Difference between revisions of "Muriel Duskmantle"

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Name: Muriel Duskmantle
 
Name: Muriel Duskmantle
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HP: 12<br>
 
HP: 12<br>
  
AC: 10 + 4 (Chain Shirt) + 3 (Dex) = 17<br>
+
AC: 10 + 4 (Chain Shirt) + 3 (Dex) -1 (Vulnerable) = 16 AC<br>
 
Ranged Attack: +7 vs AC<br>
 
Ranged Attack: +7 vs AC<br>
 
Ranged Damage: 1d8+3+1 (Sonic)<br>
 
Ranged Damage: 1d8+3+1 (Sonic)<br>
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Feats:
 
Feats:
  
1. Point Blank Shot (level 1)<br>
+
1. Point Blank Shot (level 1), Weapon Focus [Longbow] (Flaw)<br>
3. Rapid Shot (ranger), Point Blank Shot (level 3)<br>
+
3. Rapid Shot (ranger), Far Shot (level 3)<br>
 +
 
 +
Flaw:
 +
 
 +
1. Vulnerable, -1 AC
 +
 
 +
Muriel is often 'that hot chick in skimpy clothing' or 'the girl', and thus male enemies, especially centaurs and gnolls, will make her a priority target- usually for the purpose of capture and unsundry purposes.
  
 
+2 Dex, +2 str, -2 con, -2 int<br>
 
+2 Dex, +2 str, -2 con, -2 int<br>

Revision as of 13:51, 7 August 2012

Name: Muriel Duskmantle

Muriel is the last heir to a tradition of arcanists who learned to scribe spells onto their very body as magical tattoos in a process of exquisite dance and motion. More intuitive than wizards, but less forceful than sorcerors, these magic users rely on their perfection of motion for their art rather than on perfect mathematical understanding that more traditional wizards use. A wizard of this arcane order is a far more mobile combatant, and often adopts some sort of martial tradition, such as swordsmanship or archery, blending his magic and martial mastery into a single style greater than the sum of its parts.


As a possible downside to this form of casting, the magical tattoos that prepared spells form are highly visibly as magic. They move across the body in strange migratory patterns as the arcane adept moves, and many glow with a highly visible coloured light, shining out from clothing and pulsing with a rhythm that might be the adept's heartbeat. Due to their nature, Muriel wears concealing bandages on her arms and legs, and a dark cloak to better aid at stealth. Still, she cannot disguise herself completely, and strange symbols drift across her face- or shine out from her eyes, giving her an otherworldly appearance at times. As a note, spell components are consumed when a spell is prepared, not when it is cast, being subsumed into the magical tattoos.

Race: Wood Elf

Mystic Ranger 1-6/arcane archer 1-2/Abjurant Champion 5


Array:

Str: 14 +2 = 16 [+3]
Dex: 14 +2 = 16 [+3]
Con: 12 -2 = 10 [+0]
Int: 14 -2 = 12 [+1]
Wis: 14 [+2]
Cha: 8 [-1]


HP: 12

AC: 10 + 4 (Chain Shirt) + 3 (Dex) -1 (Vulnerable) = 16 AC
Ranged Attack: +7 vs AC
Ranged Damage: 1d8+3+1 (Sonic)
Melee Attack: +6 vs AC
Melee Damage: 1d6+3

BAB: +3

Fort: 3
Ref: +3
Will: +1


Features:

1. Trap Expert (Trapfinder as Rogue, disable device as a class skill), Wild Empathy
2. Favoured Enemy [Arcanists] (Complete Mage substitution feature)
3. Combat Style [Archery] - Rapid Shot feat.

Spells Known: As Mystic Ranger/Ranger
Level 0 Spells: As Druid


Spell Slots

0: 2
1: 2


Typically Prepared Spells

0: Purify Food and Drink, Read Magic
1: Entangle, Calm Animals, Resist Energy


Bloodline: Lost Tradition

Feats:

1. Point Blank Shot (level 1), Weapon Focus [Longbow] (Flaw)
3. Rapid Shot (ranger), Far Shot (level 3)

Flaw:

1. Vulnerable, -1 AC

Muriel is often 'that hot chick in skimpy clothing' or 'the girl', and thus male enemies, especially centaurs and gnolls, will make her a priority target- usually for the purpose of capture and unsundry purposes.

+2 Dex, +2 str, -2 con, -2 int
Medium
Spd: 30 ft
Immune sleep, +2 vs enchantments
Low-Light vision
Weapon Prof Shortbow/Longbow/rapier
+2 listen/search/spot
Detect Secret Doors
Favored class: Ranger


Skills:


6+1=7, x4 = 28. +14 = 42 skill points at level 3.


Class skills are:


Climb
Concentration
Craft
Decipher Script: 1 (2 pts - Cross Class)
Handle Animal
Heal
Jump: 1 (2 pts)
Knowledge (Geography): 1 (1 pts)
Knowledge (dungeoneering): 1 (1 pts)
Knowledge nature): 1 (1 pts)
Knowledge Arcana: 1/2 (1 pts)
Knowledge Religion: 1/2 (1 pts)
Knowledge the Planes: 1/2 (1 pts)
Listen: 6 (6 pts)
Move Silently 6 (6 pts)
Open Lock: 1 (2 pts)
Profession
Search 6 (6 pts)
Spot 6 (6 pts)
Survival 1 (1 pts)
Swim: 1 (1 pts)
Tumble (Skilled City Dweller feature swap): 4 (4 pts)
Use Rope


Gear:


2700 gp

Gloves of the Starry Sky (3/day convert 1st level spell slot into CL= your CL magic missile) 1100 gp
Mithral Chain Shirt - 1100 gp
400 gp, Dragonfang composite Longbow (Masterwork +1, +1 energy damage per hit [Sonic])
60 arrows - 6 gp
50 ft Silk Rope - 10 gp
Vial of Liquid Sunlight - 20 gp (Torch)
5 gp: Spell component pouch.
Explorer's Outfit: 10 gp
Scimitar: 15 gp
Thieves Tools: 30 gp