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Cynthia Demosque

Race/Type: Strongheart Halfling/Small
Age/Sex: 14/Female
Alignment: Neutral Evil
Classes: Magic Marksman 9
Exotic Weapons Master 1
ECL: 10
XP/TNL: 3801/10000



Attribute
Base Score
Current Score
Bonus
Modifiers
Strength
8
10
+0
+2
Dexterity
18
22
+6
+2 +2
Constitution
14
14
+2
0
Intelligence
14
14
+2
0
Wisdom
17
19
+4
+2
Charisma
8
8
-1
0
32 Point Buy
+1 Dex (4), +1 Wis (8)


::Combat Values::



HP: 78/78 [8 (Lv.1) + 9d8 + 1d10 + 18 (Con)]
MP: 22/22 [2x MM + Wis]
BAB: +10/+4
Grapple: +2

Initiative: +10
25 ft Movement Speed

AC: 31 [10 +6 (Dex) +4 (Wis) +1 (Size) -1 (Flaw) +2 (Deflection) +2 (Level Bonus) +7 (Jahzeel Dodge)]
Touch: 31 [AC - Armour - Natural Armour]
Flat-Footed: 24 [AC - Dodge]
Immobilized: 26 [AC - Dex]

Damage Reduction
1/-
Saves
Class
Stat
Misc
Total
Fort
+5
+2
+4 (+2)
+11 (+13)
Ref
+6
+5
+2 (+2)
+13 (+15)
Will
+6
+4
+2 (+2)
+12 (+14)
Special Qualities:
  • +2 Dexterity, -2 Strength. Strongheart halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids.
  • Small: As a Small creature, a strongheart halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
  • Strongheart halfling base land speed is 20 feet.
  • Halflings gain one extra feat at 1st level, because they have a strong drive to compete and many opportunities to practice their skills.
  • +2 racial bonus on Climb, Jump, and Move Silently checks. Strongheart halflings are agile, surefooted, and athletic.
  • +2 morale bonus on saving throws against fear.
  • +1 racial bonus on attack rolls with thrown weapons and slings. Throwing and slinging stones is a universal sport among Strongheart halflings, and they develop especially good aim.
  • +2 racial bonus on Listen checks. Strongheart halflings have keen ears.

Attacks
BAB
Stat
Misc
Total
Damage
Threat
Special
Anti-Materiel Rifle
+9/+3
+5
+3
+17/11
1d10+6(Dex)+1d6(Toby)
x4
600ft Range
Mana Manipulation
+9/+3
+5
+3
+17/11
1d10+6+1d6+4
x4
Costs 2 mana
Elemental Bullets
+9/+3
+5
+3
+17/11
1d10+6+1d6+2d6(Element)
x4
Costs 4 mana, Constant
True Shot
+9
+5
+23
+37
1d10+6+4d6+2d6
x4
3/Day

Special Attacks (Toby)
BAB
Stat
Misc
Total
Damage
Threat
Special
Toby Crit
+9/+3
+5
+3
+17/11
7d10+20+2d6+3d8
x4

Sharpshooting Crit
+9
+5
+3 -2
+15
9d10+30+2d6+3d8
x6
Once per 1d4 rounds
Sharpshooting True Shot Crit
+9
+5
+23 -2
+35
9d10+30+7d6+3d8
x6
3/Day
All Out True Shot Crit
+9
+5
+23 -2
+35
9d10+54+7d6+3d8
x6
Costs up to 4 Mana
All Out Hasted Crit
+9
+5
+23 -1
+36
10d10+63+7d6+3d8
x7
Must be under effects of Haste
BUFFS/DE-BUFFS:
+6 AC (Being Near Jahzeel)
+1 Spot (Being Near Jahzeel)
+4 Hit (For combat)
+4 Damage (For combat)


::Items and Equipment::



"Toby" The Destroyer - +1 Masterwork Scoped Anti-Materiel Mana Rifle (14,375 gp)
"Talk softly, and carry a gun bigger than yourself."
A giant looking cannon of a gun. Made from light metals, it is designed specifically to channel the Magic Marksman's mana bullets and look intimidating. Still fires regular animation.
  • Modified Rifle
  • Masterwork, +1
  • Magical, +1 to hit & damage
  • Scoped, extend range by twice the value. Stacks with feats such as Far Shot.
  • Deals 1d10 damage with a 200ft (400ft) base range increment and a x4 threat range.
  • Shocking Burst: Deals an extra 1d6 Electricity damage on hit. On Crit, deal an extra 3d10 Electricity damage
  • Thundering: On Crit, deal an extra 3d8 Sonic damage

