| The Historian |
"Five cannons that were once used by Golden Epoch pirates to terrorize the Great Sea shipping lanes have been recovered from a wreck that is believed to have belonged to the notorious pirate, Captain Zantares."
"The cannons, one weighing in at almost three thousand pounds are the latest artifacts divers have salvaged from the wreck of the TEMPEST, which was scuttled in the Eleanor River in 1713. Strand's Museum of Histories and Sciences is currently leading the salvaging efforts."
"Since the wreck was uncovered after last week's heavy rains swelled the river, Museum archaeologists, divers and experts have assembled to begin the extraordinary task of raising the wreck from the riverbed to clear the river's shipping lanes. Rumors are in that an elite team has been assembled to head this task."
"The wreck and its contents are to be displayed in the soon to be opened Golden Epoch of Piracy exhibit at the Museum in the coming month."
CAMPAIGN
Edges of the Map is a Pathfinder adventure with strong Indiana Jones, Uncharted, Tomb Raider, and Jules Verne tropes in mind. The adventure is one based on traveling the world, exploring ancient ruins and discovering long lost secrets (and treasure of course).
It takes place on Orbis, a world similar to our own Earth but quite smaller. The adventure takes place in the equivalent of 1850s. Instead of electricity, technology is powered by phlogiston, an element mined throughout the world containing magical properties.
CHARACTER CREATION
- Stats: 20 Point Buy - no scores below 10 before racial adjustments.
- Level: 1st
- Races: Any Core except Half-Orc, Catfolk, Ratfolk, Ifrit, Oread, Sylph, Undine
- Alignment: No evil.
- Health: Max HP at every level.
- Allowed Material: All Paizo big sourcebook sources allowed. No splatbooks.
- Wealth: Starting gold is average for your class.
- Traits: 2 Traits taken from the Ultimate Campaign book.
- Domain Casters: Choose any 2 domains representing your ideology. There are no Gods in this campaign per say.
- Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.
CHARACTER BACKGROUNDS
Choose your character’s point of origin to begin with and we will work together as a group to create interesting backgrounds. In this smaller world, continents are country sized while countries are essentially city-states and surrounding affiliated villages.
I’m looking for characters that would fit well in a globetrotting/pulp adventure type campaign. Someone who would be interested in traveling a world, meeting new people, treasure hunting, etc.
Edenmarch (Europe)
Strand (England) City
Keldanny (Ireland) Island
Loch Aislinn (Scotland) Collection of Villages
Chasserets (France) Collection of Towns
Islif (Iceland/Scandinavian Countries) Collection of Villages
Esperada (North America)
Nuevaluzia (USA) City
Orada (Mexico) City
Cetza (South America)
Soley Islands (Caribbean) Collection of Villages
Tarakona Rainforest (Amazonia) Collection of Villages
Rasad (Africa)
Khetur (Egypt) City
Maqnaa (Subsharan Africa) Collection of Villages
Jiang (Asia)
Aizu (Japan) Collection of Villages
Honshan (China) Collection of Villages
Shiyan (Nepal) Collection of Villages
PLAYER REQUIREMENTS
I expect players to be able to post 1/day during the week and at least once during the weekend.
I am looking for four characters with a good range of diversity in terms of builds. I will not be taking two characters with the same class for example.
| Andostre |
What's your GMing experience like? PbPs?
I'm not seeing any other posts on your account under either alias, so are you new to Paizo, or did you create this account just for this campaign?
About the campaign: Are these globe-trotting adventurers the elite team gathered to raise the wreck? If so, are they supposed to be bodyguards or some other role associated with this archaeological expedition?
| The Historian |
| 1 person marked this as a favorite. |
What's your GMing experience like? PbPs?
I'm not seeing any other posts on your account under either alias, so are you new to Paizo, or did you create this account just for this campaign?
About the campaign: Are these globe-trotting adventurers the elite team gathered to raise the wreck? If so, are they supposed to be bodyguards or some other role associated with this archaeological expedition?
Been playing Pathfinder for years and 3.5 before that (I think I'm at 15 years of playing) but it's my first time trying out the Play by Post in a long time.
Created a new account primarily for this campaign and to hopefully join in and play in some.
I've read a lot of PbPs here on the forums though, and I have a good grasp of how to handle one.
As for the team, yeah they're the "elite team" mentioned. They're not bodyguards, but rather independent contractors of a sort. They'll have ties to Strand's Museum of Histories and Science but will largely have free reign. Think of them as the crew from Disney's Atlantis. A bunch of specialists working for a sponsor.
