Wen Histani

Bullseye Brynn's page

660 posts. Alias of Jessica Catalan (Organized Play Line Developer).


Full Name

Bullseye Brynn

Race

| HP: 23/23 | AC 19* (T14*, FF 16*) | CMB: +3 CMD: 16 | F:+5 R:+5 W:+5 | Init +3 | Perc +4, SM +0, Bluff +7, Diplomacy +8

Classes/Levels

| Speed 30 ft. | Spells: 2nd: 2/3, 1st: 3/5 | Arcane Pool: 3/6 | Slippers: 9/10 | Active Conditions: Shield Other (Grilnik), Shield (1 min), Gravity Bow (1 min)

Languages

Common, Elven, Halfling

Strength 10
Dexterity 17
Constitution 10
Intelligence 14
Wisdom 10
Charisma 16

About Bullseye Brynn

Statistics:

’Bullseye’ Brynn
Female Human Magus (eldritch archer) 4
N Medium Humanoid (human)
Init +3; Senses Perception +4

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DEFENSE
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AC 14, touch 13, flat-footed 11 (+1 armour, +3 Dex, +0 shield)
hp 19 (3d8)
Fort +5, Ref +5, Will +5

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OFFENSE
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Speed 30 ft.
Melee rapier +3 (1d6/18-20)
…masterwork mithral dagger +4 (1d4/19-20)
Ranged +1 keen longbow +8 (1d8+1/19-20 x3)
Spells Prepared (CL 5th, Concentration +7)
2nd--levitate, mirror image, scorching ray
1st—feather fall, snowball, snowball, ray of enfeeblement, true strike
0—dancing lights, detect magic, prestidigitation, ray of frost

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STATISTICS
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Str 10, Dex 17, Con 10, Int 14, Wis 10, Cha 16
Base Atk +3; CMB +3; CMD 16
Feats Deadly Aim (-2, +4), Extra Arcane Pool, Point-blank Shot, Precise Shot, Weapon Focus (longbow)
Skills Acrobatics +8, Appraise +3, Bluff +7, Climb +7, Craft (bowmaking) +7, Diplomacy +8, Knowledge (arcana) +10, Knowledge (planes) +7, Perception +4, Perform (dance) +5, Perform (oratory) +7, Spellcraft +10
(8 points; 2 class, 2 INT, 2 background, 1 race, 1 favoured class)
Abilities Arcane pool (6 points), cantrips, deadly aim, magus arcana (pool ray: 1d6), ranged spell combat, ranged spellstrike, ranged weapon bond (longbow), spell recall
Languages Common, Elven, Halfling

Special Abilities:

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SPECIAL ABILITIES
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Arcane Pool (Su): A magus gains a reservoir of mystical arcane energy that he can draw upon to fuel her powers and enhance her weapon. This arcane pool has a number of points equal to 1/2 her magus level (minimum 1) + her Intelligence modifier (4 points). The pool refreshes once per day when she prepares her spells.

She can expend 1 point from her arcane pool as a swift action to grant any weapon she is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties, distance, flaming, flaming burst, frost, icy burst, nimble shot, returning, shock, shocking burst or speed. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

Bonus Feats: At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. He must meet the prerequisites for these feats as normal.
...5th: Deadly Aim

Deadly Aim - You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Magus Arcana Starting at 3rd level, a magus gains one magus arcana. She gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana's description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
...Pool Ray: The magus can expend 1 point from his arcane pool as a standard action to infuse a ranged weapon with elemental power. As a free action while making an attack roll with the infused ranged weapon, after the attack roll has been made but before the results are revealed by the GM, the magus can release the charge and cause his attack to deal 1d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). If he misses with this attack, the charge is lost and the effect is wasted. If the magus has the ranged spellstrike class feature (she does), he can use this ability with ranged spellstrike to treat it as its own ranged touch attack. At 6th level and every 3 levels thereafter, the amount of damage dealt by this attack increases by 1d6.

Ranged Weapon Bond (Ex): An eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.

She begins play with a bonded object at no cost. It must be a ranged weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is a weapon it must be held in one hand. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. If she attempts to cast a spell without her bonded object in hand, she must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level.