"Frank" The Paladin's Bane - +1 Masterwork Scoped Anti-Materiel Mana Rifle (20,375 gp)
"Talk softly, and carry a gun bigger than yourself."
A giant looking cannon of a gun. Made from light metals, it is designed specifically to channel the Magic Marksman's mana bullets and look intimidating. Still fires regular animation.
  • Modified Rifle
  • Masterwork, +1
  • Magical, +1 to hit & damage
  • Scoped, extend range by twice the value. Stacks with feats such as Far Shot.
  • Deals 1d10 damage with a 200ft (400ft) base range increment and a x4 threat range.
  • Anarchic: Chaotically aligned, deals an extra 2d6 damage against Lawful targets. Bestows a negative level on any Lawful creature/person that picks it up for as long as they hold it
  • Unholy: Evil aligned, deals an extra 2d6 damage against Good targets. Bestows a negative level on any Good creature/person that picks it up for as long as they hold it

Bullet
No.
Cost per Unit
Total Cost
Effect
Ghost Touch
3
160 gp
480 gp
Ignores incorporeal 50% miss chance
Undead Bane
3
160 gp
480 gp
Gain +2 & 2d6 Damage against Undead
Seeking
3
160 gp
480 gp
Negates any external miss chance (such as concealment)
Wounding
2
360 gp
720 gp
Deals an extra 1 Con Damage, Crit immunity negates this
Disruption
2
360 gp
720 gp
Any Undead struck must succeed a 14 Wil save or die. Must be Bludgeoning
Ghost Killer
1
1280 gp
1280 gp
Gains the effects of Ghost Touch & Undead Bane

Boots of the Winterlands (2,500 gp)
Toasty AND fashionable!
This footwear bestows many powers upon the wearer.
  • Able to travel across snow at her normal speed, leaving no tracks.
  • Able to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping.
  • Warm the wearer, as if she were affected by an endure elements spell.

Mr. Hieronymus Bigglesworth (2,000 gp)
Regal, refined, cuddly.
Mechanical butler teddy bear companion built by Cynthia.
  • Gives a free Feat
  • Can be stored in and removed from her Dimensional Gallery as a free action

Mundane Equipment
Cost
Weight
Description
Cloak of Resistance
4,000 gp
--
+2 Resistance bonus on all saving throws
Ring of Protection
8,000 gp
--
+2 Deflection bonus to AC
Gloves of Dexterity
4,000 gp
--
+2 Dex
Periapt of Wisdom
4,000 gp
--
+2 Wis

Total Weight:
Gold/Silver/Copper: 20,630gp (64,000 starting gp)

::Skills::



Skill Points: 108/108
TRAINED SKILL
ATT
RANK
MOD
MISC
TOTAL
Balance
DEX
3
+6
0
+9
Craft (weaponsmithing)
INT
8
+2
0
+10
Gather Information
CHA
0
-1
0
-1
Hide
DEX
13
+6
+4
+23
Intimidate
CHA
0
-1
0
-1
Knowledge (arcana)
INT
12
+2
0
+15
Knowledge (local)
INT
9
+2
0
+11
Listen
WIS
13
+4
+2
+19
Move Silently
DEX
13
+6
+2
+21
Profession
WIS
0
+4
0
+4
Search
INT
0
+2
0
+2
Sense Motive
WIS
12
+4
0
+16
Spot
WIS
13
+4
+1
+18 (+22)
Survival
WIS
0
+4
0
+4
Tumble
DEX
0
+6
0
+6
(Max Rank = ECL +3)
UNTRAINED SKILL
ATT
RANK
MOD
MISC
TOTAL
Climb
STR
0
-2
+2
+0
Jump
STR
0
-2
+2
+0
Speak Language
NA
6
0
0
6
(Max Rank = Half Trained Max)
Known Languages: Common, Halfling, Gnome, Elven
Speak Language: Draconic, Infernal, Abyssal, Aquan, Auran, Ignan


::Feats::



Precise Shot/Point Blank Shot [1]
Gain the benefit of both these feats.
  • Can fire into melee without taking a penalty.
  • Gain a +1 bonus against targets within 30ft.

