About Calamity JaynPFS# 100685-18 Calamity Jayn
Init +6; Senses Lowlight vision, Perception +5; Sense Motive-1
Speed 30 ft.
Ranged Alchemical Weapons: +4 (2d4/1d6/1d6)
Traits Magical Knack-Witch, Bruising Intellect Skills Acrobatics +5, Appraise +10, Climb -2, Bluff & Diplo -2, Heal+3, Intimidate +14, Linguistics +11, Perception +5, Sense Motive -1, Spellcraft +15. Stealth +2, Survival -1, Swim+2, Craft Alchemy +17, UMD+4
Languages Common, Samsaran, Draconic, Auran, Aquan, Ancient Osiriani, Azlanti, Jistka, Tekritanin, Thassilonian. --------------------
Hex: Slumber
Samsaran stuff:
Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran’s level.
LIFEBOUND (Ex): +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Spellslinger Stuff:
SPELLSLINGER STUFF:
ARCANE GUN (Su) Exotic Weapon Proficiency (firearms) feat, and one of his firearm is arcane gun. In a spellslinger’s hands, both fire projectiles & magic.ONE 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 MULTPLIER. Can cast any ranged touch attack, cone, line, or ray spells thru arcane gun. Gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the DC. If spells’ attack roll is a natural 1 (a misfire), or a natural 20 is rolled on any save (an overload), arcane gun gains BROKEN condition. If already broken, gun explodes (if spell has acid, cold, electricity, or sonic descriptor, that type dmg). If multiple descriptors, roll randomly to determine dmg type. Blast centered on a single intersection within the spellslinger’s space (spellslinger’s choice) & deals 1d6 points 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: Gains Gunsmithing feat & a battered gun that is identical to the gun a Gunslinger gains at first level. Like a Gunslinger, a spellslinger can use the Gunsmithing feat to restore gun. This ability replaces Scribe Scroll. MAGE BULLETS (Su)
SCHOOL OF THE GUN
Witch Stuff:
Patron: Elemental Witch’s Familiar (Ex): CANARY the Scorpion (+4 Init) Functions like wizard’s arcane bond, except as noted. Must commune with her familiar each day to prepare spells. (starts w/ all 0-lvl & 3+INT 1st lvl) At each new witch level, adds two new spells of any spell level or levels that she can cast (based on her new witch level). A witch can also add additional spells to her familiar through a special ritual (see sidebar). HEXES:Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence mod. SLUMBER (Su) Cause a creature within 30 feet to fall into a deep sleep per the spell. Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
FLIGHT (Su) 1st level, Can use feather fall at will & gains a +4 racial bonus on Swim checks. 3rd level, levitate once per day. 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. (do not need to be consecutive, but they must be spent in 1-minute increments.) This hex only affects the witch Invoker Archetype stuff:
INVOKE PATRON (Su): Invite spirits as a SWIFT ACTION. This functions like a hunter’s animal focus, except she emulates facets of her patron, chosen from the list below. Can use this ability for # minutes/day = level; duration need not be consecutive, but it must be spent in 1-minute increments. This replaces the witch’s 1st-, 8th-, and 16th-level hexes.
RECKONING: Add insight bonus on dmg rolls from attacks w/ spells & natural attacks, +1 dmg per die.
CURIOSITY: +1 DC hexes & patron spells (additional +1 @ 8th &16th level) BRIDGE: Treats targets as if DR & SR 2 lower. (5 lower at 8th level & 10 lower at 16th level.)
REVELATION: +1 insight on attack w/ weapons. (+2 at 8th & +3 at 16th lvl) SECOND INVOCATION (Su): At 10th level, whenever an invoker uses her invoke patron ability, she selects two different facets of her patron for herself instead of one. Otherwise, this functions like a hunter’s second animal focus ability.
Canary the Greensting Scorpion Familiar, an Emissary of Bes:
Canary the Scorpion Bes(et) Emissary Familiar; N Tiny animal Init +2; Senses low-light vision, scent; Perception +10 AC 17, touch 14, flat-footed 15 (+3 Natural, +2 Dex, +2 size) hp 21 (5 HD) Fort +2, Ref +4, Will +7 (+2, +2, +6) Speed 15 ft., climb 15 ft., swim 15 ft. Melee bite 7 (1d3–4) Space 2-1/2 ft., Reach 0 ft. Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2 Base Atk +2; CMB +0; CMD 6 (10 vs. trip) Feats Weapon Finesse Skills Climb +10+3, Stealth +18+3, Swim +10+3; Racial Modifiers +4 Stealth Class Skills: Acrobatics, Climb, Fly, Heal, Kn-Religion, Perception, Sense Motive, Stealth, & Swim Improved Evasion, Empathic Link, Speak With Master DIVINE GUIDANCE(Sp) An emissary can cast guidance at will. This replaces alertness. SHARE WILL (Su) Whenever emissary or master fails a save v mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.
DOMAIN INFLUENCE (Sp or Su)
FAMILY SUBDOMAIN: Binding Ties (Su): As a standard action, you can touch an ally and remove one condition affecting the ally by transferring it to yourself. This transfer lasts a number of rounds equal to your cleric level, but you can end it as a free action on your turn. At the end of this effect, the condition reverts to the original creature, unless it has ended or is removed by another effect. While this power is in use, the target is immune to the transferred condition. Once per day, up to 5 rounds Emissary of Bes(et) (female incarnation of Bes):
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Gear:
Explorer's Outfit muleback cords of resistance +1 (from chronicle) haramaki cold iron cestus +1 pistol 10 doses black powder 10 bullets 2 Bandoliers, with: 4 paper alchemical cartridges 4 Holy Water flasks 3 Alchemist Fire flask 3 Acid Familiar Satchel 2 springloaded wristsheathes: CSW potion, Wand MMCL3 masterwork backpack Handy Haversack Gunsmith's kit Alchemist’s Kit Alchemist's Lab lesser metamagic rod: Persistent Spell Traveling Spellbook Extra Spell Component Pouch 2 doses Antitoxin 2 doses Antiplague Wand: Mage Armor 38/50 Wand: Infernal Healing 43/50 Wand: Magic Missile CL3 25/25 Wand: Heightened Awareness 45/50 Wand: Cure Light Wounds 3/10 SPELLS:
Varisian Tattoo (feat): Evocation (ragario): dancing lights x3/day Samsaran Magic (Sp): 1/day—comprehend languages, deathwatch, and stabilize.
Spellslinger spellbook: OPPOSITION SCHOOLS:Abjuration, Enchantment, Necromancy, Transmutation
PATRON FAMILIAR: All 0-level spells 1st lvl
2nd lvl: Burning Arc (SMPL), Flaming Sphere(Patron), Flurry of Snowballs, Glitterdust, Mirror Image(SMPL),
3rd lvl: Lightning Bolt, Haste (SMPL) |