Ranged Spell Combat (Ex): A magus learns to cast spells and wield her weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, she must be wielding a ranged weapon. She doesn’t need a free hand for spell combat. As a full-round action, she can make all of her attacks with ranged weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). A magus can choose to cast the spell first or make the weapon attacks first, but if she has more than one attack, she cannot cast the spell between weapon attacks.

Ranged Spellstrike (Su): Whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike.

Spell Recall (Su): The magus learns to use her arcane pool to recall spells she has already cast. With a swift action she can recall any single magus spell that she has already prepared and cast that day by expending a number of points from her arcane pool equal to the spell's level (minimum 1). The spell is prepared again, just as if it had not been cast.

Spells Known:

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Spells Known
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2nd-- blur, invisibility, levitate, mirror image, scorching ray, spider climb
1stexpeditious retreat, feather fall, monkey fish, ray of enfeeblement, shield, snowball, true strike, vanish, web bolt
0thacid splash, arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear +1 keen longbow, +1 dragon bane arrows (10), arrow of dragon slaying (1), arrows (36), whistling arrows (20), blunt arrows (20), masterwork mithral dagger, masterwork void glass kukri, rapier, holy water (2), potion of cure moderate wounds, potion of cure light wounds (8), potion of expeditious retreat, potion of comprehend languages, potion of gravity bow (2 1), scroll of glitterdust (2 1),scroll of shield (4 1), wand of web (4 charges), oil of keen edge (all arrows, 50 min), potion of undetectable alignment
Possessions Reinforced tunic, backpack, banner, bedroll, blanket, pillow, cloak of resistance +1, entertainer’s outfit, grooming kit, ink (2), inkpen (2), parchment (5 sheets), scroll case (2), spring-loaded scroll case (1: has a glitterdust), slippers of spiderclimb, signal whistle, trail rations (4 days), travelling spellbook, Hunclay's spellbook, waterskin, key to the tomb of Tular Belhaim
Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 31 lbs.
Money 1PP 36 GP 4 SP 59 CP

Voidglass Kukri: This material are hard as steel, but made of crystals from unknown source. Voidglass resonates with a creature's mind, bolstering through and mental defenses. If made into armor +1 resistance bonus to all saving throws against mind-affecting magic. (+2 for medium, +3 for heavy armor). Any weapon made out of voidglass (slashing or piercing) does 1 additional damage.

Background:

Brynn was born to a low-class family who worked as labourers in Oparra. She grew up watching the nobility sweep through the city with an envious eye. She knew early on that her family’s life would never satisfy her, so she set out to be something else. Something better.

She took what opportunities she could, learning feats of acrobatics, her way with a bow and even magic. Using her skills she’s slowly climbed the social ladder, and made a name for herself as an expert marksman and showman. She put together a show, wich earned her mild fame, and travels Taldor performing wherever there’s opportunity and the promise of crowds and coin.

Bullseye Brynn is a performer at heart, firing trick shots and performing feats of acrobatics during festivals and carnivals for coin and fame. She’s charismatic, friendly, but harbours a less-kind heart than she lets on. It's power and riches that really matter to her, and she uses her skills with magic and a bow to get what she wants.

Because of her skill with the bow (and boastful showmanship) she's considered by many to be more battle-hardened than she is--a reputation which helped her get work with Silas Gribb as a caravan guard, and will likely be the cause of her getting entangled in whatever heroics are soon to come... She accepted the work with Silas Gribb for both the money, and as a free ride to Belhaim (and any stops in between). Shows like hers need new audiences to keep interest, and work as a guard could only add legitimacy to her (mostly undeserved) reputation.

Brynn was disappointed when Silas Gribb was arrested, but easily talked her way out of going to prison with him. She’s upset at missing her payment, but is using the time (and Talia’s pity) to make new friends, foster new connections and perform for a crowd or two.

Appearance and Personality:

Brynn is slight of frame, and flexible. She is well-groomed, and polished. She wears her long hair pulled back in a braid, simple jewelry, and flambuoyant stage-wear—typically well tailored tops with short skirts and knee-high boots. She’s beautiful, and good with people, but cares less for them than she lets on. Its herself she cares about most, and it always has been. She wants the finer things in life, and she relies on people liking her. Being ignored, disliked or hilted rub her the wrong way. Despite her greed, and selfishness, her reputation relies on her being kind and heroic, and she often acts in accordance with these morals.