Classes/Levels |
Male Human Gunslinger/Magus (eldritch archer) |
About Cole Redhand
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)
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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.