Count Lucinean Galdana

Cole Redhand's page

134 posts. Alias of JoshB.


Classes/Levels

Male Human Gunslinger/Magus (eldritch archer)

About Cole Redhand

Background:
Cole is originally from Alkenstar and is looking for a way to get back home. He is trained in alchemy and gunsmithing and came to Absalom to work on a contract to build a firearm and ammunition factory for one of the local consortiums. After spending eighteen months working for the local business, helping set up the processes and alchemical equipment to produce powder and cartridges, the endeavor was sabotaged by a rival group of businessmen. The factory was set aflame and exploded, killing most of Cole's coworkers and leaving him horribly burned and in need of serious healing. He awoke a week later to find his employers bankrupt and himself out of job. He spent most of his remaining coin on paying the bill for his healing and now he is looking for a job to pay the bills and perhaps get him back home to Alkenstar.

Cole Redhand
Human gunslinger 1/magus (eldritch archer) 1 (Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Ultimate Combat 9, Pathfinder RPG Ultimate Magic 9)
CG Medium humanoid (human)
Init +4; Senses Perception +6 (+5 when adjacent to open flames or on fire)
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 16 (2 HD; 1d8+1d10+2)
Fort +6, Ref +6, Will +3; -1 vs. fire effects, -1 when adjacent to open flames or on fire
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +1 (1d4/19-20) or
. . short sword +1 (1d6/19-20) or
. . unarmed strike +1 (1d3 nonlethal)
Ranged mwk pistol +6 (1d8/×4)
Special Attacks arcane pool (+1, 5 points), deeds (deadeye, gunslinger's dodge, quick clear), grit (1), spell combat
Magus (Eldritch Archer) Spells Prepared (CL 2nd; concentration +6)
. . 1st—snowball[UW] (2)
. . 0 (at will)—acid splash, detect magic, light
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 13, Int 18, Wis 12, Cha 9
Base Atk +1; CMB +1; CMD 15
Feats Gunsmithing[UC], Point-Blank Shot, Precise Shot
Traits called, magical knack, mana wastes survivalist

Skills
Acrobatics +8 (+7 when adjacent to open flames or on fire),
Appraise +4 (+3 when adjacent to open flames or on fire),
Bluff -1 (-2 when adjacent to open flames or on fire),
Climb +3 (+2 when adjacent to open flames or on fire),
Craft (alchemy) +9 (+8 when adjacent to open flames or on fire),
Craft (firearms) +10 (+9 when adjacent to open flames or on fire),
Diplomacy -1 (-2 when adjacent to open flames or on fire),
Disguise -1 (-2 when adjacent to open flames or on fire),
Escape Artist +3 (+2 when adjacent to open flames or on fire),
Fly +3 (+2 when adjacent to open flames or on fire),
Heal +1 (+0 when adjacent to open flames or on fire),
Intimidate -1 (-2 when adjacent to open flames or on fire),
Knowledge (arcana) +9 (+8 when adjacent to open flames or on fire),
Knowledge (dungeoneering) +8 (+7 when adjacent to open flames or on fire),
Knowledge (geography) +5 (+4 when adjacent to open flames or on fire),
Knowledge (local) +9 (+8 when adjacent to open flames or on fire),
Knowledge (planes) +8 (+7 when adjacent to open flames or on fire),
Perception +6 (+5 when adjacent to open flames or on fire),
Ride +7 (+6 when adjacent to open flames or on fire),
Sense Motive +1 (+0 when adjacent to open flames or on fire),
Spellcraft +9 (+8 when adjacent to open flames or on fire),
Stealth +3 (+2 when adjacent to open flames or on fire),
Survival +1 (+0 when adjacent to open flames or on fire),
Swim -1 (-2 when adjacent to open flames or on fire),
Use Magic Device +1 (+0 when adjacent to open flames or on fire)

Languages Common, Elven, Giant, Goblin, Orc
SQ burned, gunsmith, ranged spell combat, ranged weapon bond
[
b]Combat Gear [/b]oil of bless weapon (2), potion of cure light wounds (2), tanglefoot bag; Other Gear mwk chain shirt, dagger, mwk pistol[UC], paper cartridge[UC] (100), short sword, alchemy crafting kit[APG], bandolier[UE], bedroll, belt pouch, flint and steel, gunsmith's kit[UC], magus starting spellbook, masterwork backpack[APG], masterwork gunsmithing tools, mess kit[UE], powder horn[UC], smoked goggles[APG], spell component pouch, torch (10), trail rations (5), waterskin, mule, bit and bridle, blanket, feed (per day), pack saddle, saddlebags, 3 sp
--------------------
Special Abilities
--------------------

Magus:
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Ranged Spell Combat (Ex) Must use ranged weapon for spell combat.
Ranged Weapon Bond (- custom / magic weapon -) (Ex) Must have bonded object to cast spells, doesn't interfere with somatic components.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.

Traits/Drawbacks:
Burned -1 to save vs. fire, -1 attacks, saves, skill checks if you are adjacent to or on fire.

Gunslinger:
Deeds Use Grit to perform special abilities with your firearms.
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.

Feats:
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.