I've also played part of this campaign in real life before, which helped immensely but the group disbanded.
| Erick Bonestihl |
Erick here seems appropriate for this type of game. He's an Order of the Tome Honor Guard/Emissary/Musketeer Cavalier. A little gruff, but fits in with the genre pretty much as is (personality and background wise). I'd need to rebuild him per the rules of course. For those who start with firearms, can they start with advanced firearms, or only old style firearms?
| The Historian |
@mdt: I'm not using drawbacks or variant multiclassing but I'd allow Unchained Classes (should also mention I'd 100% prefer Unchained Summoner over regular one) and I could be persuaded to use Background Skills if the group agrees since it's a major change.
@Erick: The character sounds grand. Starting firearms should still be early firearms.
| The Historian |
@mdt: Right, can't believe I forgot languages. (Really wish you could edit original post)
Languages: Common, Racial Languages (Elven, Dwarven, etc), Elemental Languages (Ignan, Aquan, etc.) and then there's Cetzan (Cetza), Rasadin (Rasad) and Jiang as new languages.
I'd rather not throw too many new systems at the game then so let's go with a no for background skills but I'll find some way of making up for it in game.
| The Historian |
@Fifth: Awesome, if you have any questions let me know.
@Yuri: Mythweavers is fine as long as I can easily reach the sheet at any time.
To clarify, we're starting in the equivalent of Europe/London but we're going to do a lot of globretrotting.
Also, I've considered and I've added Grippli to the acceptable races but you'd have to come from the Cetzan continent.
| The Historian |
Alrighty, so Gunslinger, Witch, and Investigator have shown iinterest. Do you know of any other classes semi-spoken for? Just not trying to duplicate others is all.
I believe Druid as well actually, but again it's from someone from a Discord I'm on who hasn't staked their claim here on the forums.
| Andostre |
CHARACTER BACKGROUNDS
Choose your character’s point of origin to begin with and we will work together as a group to create interesting backgrounds.
Historian, I have the crunch for a Human Druid, and I was about to write up the background when I remembered that you posted the above, where you say we'd create the backgrounds as a group. How much of a background do you want for submissions?
Here's my character, sans-background:
Male human druid (ape shaman) 1 (Pathfinder RPG Ultimate Combat 42)
CN Medium humanoid (human)
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield)
hp 13 (1d8+5)
Fort +4, Ref +1, Will +4; +2 trait bonus vs. fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee club +3 (1d6+3)
Ranged sling +1 (1d4+3)
Domain Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—calming touch (1d6+1)
Druid (Ape Shaman) Spells Prepared (CL 1st; concentration +3)
. . 1st—bless[D], cure light wounds, shillelagh (DC 13)
. . 0 (at will)—know direction, light, stabilize
. . D Domain spell; Domain Community domain
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 13
Base Atk +0; CMB +3; CMD 14
Feats Cosmopolitan[APG], Toughness
Traits courageous, seeker
Skills Acrobatics -3 (-7 to jump), Climb +3, Handle Animal +5, Knowledge (nature) +6, Perception +7, Survival +8, Swim +3
Languages Common, Druidic, Jiang, Rasad
SQ nature bond (Community domain), nature sense, wild empathy +2
Other Gear hide armor, light wooden shield, club, sling, sling bullets (20), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), manacles, torch (10), trail rations (5), waterskin, 65 gp, 6 sp
--------------------
Special Abilities
--------------------
Calming Touch (1d6+1 nonlethal damage, 5/day) (Sp) Heal 1d6+1 nonlethal damage and cure conditions by touch.
Druid (Ape Shaman) Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Point of origin: He grew up in Jharana, but he's starting out in Maqnaa.
| Andostre |
@Andostre: You're welcome to invent up some backstory if you want. Just let me know if you need any background information on just about anything.
Ok, great! Here's my backstory, then. I made assumptions of the world based on my (imperfect) knowledge of Earth history, but anything that doesn't fit in with the way things are on Orbis can be changed.
His father's death opening his eyes to his home's prejudices and injustices, Ompeet traveled to his father's homeland, where he learned that the same problems he left Jiang to escape exist worldwide. Needing a break from people, Ompeet embarked in a solo expedition through the jungles and savannas of Rasad, coming to appreciate that the land, having no concern for the welfare of man, holds no prejudices for the planet's supposed "caretakers." The more time Ompeet spent in the jungle, the closer he felt towards it, one day culminating in an encounter with a tribe of great apes. After some time needed to prove himself, Ompeet stayed with the tribe, eventually connecting with the primate's spiritual world. As close as he felt to his new world, Ompeet eventually realized that he needed to return to the world of man to face its problems.
Today, Ompeet spends his time as an activist. He protests acts and institutions of prejudice between cultures, and he has a growing concern about man's constant expansion into and exploitation of the natural world. He has been willing to do more than simply "protest" when he believes the cause is just.