Ready Shot [1]
You can ready an action to fire a ranged weapon at a foe who charges you. You must wait until the target is within 15 feet before you attack. If you score a hit with this readied attack, your attack deals an extra 3d6 points of damage. Creatures immune to extra damage from critical hits are immune to this effect.
  • Requires Point Blank Shot

Far Shot [Strongheart Halfling, 1]
When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled. RUNNING WON'T SAVE YOU!
  • Requires Point Blank Shot
  • Obtained regardless of requirements due to Marksman Class Feature

Noncombatant [flaw]
Take a -2 penalty on all melee attack rolls. Because fuck swords.

Vulnerable [flaw]
Take a -1 penalty to Armor Class. Squishy youngins.

Coordinated Shot [Flaw, 1]
Ignore AC bonus from cover provided by allies. Human shields only work if you care about your friends.
  • Requires Point Blank Shot
  • Requires Precise Shot

Weapon Focus [Flaw, 1]
Gain a +1 bonus on all attack rolls you make using guns. Because really. What other weapon matters.
  • Requires +1 BAB
  • Requires Proficiency in Guns

Able Sniper [3]
Gain a +2 bonus on ranged attack rolls with a weapon made against flat-footed targets that are at least 30 feet away. They'll never see it coming.
  • Also gain a +4 bonus on Hide checks made to hide again after you have made an attack roll while hiding
  • Requires 5 Ranks Hide
  • Requites 13 DEX

Rapid Shot [Companion, 4]
At the cost of a -2 penalty to hit to each shot, gain an extra attack at the highest BAB when making a full attack action.

Great Fortitude [6]
Gain a +2 bonus to Fortitude saves.

Some Castle Or Something [9]
Don't look at me. I don't know shit about castles. Look at Jahzeel or something. Yeah. He loves numbers and shit probably.


::Class Features::



Weapon Proficiencies (Magic Marksman 1)
All simple weapons and all firearms (exotic weapons).

Mana Pool (Magic Marksman 1)
The magic marksman can store mana points equal to his twice his class level plus his Wisdom modifier [(2 x class level) + Wis mod] which he can expend to execute some of his abilities.
  • Regenerates 1 point per round
  • Regenerated bonus points due to Mana Surge (2 points per round)

AC Bonus (Magic Marksman 1)
A magic marksman can add their Wisdom modifier as a bonus to their AC, so long as they are unarmored, are unencumbered, and are not using a shield. This bonus to AC applies even against touch attacks or when the marksman is flat-footed. They lose this bonus when they are immobilized or helpless.
  • AC bonus of +1 gained and accumulated at levels 4, 8, 12, 15, 18 & 20, capping at +6

Mana Gun (Magic Marksman 1)
The signature weapon of any magic marksman is her mana gun. At first level, the magic marksman can fire mana shots out of any firearm she chooses, doing away with other gunsmen's reliance on conventional gunpowder and bullets. To be able to use any firearm as a mana gun, the marksman must use it for a week to align his mana with the weapon. The number of guns she can designate as mana guns is unlimited, as long as she meets the above requirement for each.
  • At fifth level, the requirement to attune a weapon is reduced to one hour
  • At tenth level, the magic marksman can shoot mana bullets from any firearm he picks up.
  • Mana guns do not need to be reloaded to fire shots.
  • Mana guns do not use ammunition.
  • At fifth level, mana shots are considered magical for purposes of overcoming damage reduction.

Marksman (Magic Marksman 1)
She is adept with any type of firearms and demonstrates unparalleled accuracy when using them. She may add her Dexterity modifier to her damage rolls when using firearms. She may also specialize in either the Assault, Precision or Command styles.
  • Specialized in Precision.
  • Double your Dexterity bonus for damage rolls on ranged attacks.
  • Gain the Far Shot feat and its benefits even if she could not ordinarily qualify for it.
  • These benefits only apply when using a single firearm.

Dimensional Gallery (Magic Marksman 2)
She gains the ability to create an extradimensional space, her Dimensional Gallery, which she can access anytime and anywhere in a split second.
  • All weapons he designates as her mana guns can be stored in her Dimensional Gallery and she is able to store and retrieve them from it as a free action.

Reflex Shooting (Magic Marksman 3)
She learns to shoot as soon as she senses danger, and always strives to be faster than everyone else.
  • At third level, she gains a +1 bonus to initiative
  • Additional +1 every four levels after 3

Mana Manipulation (Magic Marksman 3)
At third level, the magic marksman gains enough knowledge in mana to be able to manipulate and use it, allowing her to perform incredible feats in combat.
  • Unlocks the use of Active(A) and Expendable(X) Mana abilities
  • May have multiple Active abilities equal to his Wis modifier on at any given time
  • Must have at least 1 MP left to maintain Active abilities
  • Third level techniques are initiated as a move action at third level, swift action at ninth, and free action at fifteenth, unless noted otherwise.
  • Ninth level techniques are initiated as a move action at ninth level and swift action at fifteenth, and fifteenth level techniques are initiated as a move action, unless noted otherwise.

