Wyrm Sniper

Bob McCalister's page

144 posts. Organized Play character for RePete.


Race

| HP: 56 (-0) | AC 13, Tch 13, Fl 10 | CMB: 3, CMD: 16 | F: +4, R: +5, W: +6

Classes/Levels

| Speed 30ft | Balanced Offensive: 2/2; Grit: 3/4 | Spells 1st: 4/5; 2nd: 3/3; 3rd: 2/2 | Perc: +10, SM: +2 | Init: +3

Gender

CG Human 6 | Mods: None

About Bob McCalister

Bob gains the following boons:
Gain a +2 competence bonus on one Linguistics or Knowledge check attempted during the adventure.
Gain a +2 competence bonus on one Heal, Perception, or Survival check attempted during the adventure.

Special Abilities:

==Spellslinger Arch==
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.

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.

==Gunslinger (Musket Master)==
Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Special: Regain Grit by Critical Hit or Dropping a foe below 0

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deed Options Listed Below

==Concordance Faction==
Balanced Offensive: You can call forth a surge of elemental energy to strike against your foes. Once per day, you can target a distant foe with an elemental attack. This functions as one of the following cleric domain powers, chosen whenever you activate this ability: acid dart, fire bolt, icicle, lightning arc, or storm burst. Your effective cleric level for this ability is equal to your character level. You can use this ability one additional time per day at 5th level and every 5 levels thereafter.


Daily Preparation:

Take a little over an hour to do the following
Attune Musket while studying spellbook to prepare daily spells.
Eat some breakfast, pick teeth.

Description:

In Progress

PFS Boons:
Debt to the Scarred Sage: As a representative of the Jewled Sages, you promised that Grandmaster Torch would be welcome to participate in confronting any threat to the organization. Whether this is ultimately to your benefit or not remains to be seen.

Defender of Absalom: You aided Absalom in its hour of need, breaking the siege of demon-flesh monstrosities, undead saboteurs, and ghastly ships. The people of Absalom witnessed your triumphs and will remember your courage for several deeds in particular. Choos one (or two, if so instructed by the Overseer GM) of the following rewards corresponding to a factions objective that either the House successfully fulfilled (correspondingto one of the conditions announced during play) or that your table successfully fullfilled; cross the others off your Chronicle sheet. You do not need to be a member of a particular faction to choos its associeated reward.
**[X] Eldritch Artillerist: You revived an ancient guardian construct that was able to channel arcane energy in a previously unseen way--and you parse how to replicat it. You can check the box that precedes this boon when building a new character to grant that character access to the spellslinger archetype form Pathfinder RPG Ultimate Combat as if it appeared on the Additional Resources Page

[ ] Frozen Fortitude: Even the coldest wilderness could not fell you. Now you are prepared to endure freezing attacks or even draw strength from the snow. As a swift action you can check the box that precedes this boon to gain cold resistance equal to 5 + your character level for 1 minute. You can activate this boon as an immediate action, but doing so grants you only cold resistance equal to your character level. Alternatively, if you have cold resistance as a result of a racial trait or class feature, you can check this box as a swift action to regain a number of hit points equal to your cold resistance; if you are immune to cold, you regain 30 hit points.

[ ] Martyr’s shard 2: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon’s existing enhancement bonus, if any (but not with similar additional enhancements, such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute. Furthermore, you can check the box that precedes this boon to instead cast dispel magic as a spell-like ability using your character level as the spell’s caster level.
Otherwise, as a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (which does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as per a cold iron, good-aligned weapon for 1 minute.
Future Martyr’s Shard Boons may unlock additional benefits.
Any character with this boon can purchase an avenging dagger (120,604 gp: functions as a holy avenger but is a dagger rather than a longsword) as though her effective Fame score were 10 higher. If this character has earned two, three, or all four Martyr’s Shard Boons, reduce the cost of an avenging dagger to 110,604 gp, 100,604 gp, or 90,604 gp respectively. If you purchase an avenging dagger and later gain additional Martyr’s Shard Boons that would reduce the price further, you gain additional gp equal to the difference between the two costs (as though you had purchased the dagger at the lower cost).

[ ] Triumph Over Scales: You have braved the Realm of the Mammoth Lords, not only defeating a tribe of kobolds but also slaying their white dragon overlords. You can spend 2 Prestige Points to learn Draconic as a bonus language. In addition, you can check the box that precedes this boon when you threaten a critical hit against a dragon or humanoid with the reptilian subtype to gain a +10 insight bonus on the attack roll to confirm the critical hit. Alternatively, you can check the box when a dragon or humanoid with the reptilian subtype would confirm a critical hit against you in order to gain the benefits of heavy fortification armor special ability against that attack.

