Author Topic: The Margravine (to be completed. again !)  (Read 22995 times)

Offline FireInTheSky

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Re: The Margravine (complete)
« Reply #80 on: July 18, 2013, 06:07:20 PM »
Almost the list I wanted to choose, concerning the tricks :
 - Thread the Needle (ignore Cover less than Total Cover, lower Miss Chance by 10%)
 - Skip Shot (ignore Total Cover)
 - Dimensional Shot (ignore [Force] effects, attack Incorporeal creatures)
 - Phase Shot (shoot through solid objects - 35' worth at this level)
 - Improved Dimensional Shot.
 - Perfect Dimensional Shot.
 - Lights out !

That's a good list too - especially if you don't have a way to get more than one AoO/turn. Personally, I might swap out Lights Out for Distracting Attack, but that's just me.

Offline Harald

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Re: The Margravine (to be completed. again !)
« Reply #81 on: July 20, 2013, 06:05:22 AM »
This is what I intend to do, waiting for clearence.

Executive summary : a far better scout and sneak, I hit harder with my rifle and can shot through walls, obstacles and even through planes.

No change on the race I play, still a venerable Quorbred-greenbound pixie as a suymbiot, on a winged human.  It would have been nice to catch a Bloodline somewhere (so I can be considered a level 16 Sniper and get Infinite range right now), but let's not open this peculiar can of dire worms.

I've added on the gestalt side  Sniper 5 - Mindbender 1- Sniper 9.  HiPS, Telepathy and Mindsight ahoy ! A good Fort & Will save is nice as well. Thus, I'll get a +13 BAB, +9 Fort & Will base saves, and +14 Reflexe base save.
the CMB is up to 14 and the CMD up to 31.
my full attack with Rapid Shot & my trusty rifle is now 19/19/19/19/14/14/12/12, with a 440 ft range increment. Not shabby, especially as that's before I burn Inspiration points or buffs.

I do earn an additonial Opportunistic Piety use, get now 29 Inspiration points/encounter, and can cast a level 6 wizard/sorcerer SLA a day.

Concerning the sniper tricks, I'll take the same I listed above. I do not use any Sneak attacks, thus the flanking won't be much of use ; and if I remember well, Sable got a weapon that allow him to SA easily so he does not need any help on this front. Beside, being able to Stun ennemies is a good option to get.
I recover all ammo from misses, and 50% of magic ammo from hits. I can Aim on a move action reduced penalties to hide after I attacked, and can cast some mobility SLA on my teammates.

Feats, with a bit of shuffling, as I'm getting a few I've already chosen :
Quorbred : Hostile Mind, Mental Resistance.
Pixie : Quick Reconnoiter, Knowledge Devotion.
1 : Aim ( Point Blank Shot equivalent for prerequisites), Precise Shot (sniper)/ Rapid Shot (Human bonus Feat)/ Studied Killer/ Font of Inspiration, Enduring Inspiration (flaw 1 &2).
3 Brainstorm.
5 Font of Inspiration.
7 Darkstalker (sniper 6), Mindsight.
9 Excellent Surge.
11 Shared Insight.
13 Cunning Master.
15 Just as Planned.

Skills

the +3 everywhere is from the Pathfinder rules, from the 1rst rank in a class skill.
+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 )

No change with DR and resistances. I earn d8+3 hitpoints.

While I am at it, I do have a question, concerning the spell I emlulate...
Let say I emulate Wish, to improve a characteristic by 1. Does said increase stay permanently, or it is removed once I stop the dream bubble ?
What happen if I summon an Effrit that I ask to use his Wish SLA to do the same thing ? Or find someone with Craft Wondrous Item and power his crafting with my emulated spells so that we can get cheap Tomes ?
Yeah, once we manage to get some free time, I'd like to improve our team a little bit for cheap. The fact we did not survive this explosion is the proof of some inadequacy.... :smirk

"-Lady-Captain, we detect 20 hostile vessels against us,  and Erasmus Haarlock's Spear of Destiny ! What are your orders ?
-RAMMING SPEED !

final result : 6 slaughts vessels, 4 imperial frigates, 2 imperial cruisers destroyed. Haarlock sent into the warp. 0 losses. Flawless Victory.

Offline FireInTheSky

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Re: The Margravine (to be completed. again !)
« Reply #82 on: July 20, 2013, 01:11:25 PM »
I just realized that you can't actually take Perfect Dimensional Shot, since one of the pre-reqs is Sniper 16.

Offline Harald

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Re: The Margravine (to be completed. again !)
« Reply #83 on: July 21, 2013, 04:42:38 AM »
I've seen that.


So, here is the updated Character sheet, waiting for clearence.

THE MARGRAVINE
Gender: 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].
________________________________________
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.
________________________________________
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)

________________________________________
Combat Ability Descriptions

Melee 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 CMD28


Attack Options &special attacks
Disruptive 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.
 - Thread the Needle (ignore Cover less than Total Cover, lower Miss Chance by 10%)
 - Skip Shot (ignore Total Cover)
 - Dimensional Shot (ignore [Force] effects, attack Incorporeal creatures)
 - Improved Dimensional Shot (attack Ethereal creatures)
 - Phase Shot (shoot through solid objects - 35' worth at this level)
 - Lights Out ( 14/encounter, ranged touch attack. DC31 Fort Save, Stunned for 1d4 rounds.)
 - Two Birds with One Arrow (-4 to attack to target 4 in a line.)
Special Actions & special abilities that are not direct attacks
Greater 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.
________________________________________

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.
________________________________________

Feats

Bonus Feats


(click to show/hide)

[/spoiler]
 
(click to show/hide)

Racial Traits
 - favored class : Factotum ( +1 Skill point/level)
 - +2 to Int.
 - bonus feat
- +1 skill points each level, +4 first level.

Pathfinder Traits
Finding 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
(click to show/hide)
________________________________________
Items and Wealth

Wealth 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
« Last Edit: July 23, 2013, 05:17:46 AM by Harald »
"-Lady-Captain, we detect 20 hostile vessels against us,  and Erasmus Haarlock's Spear of Destiny ! What are your orders ?
-RAMMING SPEED !

final result : 6 slaughts vessels, 4 imperial frigates, 2 imperial cruisers destroyed. Haarlock sent into the warp. 0 losses. Flawless Victory.