Lirianne

Betty Boomstick's page

377 posts. Organized Play character for BretI.


Race

| Wands CLW 32/50 Mage Armor 35/50 Air Bubble 48/50

Classes/Levels

| Init +4| Perception +10 | Grit 2/2 | Reroll available | Conditions:

Gender

F Elven Gunslinger 1 / Wizard(Spellslinger) 6 | HP 40/40 damage| AC 15 T 15 FF 11 | F +5 R +9 W +8

About Betty Boomstick

Elsibet Oakleaf aka Betty Boomstick
Female elf gunslinger 1/wizard (spellslinger) 6 (Pathfinder RPG Ultimate Combat 9, 74)
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +10
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Defense
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AC 15, touch 15, flat-footed 11 (+1 deflection, +4 Dex)
hp 40 (6 HD; 6d6+1d10+6)
Fort +5, Ref +9, Will +8; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee cold iron dagger +5 (1d4+1/19-20) or
. . silver light mace +5 (1d6+1) or
. . spiked gauntlet +5 (1d4+1)
Ranged +1 pistol +9 (1d8+1/×4) or
. . mwk musket +8 (1d12/×4)
Special Attacks deeds (deadeye, gunslinger's dodge, quick clear), grit (2)
Wizard (Spellslinger) Spells Prepared (CL 6th; concentration +10)
. . 3rd—reach frigid touch[UM], lightning bolt (DC 17) (2)
. . 2nd—fiery shuriken[UC], molten orb[ACG], scorching ray, stone discus[ACG]
. . 1st— adhesive spittle[ACG] (DC 15), shield, snowball[UW] (2)
. . Opposition Schools Enchantment, Illusion, Necromancy, Transmutation
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Statistics
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Str 12, Dex 18, Con 11, Int 19, Wis 14, Cha 10
Base Atk +4; CMB +5; CMD 20
Feats Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload (Pistol), Reach Spell[APG], Sickening Spell[APG]
Traits magical knack, suspicious
Skills Acrobatics +14, Climb +5, Craft (alchemy) +8, Craft (firearms) +6, Disable Device +9, Heal +6, Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +13, Linguistics +8, Perception +10, Sense Motive +8, Sleight of Hand +10, Spellcraft +14 (+16 to identify magic item properties), Survival +7, Swim +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Giant, Gnoll, Goblin, Kelish, Osiriani
SQ arcane gun, elven magic, gunsmith, mage bullets
Combat Gear cold iron bullet[UC] (30), pearl of power (1st level), wand of air bubble (48 charges), wand of cure light wounds (32 charges), wand of mage armor (35 charges), wand of identify (50 charges), antiplague[APG], antitoxin, wismuth salix[UE]; Other Gear +1 pistol[UC], adamantine bullet[UC] (10), black powder[UC] (30), cold iron dagger, mwk musket[UC], paper cartridge[UC] (18), silver bullet[UC] (10), silver light mace, spiked gauntlet, belt of incredible dexterity +2, cloak of resistance +1, endless bandolier[UE], headband of vast intelligence +2, ioun torch ioun stone[APG], ring of protection +1, swarmbane clasp[UE], wayfinder[ISWG], bandolier[UE], bedroll, belt pouch, blasting book, disguise kit, flint and steel, grappling hook, gunsmith's kit[UC], masterwork backpack[APG], masterwork thieves' tools, masterwork tool, mess kit[UE], poncho[UE], powder horn[UC], powder horn[UC], signal whistle, silk rope, spell component pouch (2), trail rations (6), winter blanket, mule, 983 gp, 7 cp
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Special Abilities
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Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Deeds Use Grit to perform special abilities with your firearms.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Sickening Spell You can cast a spell that sickens those injured by it (duration = spell's level in rounds, Fort negates).
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
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Musket is named Buster.
Pistol is named Billy.

Remember +5 bonus for Crafter’s Fortune on Day Job checks!

Reloading:
Full round action - Standard action — Move action — Free action

Two handed guns start as a Full Round action for each barrel.
One handed guns start as a Standard action for each barrel.

Rapid reload brings it down one step.
Alchemical Cartridges bring it down one step but increases the misfire.

Mage bullet:
+1 Defending, Distance, Flaming, Frost, Ghost Touch, Merciful, Seeking, Shock, Spell Storing, Thundering, Vicious
+2 Flaming Burst, Icy Burst, Shocking Burst, Wounding
+4 Dancing

Spells in Spellbook:
1st: Detect Magic, Read Magic, Adhesive Spittle, Burning Hands, Comprehend Languages, Corrosive Touch, Crafter’s Fortune, Endure Elements, Feather Fall, Floating Disk, Grease, Heightened Awareness, Identify, Magic Missile, Magic Weapon, Obscuring Mist, Shield, Snowball, True Strike, Unseen Servant
2nd: Acid Arrow, Fiery Shuriken, Flaming Sphere, Frigid Touch, Frost Fall, Glitterdust, Make Whole, Molten Orb, Pyrotechnics, Scorching Ray, See Invisibility, Stone Discus
3rd: Daylight, Dispel Magic, Hydraulic Torrent, Lightning Bolt, Phantom Steed, Waterbreathing

Gun ammo available:
Paper cartridges 30
Black powder 30
CI bullet 30
Adamantine bullet 10
Silver bullet 10

Disguise Kit 6

Pearl of Power (1st)

Items picked up during adventure:

Stuff I should buy: