)
+17 Climb = (1 rank + 1 Strenght +14 intelligence - 2 Feeble +3)
+27 Craft (Horloger) = (10 ranks+ 14 Intelligence +3)
+29 Diplomacy = (18 ranks +6 Charisma +3 +2 Masterwork tools)
+37 Disable Device = (18 ranks + 14 Intelligence +3 +2 Masterwork Thieve's tools)
+12 Disguise = (1 rank +6 charisma +3 +2 Masterwork tools)
+23 Escape Artist = (1 ranks + 7 dexterity + 14 Intelligence - 2 Feeble +3)
+40 Fly = (18 ranks + 7 dexterity + 14 Intelligence - 2 Feeble +3)
+10 Handle Animals = (1 ranks +6 Charisma +3)
+10 Heal= (1 rank +6 Wisdom +3)
+27 Intimidate = (18 ranks+ 6 Charisma + 3)
+25 Knowledge (Arcana) = (8 ranks+14 Intelligence +3)
+22 Knowledge (Dungeoneering) = (5 ranks+14 Intelligence +3)
+22 Knowledge (Engineering) = (5 ranks+14 Intelligence +3)
+22 Knowledge (Geography) = (5 ranks+14 Intelligence +3)
+22 Knowledge (History) = (5 ranks+14 Intelligence +3)
+22 Knowledge (Local) = (5 ranks+14 Intelligence +3)
+22 Knowledge (Nature) = (5 ranks+14 Intelligence +3)
+27 Knowledge ( Planes) = (10 ranks+14 Intelligence +3)
+22 Knowledge (Religion) = (5 ranks+14 Intelligence +3)
+27 Knowledge (Royalty & Nobility) = (10 ranks+14 Intelligence +3)
+35 Linguistics = (18 ranks+14 Intelligence +3)
+29 Lucid Dreaming = (18 ranks + 6 Wisdom + 2 mastercrafted tools +3)
+36 Perception = (18 ranks + 6 Wisdom+ 2 racial +7 Sniper +3)
+10 Perform (Chords) = (1 ranks+ 6 Charisma +3)
+10 Perform (Keys) = (1 ranks+ 6 Charisma +3)
+10 Perform (Singing) = (1 ranks+ 6 Charisma +3)
+10 Perform (Dancing) = (1 ranks+ 6 Charisma +3)
+10 Perform (Acting) = (1 ranks+ 6 Charisma +3 )
+27 Ride = (5 rank+ 7 Dexterity + 14 Intelligence - 2 feeble +3 )
+27 Sense Motive = (18 ranks +6 Wisdom +3)
+27 Sleight of Hand = (5 rank+ 7 Dexterity + 14 Intelligence - 2 feeble +3)
+35 Spellcraft = (18 rank + 14 Intelligence +3)
+54 Stealth = (18 ranks + 7 dexterity +14 intelligence+ 14 Sniper - 2 Feeble +3) ( +16 racial in forests)
+27 Survival = (18 ranks+6 Wisdom +3)
+17 Swim = (1 ranks +1 Strenght + 14 Intelligence - 2 Feeble +3)
+27 Use Magic Device = (18 ranks+ 6 Charisma +3 )
Skill Tricks
Collector of Stories +5 Knowledge to identify monsters.
Listen to This ! Repeat perfectly what she recently heard
Twisted Charge Make one direction change during a charge
Conceal Spellcasting Conceal your spellcasting from onlookers
False Theurgy Your spell appears to be another spell of the same level
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Items and WealthWealth 496 gold; Carrying Capacity 33 lbs (33/66/100/200/500)
Standard Equipment Array
Head - Hat of Disguise (0 lbs, 1800 gold)
Eyes - monocle of Object reading (0 lbs, 4500 gold) ( changed slot from the original gloves in the MIC)
Throat - Collar of Umbral Metamorphosis(1 lbs, 22000 gold) (Tome of Magic, continuous version)
Body - +1 gloryborn Freedom Glammered Mithral Kikko armor of Comfort (+5+1 =+6 AC ; Max Dex+8; ACP 0; Spell Failure Chance 10% .(12 lbs, 37980 gold)
Waist - Belt of Magnificence +2 (1 lbs, 25000 gold)
Hands - +1 Eager Warning Metalline Gauntlets(1 lb, 10152 gold)
Melee Weapon - +1 Eager adamantine Gauntlets(1 lb, 4102 gold)
Melee Weapon - Rapier ( 2 lb, 20 gold)
Shield - +1 Animated Darkwood shield (5 lbs, 5257 gold)
Ranged Weapon - +1 dragonbone Force Splitting Metalline composite longbow ( 3 lbs, 36500 gold)
Quiver - Bandolier of Elhonna(2 lbs, 1800 gold) (full of 800 bullets, 40 gold)
Unslotted Items
- Handy Haversack(5 lbs, 2 500 gold)
Possessions
Backpack (5 lbs total, gold : total 1395 gp):
- bedroll
- Tent
- Fish hoock
- Inkpen & Ink.
- 3 parchment sheets
- Iron pot
- 2 weeks of everlasting rations
- Soap
- Waterskin
- 1 Mirror
- 1 rope (silk)
- 2 noble outfits with jewels
- 1 cold weather outfit
- 1 traveler outfit.
- masterwork thieve's tools
- artisan (poisonmaker) masterwork tools.
- Disguise kit
- Masterwork tool : Diplomacy, Disguise, lucid dreaming.
- Heartfire cubes
- silent portal disk
- 2 vials of Universal Solvent.
Belt Pouch (2 lbs total):
- Caltrops
- Signal whistle
- Signet ring
- Chalk
- Spy glass
-Crystal Arc of Reverie : the Arc can be activated or deactivated as a free action with an act of will, and can be active for a total of 10 minutes per day, broken up how the wielder desires into 1-round increments. While active, the Arc projects a Planar Bubble effect to a radius of 20 feet; the bubble emulates the environment of the Dreamheart. This allows a wielder with ranks in the Lucid Dreaming skill to affect the local environment identically to the Dreamheart, as well as subjecting any creatures in the radius to the normal effects of the Dreamheart.
Possession Not on Person
Elixir of Inspiration (drank): +100 pts of Inspiration. These are not recovered at the beginning of each encounter, but disappear permanently when used. The points last until they are used.
Wish List
- belt of Magnificience +4 then +6
- Tomes, in order : Intelligence, Constitution, Dexterity, Wisdom or Strenght or Charisma.
- ring of Evasion
- ring of Blink
- Vest of Resistance.
- improved armor & weapon