Uncanny Dodge (Magic Marksman 4)
At fourth level, a magic marksman can react to danger before his senses would normally allow him to do so.
  • Retain Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker
  • Dexterity bonus to AC is lost if immobilized

Supporter (Magic Marksman 4)
At fourth level, the marksman gains the ability to create her supporter.
  • Takes an entire day and 2,000 gp worth of materials and components to create
  • Supporter gives a free Feat

Mana Adjustment (Magic Marksman 5)
At fifth level, a magic marksman gains the ability to adjust the power of his mana shots by spending infusing MP into them.
  • Add damage equal to double the MP spent for two-handed firearms
  • Max of 2 MP at level 5
  • Max of [Wis] MP at level 10

Advanced Marksman (Magic Marksman 6)
At sixth level gain the Evasion ability, as well as Advanced Precision benefits
  • In addition, gain one technique from the Advanced Marksman Techniques
    • True Shot: Twice per day plus one per four levels after level four, as a standard action, a magic marksman can make a single ranged attack. This attack is made at his highest attack bonus, and the attack receives a +20 insight bonus to hit. If this attack hits, he deals an additional 4d6 points of damage.
  • Precision:Gain the Sharpshooting ability.
    • If multiple attacks are possible, she may instead make a single full round attack at full BAB, that automatically threatens crit if it hits
    • Adds each extra attack to Crit Multiplier
    • May not be used again for 1d4 rounds after firing

Mana Surge (Magic Marksman 6)
At sixth level, increase mana regeneration by one point of mana per round.
  • This increases to two bonus mana points per round at level twelve
  • This increases to three bonus mana points per round at level eighteen

Close-Quarters Ranged Combat: (Exotic Weapons Master 1)
A character who knows this stunt doesn’t provoke an attack of opportunity when using an exotic ranged weapon in close-quarters.

Battle Field (Magic Marksman 7)
A seventh level, the magic marksman can apply her knowledge in using mana to manipulate a larger dimensional space.
  • As a swift action, she can designate a 30ft radius space where the marksman can control his mana bullets to move in any direction as she pleases
  • This space exhibits a distinct visual change - black with little specks of light - from the surroundings and can be centered anywhere inside the Magic Marksman's gun's range
  • Costs 5 mana and lasts [Wis] rounds or until dismissed
  • Enemies inside the field lose Dex bonus to AC against attacks from the Magic Marksman
  • Gain Blindsense against any enemies inside the field
  • At fourteenth level, the space extends to 60ft
    • Precision: May relocate the center of the field once per round to any point within the gun's range as a swift action
    • Gain Blindsight against enemies inside the field, allows the Magic Marksman to ignore cover against the affected target unless they are surrounded by a barrier in all directions

Improved Uncanny Dodge (Magic Marksman 8)
At eighth level, the magic marksman can no longer be flanked. This denies sneak attacks against the marksman by flanking her, unless the attacker has at least four more rogue levels than the target has magic marksman levels.

Summon Tsochar (Special Skill)
Once per week, may summon a Tsochar who lasts until death and follows the summoners every command unquestioningly. [2]


::Mana Manipulation Abilities::



3rd Level


(Swift Action)
Name-----------------
Type-------
Cost-
Effect----------------------------------------------------------------------------------------------------------------------------------
Bullet Shaper
Active
1 MP
Change damage type to slashing or bludgeoning. Changing back to piercing removes effect.
Burst Of Speed
Expended
2 MP
Move up to your speed.
Burst Of Speed
Expended
4 MP
Move up to twice your speed.
Float
Expended
1 MP
Immediate action. Receive the effects of the spell Feather Fall.
Mana Armour
Active
1 MP
Gain a +4 to AC.
Mana Radar
Expended
2 MP
Detect the presence and location of all creatures in a 60' radius.
Phantom
Active
2 MP
Gain concealment. See invisible does not affect this. True Sight does.
Phantom
Active
5 MP
Gain concealment & the effect of displacement (50% miss chance).
Flashbang
Expended
Free
Standard Action. Target a square in range and blind all enemies in 30' radius for one round. DC 16 fort save.
Lockdown
Active
X MP
Spend MP up to WIS (4) modifier to gain half that as an unnamed bonus to hit and damage rolls against a designated foe for the duration of the fight. May only be used on a single target per encounter.
Elemental Bullets
Active
2 MP
Deal an extra 1d6 per attack of chosen elemental typed damage.
Elemental Bullets
Active
4 MP
Deal an extra 2d6 per attack of chosen elemental typed damage.
Clarity
Active
2 MP
Gain an insight bonus to Spot checks equal to WIS (4) modifier.
Clarity
Active
4 MP
Gain an insight bonus to Spot checks equal to WIS (4) modifier & See Invisible.
Elemental Resist
Active
2 MP
Gain energy resistance 10 to one type of energy of your choice.
Elemental Resist
Active
5 MP
Gain energy resistance 20 to one type of energy of your choice, and 10 to another.

