Lucienne 'Lucky Luce' Karsteiner, Marshall
AC 29
Female Occultist (Haunt Collector)
Lawful Neutral
Level 10 Init 2 HP 88/88 DR 0, Speed 20'
AC 29 Touch 14 Flat-footed 27 CMD 28
Fort 11 Ref 8 Will 13 (15 vs enchantments/compulsions) CMB +13 BAB 7
Fauchard+18 (1d10+11, 18-20/x2) Training, +1 Magic, Trip, Reach, [Adamantine +1 to hit]
Cesti +13 (1d4, 19-20/x2) C. Iron/Alch. Silver
Full Plate Armor Magic +2, Mithril Magic
Full Shield Darkwood
11 Armor, 3 Shield, 2 Dex, 1 Natural, 2 Deflect
Str 22 Dex 14 Con 12 Int 22 Wis 12 Cha 8
Spells
0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand
1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command
2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick
3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility
4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil
Condition
Constant: Low Light Vision/Darkvision 60'/See Invisible/See Undead/See Unliving
Powers Abjuration 5/6 Divination 9/9 Illusion 2/2 Transmutation 5/6
Constant (Resonant Powers)
Divination +3 to Perception, Low Light Vision, Darkvision, See Invisibility.
Transmutation Temporary +4 to Strength
Guardian +1 to CMD
Champion +2 to Non Spell Damage
Trappings +3 to BAB with Fauchard
Mental Focus Distribution 23/23
Divination 9/9
Abjuration 6/6
Transmutation 6/6
Illusion 2/2
Immediate Action Implement Abilities
Mind Barrier 2pt Cost Absorbs 20pts physical damage. [Lasts one turn]
Energy Shield 2pts Absorbs 50pts of energy damage last 1 minute
Danger Sight 1pt 1/2 level (+5) insight bonus to AC/Saves for 1 turn
Swift Action Implement Abilities
Guardian (Abjuration) 3/3 day 1 rnd = +3 AC, Con checks, Fort saves/Reflex saves. [Lasts 1 rnd]
Champion (Illusion) 3/3 day 1rd = +3 on attacks, non-spell damage rolls, Str checks, Str skill checks, Fort saves. [Lasts 1 rnd]
Mind Barrier (Abjuration) 1pt Cost Absorbs 20 pts physical damage [Lasts 1 rnd]
Sudden Insight (Divination) 1pt Cost +5 insight on one ability check, attack roll or skill check [Lasts 1 rnd]
Energy Shield (Abjuration) 1pt 1 min absorbs 50pts of energy damage
Standard Action Implement Abilities
Aegis Abjuration 1pt 1 min +2 Armor Powers
Minor Figment Illusion 1pt 10 minutes Ghost Sound/Minor Image
Legacy Weapon Transmutation 1pt 1 minute +2 power bonus
Quickness 1pt 10 rnds haste +2 dodge bonus +2 to hit +2 to reflex saves +1 attack at full bonus
Mind over Gravity 1pt 10 minute Fly 60' perfect maneuverability
Spells: 1st 7/7 2nd 6/6 3rd 4/4 4th 2/2
Spells
0 (*) Detect Magic, Detect Psychic Significance, Ghost Sound, Mending, Mage Hand
1 (7/7) Lead Blades, Shield, Heightened Awareness, Vanish, Liberating Command
2 (6/6) Versatile Weaponry, Bullet Shield, Node of Blasting, Mirror Image, Rope Trick
3rd (4/4) Resist Energy (Communal), Invisibility Sphere, Haste, Slow, Greater Invisibility
4th (2/2) Dimensional Anchor, Scrying, Freedom of Movement, Break Enchantment, Enchantment Foil
Luce ponders this for several seconds, then.. "A necromancer is no paltry opponent, but the big problem is, he can delay us with meat barricades while he scarpers. His undead are expendable. We can be subtle though. I can render us all invisible for a short time. I can also hide us in a rope trick space for a time, but when all is said and done we will have to go room to room clearing it. I can assist with that as well. Lots of minions is the realm of big area damaging spells.. and that's not me."
"Ideally, the thing is to find out where he is and strike at him directly, cutting the head off the snake. I don't mind fighting our way out through all his pissed off minions."