Ompeet is a short but his broad shoulders and chest, and his unflappable even-tempered nature can make many uncomfortable. He wears casual clothing; usually a mix of whatever cultures he's spent time in most recently. He has long, black hair that he keeps tied in a pony tail that hangs most of the way down his back.
This, plus the crunch I posted yesterday are my submission.
Additionally, I want to add that having GMed PbP campaigns (although not on Paizo boards) and having played in various campaigns on the Paizo boards, I am familiar with the routine and I understand the importance of keeping posting momentum going, and I understand it's the responsibility of both the GM and the players.
I've been playing since 1st edition D&D (barely), GMing since 2nd edition, and have been involved in a number of related, continuous PbPs since... dang, since 2006. Those aren't on this board, but I am involved in a fair amount of other PbPs on this board. I'm pretty laid back about the rules as a player, and I enjoy playing flawed characters that aren't supposed to be taken too seriously.
Let me know if there are any questions, and good luck to everyone!
| Gobo Horde |
"...Rumors are in that an elite team of first level farmers has been assembled to head this task."
;p
I always got a kick out of first level elites :) it always seemed kinda contradictory X)
Think of them as the crew from Disney's Atlantis. A bunch of specialists working for a sponsor.
Funny. I was actually thinking of using Vinny as inspiration to create a demolitions themed character :)
I need your OK on something tho, would it be alright if I created a Human Alchemical Trapper Alchemist?
He creates bombs and such to access hard-to-reach areas. Eventually getting things like Underwater bombs, Rocket bombs or Explosive Missile for his gun.
Fits the concept of a specialist ^_^
| Souls At War |
I'd rather not throw too many new systems at the game then so let's go with a no for background skills but I'll find some way of making up for it in game.
Background Skills are different than merely giving more skill points, not the same freedom, and the list can always be edited at the GM discretion, like "perform isn't a background skill for Bard", "Craft Alchemy isn't a background skill for Alchemists", "Knowledge History won't be a background skill" etc... this can help the Skill points starving classes like fighter, especially at 20 PB no dump stats.
| The Historian |
The Historian wrote:I'd rather not throw too many new systems at the game then so let's go with a no for background skills but I'll find some way of making up for it in game.Background Skills are different than merely giving more skill points, not the same freedom, and the list can always be edited at the GM discretion, like "perform isn't a background skill for Bard", "Craft Alchemy isn't a background skill for Alchemists", "Knowledge History won't be a background skill" etc... this can help the Skill points starving classes like fighter, especially at 20 PB no dump stats.
I understand that. Thank you but I'm still not using them.
| The Historian |
My experience with it is that it makes loot a lot easier on the GM, but is certainly not necessary.
It's starting to grow on me, I'd need to take a longer look and see how it changes wealth by level. I'm all for allowing more interesting items to be used instead of the Mandatory Shopping List.
| The Historian |
I've got a decent start to his backstory, but im still alittle unsure of things with not knowing much of the world. Would you mind reading what I have so far and see if you can give me a couple of pointers on making it better based off the camp setting?
I can definitely do that. Again, ask questions and check the Campaign Guide linked at the top for ideas.
As a Loch Aislinn born half-elf and an Occultist, you might have been attracted to Loch Aislinn castle ruins, the Four Fingers (think standing monoliths slightly akin to Stonehenge) or the ancestral history (including some fairly significant battles, curses and occultism) of the Loch Aislinn clans.
| The Historian |
Is the Phantom Thief archetype from Ultimate Intrigue allowed? I've been scanning over stuff on the SRD and it caught my eye--would work fantastic with my concept, but I don't want to jump the gun and I've never seen that book before. I've been lax on keeping up with Paizo stuff of late so I dunno.
Intrigue is a big book so it's fine with me. There is still a rather high amount of dungeon delving, tomb raiding and high octane adventure and while there is roleplay and social areas, the adventuring is still the high point. Think Indiana Jones for example.
But if you want to go for it, go for it.
I still haven't made my final choice on which players I'm choosing, though I'm nearing a decision. I have 2 slots already filled, so I'll be picking anywhere between 2 to 3 other players.
| Comp0sMentis |
| 1 person marked this as a favorite. |
Melusine du Tromblon, a [just saw tiefling is out] spellslinger (future unchained rogue multiclass) from Chasserets. She has a tendency towards naval piracy and general treasure hunting. More to come
If everyone is getting proficiency with guns, would the spellslinger get something else to replace exotic weapon proficiency?
| Melusine du Tromblon |
| 1 person marked this as a favorite. |
Sylph Spellslinger 1
Strength 12
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 13
Charisma 10
Breeze-Kissed +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
-Skills-
Appraise
Know (Arcana)
Know (Geography)
Know (History)
Profession (Sailor)
Spellcraft
-Spellbook-
Read Magic
Detect Magic
Color Spray
Identify
True Strike
Alter Winds
-Equipment-
Blunderbuss
more to come
-Languages-
Common, Auran, Draconic, Aquan, Ignan
| The Historian |
Melusine du Tromblon, a [just saw tiefling is out] spellslinger (future unchained rogue multiclass) from Chasserets. She has a tendency towards naval piracy and general treasure hunting. More to come
If everyone is getting proficiency with guns, would the spellslinger get something else to replace exotic weapon proficiency?
Everyone does not get proficiency with firearms, no. Instead, Firearms become martial weapons so instead of Exotic Weapon Proficiency the Spellslinger would get Martial Weapon Proficiency.
I'd need the full statblock before being able to consider Melusine for selection.
I'm aiming to select my final group within the next 24 hours or so.
| Melusine du Tromblon |
Melusine du Tromblon
F CN Sylph Spellslinger 1, Level 1, Init 3, HP 7/7, DR 0, Speed 30
AC 13, Touch 13, Flat-footed 10, CMD 14, Fort 1, Ref 3, Will 3, CMB +1, Base Attack Bonus 0
Blunderbuss (5 Bullet 5 Pellets 10 Powder) +3 (1d8, x2)
(+3 Dex)
Abilities Str 12, Dex 16, Con 12, Int 16, Wis 13, Cha 10
Condition Energy Resistance: Sylphs have electricity resistance 5
Sylphs can use feather fall 1/day (caster level equals the sylph’s total level).
Darkvision: Sylphs can see perfectly in the dark up to 60 feet.
Breeze-Kissed: +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
Larger Than Life: When you use the Intimidate skill on a creature while wielding a firearm, you are considered one size category larger than your actual size.
Never Stop Shooting: If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.
-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 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.
This ability replaces arcane bond.
Gunsmith
The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a Gunslinger 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.
This ability replaces Scribe Scroll.
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
(Abjuration, Necromancy, Transmutation, Enchantment)
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.
This ability replaces arcane school.
Original post:
Melusine du Tromblon
Sylph Spellslinger 1
Outside [Native]
A thin figure with a honey-golden tan and white and yellow hair that sticks out erratically from under her pointed hat. Her demeanor is brash and salty from a life on the sea. Her father was a royal ship's meteorologist/navigator and she was raised to be a sailor. She grew up around the ship's diviner and gunnery seargent, developing an appreciation for both the smoke and the mirrors. Unbound by her father's military duty she has lived a wanderer's life, always looking for the next ship out; to listen to new winds. Her attire would lead you to believe she is a thin man with an ornate but rusty blunderbuss strapped to her hip.
-Stats-
HP: 7
AC: 13
FF AC: 10
Strength 12
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 13
Charisma 10
Energy Resistance: Sylphs have electricity resistance 5
Sylphs can use feather fall 1/day (caster level equals the sylph’s total level).
Darkvision: Sylphs can see perfectly in the dark up to 60 feet.
Breeze-Kissed: +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
-Traits-
Larger Than Life: When you use the Intimidate skill on a creature while wielding a firearm, you are considered one size category larger than your actual size.
Never Stop Shooting: If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.
-Skills-
Appraise +7
Craft (Alchemy) +7
Know (Arcana) +7
Know (Geography) +7
Profession (Sailor) +5
Spellcraft +7
-Feats-
Gunsmithing
Rapid Reload (Blunderbuss)
-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 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.
This ability replaces arcane bond.
Gunsmith
The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a Gunslinger 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.
This ability replaces Scribe Scroll.
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
(Abjuration, Necromancy, Transmutation, Enchantment)
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.
This ability replaces arcane school.
-Equipment-
Blunderbuss
1d8
×2
Misfire: 1–2 (10 ft.)
Capacity: 1
8 lbs.
B and P
scatter
The blunderbuss fires in a 15-foot cone when firing pellets, and has a 10-foot range increment when firing a bullet. A blunderbuss uses a bullet or pellets and a single dose of black powder or a single alchemical cartridge as ammunition.
Kit, Gunslinger’s
Price 26 gp;Weight 31 lbs.
This includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith’s kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin.
Pouch, Spell Component Price 5 gp; Weight 2 lbs.
Kit, Alchemy Crafting Price 25 gp; Weight 5 lbs.
-Spellbook-
Weight 3 lbs
Read Magic
Detect Magic
Color Spray
Identify
True Strike
Alter Winds
-Ammunition-
Black Powder (40)
10 gp
Bullets (40)
1 gp
Pellets (40)
1 gp
-Currency-
2 gp
-Languages-
Common, Auran, Draconic, Aquan, Ignan