Laori Vaus

Xzanphia Shadowbreeze's page

60 posts. Alias of Xzaral.


Full Name

Xzanphia Shadowbreeze

Race

Elf

Classes/Levels

Wizard (Spellslinger) 1

Gender

Female

Size

Medium

Age

138

Alignment

Chaotic Neutral

Languages

Common, Elven, Sylvan, Celestial, Draconic, Orc

Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 14
Charisma 10

About Xzanphia Shadowbreeze

Current HP: 0/7
Strength -1

Base HP: 7
AC 13
Fort +1
Reflex +3
Will +4
BAB +0
CMB +0
CMD 13
Speed 30'
Inish +3

Racial Abilities:

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Class Abilities:

Arcane Gun (Su): The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired Classes through the arcane gun that require an attack roll have a ×3 critical hit multiplier.

A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.

A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed.

Gunsmith: The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a Gunslinger (see page 9) gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a Gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun.

Mage Bullets (Su): A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements.

This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.

School of the Gun: The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.

Trained Skills:

Appraise +7 (1+3+3)
Craft (Alchemy)+7 (1+3+3)
Knowledge (Arcana) +7 (1+3+3)
Knowledge (History) +7 (1+3+3)
Linguistics +7 (1+3+3)
Spellcraft +7 (1+3+3)

Feats:

Rapid Reload (Combat): Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.
Prerequisites: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).
Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.
If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm.

Gunsmithing: You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Traits:

Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.

Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances.
Benefit: Your starting cash increases to 900 gp.
I know some people don't like this trait (I'm usually one of them actually) and wouldn't mind if you want me to swap it out. Just let me know.

Spellcasting:

Opposed Schools: Abjuration, Divination, Enchantment, Illusion
Concentration:+4
Spells per Day: 2

1st - Mage Armor, Ray of Enfeeblement

Spellbook:

1st - Detect Magic, Read Magic, Ray of Enfeeblement, Mage Armor, Burning Hands, Longshot, Magic Weapon, Fabricate Bullets

Weapon Info:

MW Musket +4 ranged, 1d12 (20/x4) 40', Misfire(1-2)
Dagger +0 melee, 1d4 (19-20/x2)
Dagger +3 ranged, 1d4 (19-20/x2) 10'

Equipment:

MW Musket
Dagger x2
Explorer's Outfit
Backpack
Gunsmith's Kit
477gp

Ammunition:

Bullets x30
Powder Horn x3
Black Powder x30 doses
Paper Alchemical Cartridge x10

Background:

Xzanphia Shadowbreeze was born to a prestigious family of Elvish Wizards. The third daughter of the family, and 7th of 9 children, she often felt overlooked growing up. Her siblings were far greater in the arcane arts, and even amongst others her parents trained she was behind. She was able to identify with the more destructive spells with ease, but for the delicate arts, these too often ended in explosions, though not intended to be so.

One day a man came to the academy where her parents were the master of. He sought out their talents to enchant his weapon, what he called a pistol. She had heard of such before but had never seen one up close. She was curious about how it worked, what it could do. Using a spare he had, he taught her how to use it, how to make the ammunition for it. The two spent a great deal of time together, as it was going to take some time for the enchantments on his weapon to be completed. Eventually she became infatuated with the mysterious stranger.

When it came time for his weapon to be completed, she had already decided she was going to leave with him. Leaving a note for her parents, she snuck out and caught up with him to the next town. For the next year the two traveled together from town to town. The good times ended when she found herself with child.

The expecting couple were overjoyed. They had just saved a small town from an evil cult, and decided it would be a nice place to settle down (not to mention some houses had just recently been vacated). For two months they fixed up what was to be their home, made friends with the townsfolk. It was to be a happy ending. Then one day, Xzanphia found a note. He had left. He thought he wanted a happy family life, but it was not to be. He left her the same battered gun she had trained with and some gold to get along, but he went off into the sunset, not to be seen again.

She was devastated, her entire world turned upside down. She became depressed, stopped eating, stopped leaving the house. The townsfolk tried to console her, but to no avail. Eventually her state caused her to lose the baby. This final incident cost her dearly, and she went to a nearby cliff, leaping off to take her own life. Somehow, she survived the fall, though she was severely injured. The local priest, a dwarf, managed to heal her wounds, though she was kept under strict supervision.

During her bed rest, she made a decision. She had been granted a second chance somehow. The townsfolk showed their care and devotion throughout her healing process and she realized it was not over. In time her body recovered. She decided she was going to find her own path in the world. She took a few belongings with her and left the village with the townsfolk’s blessing. She still had her old spellbook left by her parents, and the battered gun. Thus she went off into the world…

Appearance:

Xzanphia stands at 5'8", and weighs approximately 102lbs. She has wild unkempt black hair going midlenth down her back with blue eyes. Her style of dress is utilitarian, incorporating simple clothes, thick soled boots and a utilitarian vest with multiple pockets. She keeps her musket slung over her shoulder next to her backpack for ease of arming, and a powder horn hangs off her belt to the side, her spell component pouch the other. The aroma of black powder can often be smelled about her person in addition to the usual odors accompanying a wizard.