9th Level


(Move Action)
Name----------------
Type-------
Cost---
Effect----------------------------------------------------------------------------------------------------------------------------------
Unstoppable
Active
5 MP
Become unaffected by any effect that impedes movement (magical or otherwise).
Body Relocation
Expended
5 MP
Relocate to any space visible (as the Dimension Door spell).
Flight
Active
5 MP
Gain the ability to fly at twice base land speed with average maneuverability.
Refresh
Expended
4 MP
Remove all negative status effects from user.
Vanish
Active
10 MP
Turn invisible (as per Greater Invisibility spell). Attacking does not end effect.
Scatter Shot
Expended
5 MP
Make a standard attack against all enemies withing a 30' radius of any point within gun range.
Dimensional Bullets
Expended
5 MP
Ignore any physical barriers protecting target. If target is under effect of Lockdown, ignore all barriers and negative effects against ranged attacks entirely.
Transmutation
Active
5 MP
Change the property of bullets to any metal for the purposes of damage reduction.
Mana Guard
Active
5 MP
Gain insight bonus to all saves equal to 1/4 MM level rounded down.


::Backstory::



*CLACK*

A cartridge ejects out of Cynthia's gun as she hums quietly to herself, sliding a new slug into the empty chamber. Her youthful voice rings out the tune of an old Gnomish lullaby her maid would sing to her when she was a baby. It wasn't a comfort thing though. Not really. It was just a fond memory. That sweet tune. Soft. Delicate. Translated to mean something about the elder gods consuming creation. Standard bedtime stuff really.

Her eye lines up with the scope on her rifle as she tracked the distant target, lining it up carefully. Steadying her breath, just the way she had been taught. In she thought silently, and out she exhaled and squeezed the trigger.

*BANG*

She sat up in glee. Right on target.

*CLACK*

"Milady... It is time for your afternoon tea." The animated teddy bear announced from her side. The girl ignored him as best she could, instead loading the next round into her mammoth of a gun, and setting her eye to the scope once more. "Milady, it would be remiss of me not to heed your fathers wishes that you keep to your schedule." In... And out...

*BANG*

"Heh." She smirked to herself.

*CLACK*

"Milady..."

"Oh fine! Just let me finish this..." The girl huffed as she slipped the final round in the gun and set her eye on the sight one last time.

"If I might be so bold... Why is milady firing slugs at the neighbors mansion?" The bear inquires exasperatedly.

"I'm herding Jesabella through her home. Destroying thins in front of her and the like. She didn't invite me to that party she threw at lunch today." Cynthia responded casually.

"That is all well and good milady. But why must you use regular slugs and not your wonderful mana?" The bear corrects its question. Cynthia smiles.

*BANG*

"Because I want them to know who did it." She responds casually, finally standing up and hoisting the giant weapon up onto her shoulder. "Mana bullets could have just been magic missiles from some disgruntled wizard angry about her fathers symposium." She pats the barrel of the gun, "Good job as always Toby" she coo's before letting it evaporate into her dimensional storage space. Behind where she had sat is a small pink table and chairs with all the accoutrements for tea. She sighs. "Fine fine. We shall have tea now Hieronymus."

"It is unladylike to refer to a sir by his first name milady..."

"Cram it Mr. Bigglesworth." She responded with poise and grace.

Meanwhile, across the vast field, though a skull sized hole in the wall, the screams of a mother distraught echo into the distance, as she crumples helplessly upon her perfectly tiled floor, now splattered with the oozing remains of what were once her daughters head. As for the walls... Well... She had been talking about painting them red for a few weeks now...

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