Seerath

Calamity Jayn's page

23 posts. Organized Play character for Uktar.


Full Name

Calamity Jayn

Race

CG Female Samsaran Spellslinger Wizard 1/ Invoker Witch 5 | HP: 43 / 43 ( Current AC: 13 / 12 Tch / 11 FF | Current CMB: +0, CMD: 12 | F: +5, R: +5, W: +7 | Init: +6 | Perc: +5, SM: -1

Classes/Levels

Speed 30ft | Invoke patron:4/5 | SPELLS: Spellslinger 1st: Color Sprayx 2of2, Grease | Witch: 1st: BurnHands, M.M.x1/2, Snoballx2 | 2nd: BurnArc, Flurry of Snowballs, Glitterdust, MirrorIm |3rd: LtngBolt, Haste | Active Conditions:

Strength 7
Dexterity 14
Constitution 14
Intelligence 23
Wisdom 9
Charisma 11

About Calamity Jayn

PFS# 100685-18

Calamity Jayn
Female Samsaran Spellslinger Wizard 1/ Invoker Witch 5
CG Medium humanoid (Samsaran)
Dark Archive faction

Init +6; Senses Lowlight vision, Perception +5; Sense Motive-1
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 armor)
hp 43 (2d6+2+2)
Fort +5, Ref +5, Will +7
+2 v. Death Effects, Negative Energy, Negative levels, Stabilize checks
SHARE WILL (If Emissary familiar or master fail will save, the other can attempt save as well)
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Offense

Speed 30 ft.
Melee
CI cestus +0 (1d3-2/19-20)

Ranged Alchemical Weapons: +4 (2d4/1d6/1d6)
"Martha" +1 pistol +5 (1d8+1/x4) 20'range
CI dagger +3 (1d4-1/19-20) 10'range
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Statistics
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Str 7, Dex 14, Con 14, Int 23, Wis 9, Cha 11
Base Atk +2; CMB +0; CMD 12
Feats Gunsmithing (replaces Scribe Scroll); Spell Focus-Evocation; Varisian Tattoo (Evocation); Spell Specialization (Burning Arc)

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
Kn-Arcana+15, Knowledge (ALL others) +10,

Languages Common, Samsaran, Draconic, Auran, Aquan, Ancient Osiriani, Azlanti, Jistka, Tekritanin, Thassilonian.

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Special Abilities
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Arcane Gun
Mage Bullets

Hex: Slumber
Hex: Flight

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.
MYTHIC PAST LIFE (Replaces Shards of the Past) (Su):Add spells from another spellcasting class to the spell list of your current spellcasting class = 1 + key ability score bonus. must be arcane. Do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained.
6 bonus spells:
Magic Missile, Burning Arc, Mirror Image, Haste, Dragon's Breath, Disintegrate

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)
As a SWIFT action, sacrifice a spell & transform into a weapon bonus = level of spell sacrificed on a single barrel. The spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) & dancing, defending, distance, flaming, flaming burst, frost, GHOST TOUCH, icy burst, merciful, SEEKING, shock, shocking burst, spell storing, thundering, vicious, & wounding. 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,

SCHOOL OF THE GUN
4 Opposition schools. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.
OPPOSITION SCHOOLS:Abjuration, Enchantment, Necromancy, Transmutation

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.
DC: 10+1/2 lvl+Int=18

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.
8th lvl: +4 confirm crit w/ spells & nat attks 16th: critical threat rg of spells &natural attacks doubles, as if from Improved Crit.

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.)
BONDAGE: Gains +2 enhancement to STR. (+4 at 8th lvl & +6 at 16th lvl.)
CRISIS: Gains +2 enhancement to CON
(+4 at 8th lvl & +6 at 16th lvl.)
DECISIONS: Gains +2 enhancement to DEX (+4 at 8th lvl & +6 at 16th lvl.)
FORTUNE: The invoker gains a +1 resistance bonus on saving throws. This bonus increases to +3 at 8th level and +5 at 16th level.
PARADISE: +3 competence on ACRO and CONCENTRATION checks. (increases to +6 at 8th & +9 at 16th lvl)
RAPTURE: increase duration of any spell casts on herself by 1 round. Only to spells with a duration other than instantaneous. (increases 2 rounds at 8th & 3 at 16th lvl).

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.
This ability replaces the witch’s 10th-level hex

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.
This replaces share spells.

DOMAIN INFLUENCE (Sp or Su)
At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day.

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):
Areas of Concern: Households, Luck, Marriage, Protection
Domains: Community, Earth, Good, Luck, Protection
Subdomains: Agathion, Caves, Defense, FAMILY, Home, Imagination

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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.
The caster level for these effects is equal to the samsaran’s level.

Spellslinger spellbook: OPPOSITION SCHOOLS:Abjuration, Enchantment, Necromancy, Transmutation
1st lvl: Gun spells: Color Spray, Mudball,
Read Magic & Detect Magic, Comprehend Languages,
Ear-Piercing Scream, Grease, Identify, Memorize Page, True Strike

PATRON FAMILIAR: All 0-level spells

1st lvl
Burning Hands, Cheetah's Sprint, Crafter's Fortune, Hex Vulnerability, Ill Omen, Magic Missile (SMPL), Nauseating Dart (FORT save), Obscuring Mist, Shocking Grasp (Patron), Sleep, Snowball ZEEVA: charm person (DC 14), command (DC 14), identify, unseen servant
Reduce Person. Enlarge Person

2nd lvl: Burning Arc (SMPL), Flaming Sphere(Patron), Flurry of Snowballs, Glitterdust, Mirror Image(SMPL),
From ZEEVA's Familiar: augury, fog cloud, locate object

3rd lvl: Lightning Bolt, Haste (SMPL)