Betty Boomstick's page

3 posts. Organized Play character for BretI.

About Betty Boomstick

Elsibet Oakleaf aka Betty Boomstick
Female elf gunslinger 1/wizard (spellslinger) 3 (Pathfinder RPG Ultimate Combat 9, 74)
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +8
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 25 (4 HD; 3d6+1d10+3)
Fort +3, Ref +6, Will +5; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee cold iron dagger +3 (1d4+1/19-20) or
. . silver light mace +3 (1d6+1) or
. . spiked gauntlet +3 (1d4+1)
Ranged +1 pistol +6 (1d8+1/×4) or
. . musket +5 (1d12/×4)
Special Attacks deeds (deadeye, gunslinger's dodge, quick clear), grit (2)
Wizard (Spellslinger) Spells Prepared (CL 4th; concentration +7)
. . 2nd—fiery shuriken[UC], glitterdust (DC 15)
. . 1st—adhesive spittle[ACG] (DC 14), burning hands (DC 14), snowball[UW]
. . Opposition Schools Enchantment, Illusion, Necromancy, Transmutation
Str 12, Dex 16, Con 11, Int 17, Wis 14, Cha 10
Base Atk +2; CMB +3; CMD 16
Feats Gunsmithing[UC], Point-Blank Shot, Precise Shot
Traits magical knack, suspicious
Skills Climb +5, Craft (alchemy) +7, Craft (firearms) +5, Heal +6, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +10, Linguistics +7, Perception +8, Sense Motive +7, Sleight of Hand +7, Spellcraft +10 (+12 to identify magic item properties), Survival +7, Swim +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Gnoll, Goblin, Kelish, Osiriani
SQ arcane gun, elven magic, gunsmith, mage bullets
Combat Gear cold iron bullet[UC] (50), pearl of power (1st level), potion of fly, wand of air bubble (50 charges), wand of cure light wounds (50 charges), wand of mage armor (50 charges), antiplague[APG], antitoxin, wismuth salix[UE]; Other Gear +1 pistol[UC], adamantine bullet[UC] (5), black powder[UC] (10), cold iron dagger, musket[UC], paper cartridge[UC] (10), silver bullet[UC] (5), silver light mace, spiked gauntlet, endless bandolier[UE], wayfinder[ISWG], bandolier[UE], bedroll, belt pouch, flint and steel, gunsmith's kit[UC], masterwork backpack[APG], mess kit[UE], poncho[UE], powder horn[UC], signal whistle, spell component pouch, trail rations (6), winter blanket, wizard starting spellbook, mule, 2,712 gp, 7 cp
Special Abilities
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.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Musket is named Buster.
Pistol is named Billy.

Remember Crafter’s Fortune on Day Job checks!