Vale Temros

Aksum's page

66 posts. Alias of RainyDayNinja (RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16).


Full Name

Aksum Mbeke

Race

Human (Mwangi)

Classes/Levels

Wizard (Spellslinger) 1 | Init +3 | HP: 9/9, | AC: 13/T: 13/FF: 10 | Perception: +0 | F: +2/R: +3/W: +2 | CMB: +0 | CMD: 13 | Speed: 30ft

Gender

Male

Age

56

Alignment

Chaotic Good

Languages

Common, Polyglot, Osiriani, Skald, Hallit, Varisian, Sylvan

Strength 12
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 10
Charisma 8

About Aksum

HP 9/9
Init: +3 AC: 13
Perception: +0
Fort: +3 Ref: +3 Will: +2

Stats:
Male Human (Mwangi) Wizard (Spellslinger) 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +0
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DEFENSE
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AC 13, touch 13, flat-footed 10 (+3 Dex)
HP 9 (1d6+3)
Fort +2, Ref +3, Will +2
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OFFENSE
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Speed 30 ft.
Melee Dagger +1 (1d4+1/19-20/x2)
Ranged Battered Pistol +3 (1d8/20/x4)
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STATISTICS
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Str 12, Dex 16, Con 14, Int 16, Wis 10, Cha 8
BAB +0; CMB +1; CMD 14
Feats Point-Blank Shot, Precise Shot, Gunsmithing, EWP (firearms)
Traits Restless Wayfarer, Resilient, Magical Lineage (scorching ray)
Skills (*=Skill rank)
Craft (alchemy) +7*
Knowledge (Arcana) +7*
Knowledge (Geography) +8*
Knowledge (Nature) +7*
Linguistics +7*
Spellcraft +7*
Languages Common, Polyglot, Osiriani, Skald, Varisian, Hallit, Sylvan
Gear Cold weather outfit, Snowshoes, Bedroll, Mwk. Backpack, Bedroll, Winter blanket, Gunsmith's Kit, 2x Spellbook, 3x Ink vial, Inkpen, Waterskin, Compass, Trail rations (10 days), Everburning Torch, Spell component pouch 61.8 gp
Combat Gear Battered Pistol, 120 Bullets/Black Powder doses, Powder horn, Dagger, 2x Alchemist Fire, 3x Flask of Acid
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TRACKED RESOURCES
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Black powder rounds - 118/120
Acid - 3/3
Fire - 2/2
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SPELLS
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Level 1 (2/day)
Burning Hands (DC 14, Reflex)
Grease (See entry)
Shield
Detect Magic
Read Magic
Mage Armor
Magic Missile
Abundant Ammunition

Opposition Schools
Divination
Enchantment
Illusion
Necromancy

Special Abilities
Arcane Gun (Su): The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one 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. 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 gun 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.

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.

Appearance:

Aksum is of unusually sturdy build for a wizard. His skin is dark as night, while his robes are colored with bright orange and yellow geometric designs. His hair is short, but mostly white, and his face is worn with worry and age.

Personality:

Aksum is gregarious, with a boisterous laugh, but he can be distracted from even the most rousing conversation by a stray thought regarding arcana or firearms. He is quick to come to the defense of the helpless, but has an aversion to tradition, especially where that tradition serves to separate, rather than bind together.

Backstory:

Aksum Mbeke was the wise man of a tribe living on the Eastern edge of the Mwangi Expanse. Being so close to the city of Alkenstar, it was not unusual to meet an adventurer, or at least his body, carrying strange weapons of fire and steel. Aksum took up the study of these weapons, and soon learned to incorporate them into his practice of the arcane arts.

One day, while searching the jungle for rare herbs, Aksum's village was attacked by a savage beast from deep in the jungle. In defense of the tribe, the chief took up one of Aksum's pistols, but it misfired and exploded in the chief's hand, killing him and allowing the beast to slaughter several more of the villagers.

Upon returning home, Aksum discovered that he had been banished for the part he played in the chief's death. The tribe's medicine woman declared that he could return only once he had paid penance at the end of the world. So Aksum took up his gun and traveled to the distant North, where he heard there was great evil to be fought, so he might one day make atonement for the tragedy that befell his tribe.