Osirionologist

:Sunset:'s page

13 posts. Alias of Sunset.


About :Sunset:

Sunset(Gunslinger)Lvl9
Azata-blooded aasimar (musetouched) sorcerer 8/wizard (spellslinger) 1 (Pathfinder RPG Advanced Race Guide 84, Pathfinder RPG Ultimate Combat 74)
NG Medium outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 54 (9d6+16)
Fort +3, Ref +6, Will +8
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.

Sorcerer Spells Known (CL 8th; concentration +12)
. . 4th (4/day)—charm monster (DC 18)
. . 3rd (6/day)—dispel magic, protection from energy, water breathing
. . 2nd (7/day)—alter self, false life, invisibility, protection from arrows
. . 1st (7/day)—abundant ammunition[UC], air bubble[UC], charm person (DC 15), identify, infernal healing[ISWG], shocking grasp
. . 0 (at will)—acid splash, dancing lights, detect magic, disrupt undead, mage hand, mending, prestidigitation, ray of frost
. . Bloodline Arcane

Wizard (Spellslinger) Spells Prepared (CL 1st; concentration +3)
. . 1st—shocking grasp, shocking grasp
. . Opposition Schools Conjuration, Divination, Illusion, Necromancy
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 12, Int 14, Wis 10, Cha 18
Base Atk +4; CMB +5; CMD 19
Feats Eschew Materials, Gunsmithing[UC], Improved Familiar, Improved Initiative, Intensified Spell[APG], Rapid Reload, Reach Spell[APG], Still Spell
Traits magical lineage, rich parents, wayang spell hunter

Skills:

Acrobatics +5,
Bluff +8,
Climb +3,
Craft (alchemy) +8,
Craft (clockwork) +7,
Craft (firearms) +7,
Craft (mechanical) +7,
Diplomacy +6,
Disguise +5,
Handle Animal +5,
Intimidate +8,
Knowledge (arcana) +6,
Knowledge (dungeoneering) +6,
Knowledge (engineering) +6,
Knowledge (geography) +6,
Knowledge (local) +6,
Knowledge (nobility) +6,
Knowledge (planes) +6,
Perception +9,
Profession (sailor) +6,
Spellcraft +6,
Stealth +5,
Survival +1,
Use Magic Device +10;
Racial Modifiers +2 Diplomacy

Languages Celestial, Common, Elven, Polyglot
SQ arcane bond (arcane familiar, clockwork familiar), arcane gun, bloodline arcana (+1 DC for metamagic spells that increase spell level), hero points, loner, mage bullets, metamagic adept (2/day)

Gear:

Starting coin: 150 Gp (Paying Bar-tab included in some extra moneys alocated)

Horse (Heavy, combat trained) 300 Gp
Axe Beak (X2) (Combat trained) 3000 Gp
Bit&bridle (Horse) 2 Gp
Bit&bridle(Axe beak) 4 Gp
Military saddle 20 Gp
Pack Saddle (Axe beak) X2 10 Gp

Explorer's outfit 10 Gp
Hat 5 Gp
Poncho 5 Sp
MstWk Great Coat 20 Gp

Bandoleer (Beneficial) 1000 Gp
Bandoleer (Endless) 1500 Gp
Handy Haversack 2000 GP
Efficeitn Quiver 1800 GP
Pistol (MstWk) 1350 Gp
Paper cartridges(Rounds) 250 3000 Gp
Bead of dryness (Dust of dryness containing 100 Gallons of water) 850 Gp
Wand 'Infernal Healing' (50 Charges) 750 Gp

Saddle bags 4 Gp
Saddle Pack X2 10 Gp
Trail rations (Dwarf) 30 days 60 GP
Animal feed (Horse, 30 days) 2 Gp
Animal feed X2 (Carnivore, 30 days) 4 Gp
Portable Alchemist lab 75 Gp
Roll Paper (Fine) 20 Gp
Wax Bloc (Fine) 10 Pounds 10 Gp
'Dandy' Brush& combs 5 Sp


--------------------
Special Abilities
--------------------
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Loner -1 to AC and attack when adjacent to ally or using aid another.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Metamagic Adept (2/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Still Spell You can cast a spell with no somatic components. +1 Level.
Wayang Spell Hunter (Shocking Grasp) Reduce spell level increase from metamagic for chosen spell by 1.