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Chronicle Info:

Player: RePete
Character Name: Bob “Boom” McCalister
PFS #: 126566-17
Faction: Concordance
XP: 16
Prestige: 23
Fame: 27
Day Job: [dice=Craft (Gunsmithing) w/Crafter’s Fortune] 1d20+14+5[/dice]
Funds: 420g 4s
Normal Progression

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Race Human
Gender Male
Age 19
Alignment Chaotic Good
Class Spellslinger (Wizard) 5, Musket Master (Gunslinger) 1
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Spellcasting Concentration Check +12; +7 vs Spell Resistance
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*DCs +1 if fired through Musket; +1 Hit through Musket; x3 Crit through Musket*

1st level, DC 16 5 prepped per day
Burning Hands (17), Color Spray, Detect Magic, Magic Missile, Magic Missile,

2nd level, DC 17 3 prepped per day
Reloading Hands, Scorching Ray, Sonic Scream (18)

3rd level, DC 18 2 prepped per day
Fireball (19), Lightning Bolt (19)

Spellbook:

==Level 1 Spells DC 16==
    Air Bubble
  • Abundant Ammunition
  • Burning Hands
  • Crafter’s Fortune
  • Color Spray
  • Detect Magic
  • Feather Fall
  • Magic Missile
  • Memory Lapse
  • Monkey Fish
  • Obscuring Mist
  • Read Magic

==Level 2 Spells DC 17==

    Reloading Hands
  • Scorching Ray
  • Sonic Scream
  • Spectral Hand

==Level 3 Spells DC 18==

  • Fireball
  • Lightning Bolt
  • Pain Strike

**Wands**
CL 1
CLW Wand (50), Mage Armor Wand (50)
CL 3
Wand of Lesser Rest (14)
CL 5
Wand of Magic Missile (12)
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OFFENSE
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Speed 30, BAB +3

Melee
Cold-Iron Dagger +3 (1d4/19-20x2) P & S, 10ft Range
Club +3 (1d6/x2) B

Ranged
+1 Musket +7 (1d12/x4) B & P, 40 ft Range; Misfire: 1-2
Acid Flask +6 (1d6/x2) Acid Damage

Possible Modifiers: Deeds, Point Blank Shot, Attacks vs touch in first increment
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Special Abilities
Arcane Gun (Su): Allows cast of ranged touch attack, cone, line, and ray spells through gun, gives spells cast through gun a x3 crit, a nat 1 attack roll or nat 20 save vs my spell breaks gun,
Balanced Offensive: 1/day can use Acid Dart, Fire Bolt, Icicle, Lightning Arc, or Storm Burst as a cleric of my character level - Chosen when used. 1 additional time every 4 levels
Mage Bullets (Su): Can sacrifice a spell for a +x enhancement to firearm with x being spell level, can add special properties
Rapid Reloader: Gain Rapid Reload (Musket) as a bonus feat

Deeds:
    Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
  • Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
  • Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment. This deed replaces the gunslinger's dodge deed.

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STATISTICS
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Str 10, Dex 16, Con 14, Int 20, Wis 14, Cha 7
AC Calc +3 Dex
HP Calc 1) 6, 2) 5; 3-6) 4 + 24 Con + 5 Favored
Feats: 1b) Gunsmithing, 1b) PBS, 1) Extra Grit; 2b) Rapid Reload (Musket); 3) Precise Shot; 5) Spell Focus (Evocation); 6b) Spell Penetration;

Traits: Abendego Spellpiercer (Regional), Balanced Offensive (Concordance Faction)
Opposed Schools: Abjuration, Divination, Enchantment, Necromancy
Favored Class: All into HP (Level 2 not a favored class)
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Skills:
  • Acrobatics +3
  • Appraise +8
  • Bluff -2
  • Climb +4
  • Craft (Alchemy) +9; (Gunsmithing) +14; (Anything Else) +5
  • Diplomacy -2
  • Disguise -2
  • Escape Artist (Headband) +9
  • Fly +7
  • Heal +2
  • Intimidate -2
  • Knowledge (Arcana) +11
  • Knowledge (Dungeoneering) +9
  • Knowledge (Engineering) +9
  • Knowledge (Geography) +9
  • Knowledge (History) +9
  • Knowledge (Local) +9
  • Knowledge (Nature)+10
  • Knowledge (Nobility) +9
  • Knowledge (Planes) +10
  • Linguistics +13
  • Perception +10
  • Perform (Any) -2
  • Ride +3
  • Sense Motive +2
  • Sleight of Hand +3
  • Spellcraft +14
  • Stealth +3
  • Survival +2
  • Swim +0
  • Use Magic Device +1

Languages: Abyssal, Aklo, Ancient Osiriani, Aquan, Common, Draconic, Giant, Gnome, Gnoll, Infernal, Osiriani, Orc, Polyglot

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EQUIPMENT AND GOLD
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On person: +1 Musket, 2 Powder Horns (10), 1 Powder Horn (4), 24 Bullets, Cold-Iron Dagger, Club, Acid Flask, Spell-Component Pouch; MWK Backpack: Spellbook, Ink, Inkpen, Gunsmith’s Kit, 5 Days Rations (1), Headband of Vast Intelligence (+2; Escape Artist), Belt of Mighty Constitution (+2), Potion of Fly, Waterskin
Left at Lodge: None
Starting GP: 420g 4s
Purchased: None Yet
Gained In Session: None Yet
Weight Carried: 38
Carrying Capacity: Light (38), Medium (76),
Heavy (115), LoH (115), Lift (230), Drag/Push (575)
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APPEARANCE
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Height 5’ 8”
Weight 140lb
Eye Color Green
Hair Color Dark Brown
Skin Tone Tan
Region of Origin Sodden Lands
Deity Basmura
Favorite meal Biscuits with Red Eye Gravy
Phobia: Clowns

Spent Resources:

None Yet