About Garrison Wyngarde Max HP:18 Current HP:18
Defense AC: 17
Armor
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Studded leather armor +3ac -1 check pen Reinforced Greatcoat +1ac DR 3/Slashing or Bludgeoning. Speed: 30 Offense BAB:+1 0 CMB: +1 CMD: 14 Combat:
Initiative +5 Fort: + 1 Reflex: + 5 Will: +1 Special Abilities
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Cantrips
Racial
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Ryn Starting Bonus Feats: Combat Expertise, Improved Initiative, Quick Draw, Weapon Finesse Ability Scores: +2 any stat, +2 CHA, -2 WIS Automatic Class Skill: Diplomacy Racial Skill Bonuses: +2 Bluff, +2 Sense Motive Automatic Languages: Cygnaran (spoken), Llaelese Bonus Languages: Caspian, Cygnaran (written), Khadoran, Rhulic (spoken), Shyr (spoken, requires 2 ranks to learn) Traits:
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Gun Nut: You were raised with a pistol in your hand and learned from an early age how to maintain, load, and fire a gun. You receive a +2 competence bonus on Craft (small arms) as a result. Reactionary: You were bullied often as a child, but
Skills: 4+Int mod+bonus (7 per level)
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Acrobatics +8 Bluff+7 Climb +5 Craft (Gunsmithing)+6 Craft(Small Arms)+8 Diplomacy+ 8 Jump +2 Intimidate+8 Knowledge Arcana +6 Perception +5 Sense motive +1 Ride + Spellcraft+5 Stealth +5 Swim +5 Survival + Feats:
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Exotic weapon prof firearms (class bonus), Weapon focus (small arms), Quick draw (human bonus), Two Pistol Fighting (Tempest fighting), Combat loading(order bonus) Equipment (lbs)
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Gunner's kit 2 holsters Bandolier w/ ammo pouches Flint striker Waterskin 50ft silk rope Backpack Military uniform Explorer's outfit Bedroll Belt pouch 10 sunrods Spells:
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PER DAY:0-5, 1-1 Known: 0-5 mage hand,detect magic, disrupt undead, flare, guncraft. 1st -2
Capacity:
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Light: lbs Medium: lbs Heavy: lbs Background
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The son of a decorated Llaelese Pistoleer, Garrison was literally raised around guns. His prediliction for trouble and penchant for adventure led to him looking forward to growing up a soldier,and his father made sure to train the boy with his signature weapon. Touching the cold steel was different for him though, it was as if he could feel a faint pulsing, a life within the weapon that in turn made him feel more alive himself. Worrying that he was being crazy, he kept his feelings to himself for years until that fateful day during the revolt against the Khandoran occupation. Overwhelmed, the contingent of soldiers and consctipts, including the now teenaged Garrison, seemed all but doomed, the noble Amethyst Knights standing their ground against hope. Then it happened. A contingent of Cygnaran soldiers arrived to help them, led by a Gunmage of the Arcane Tempest. For the first time, Garrison witnessed the true glory of gunmagic. The man was a veritable storm of violence, fury and grace, power and skill, gunplay blending with arcane energies in an overwhelming display of ability. In a single moment Garrison understood his path in life. When the opportunity to migrate to Cygnar arose, he leapt forward whole heartedly. Since then he has completed his training and done rather well for himself earning respect for his skills if not his unpredictability. A bit of a wildcard, his name is often toasted to by fellow soldiers and cursed by superior officers.
Personality
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Charming, engaging, wild, unpredictable, valiant, reckless as all hell. These are but a few of the terms used to describe Garrison Wyngarde. He is all of these and more. A young man who thrives on action and chafes at the very thought of stagnation. While he definitely lives by his own code, he still shows the occasional sparks of an idealist. Garrison often plays the part of a catalyst, his very presence seeming to froment action over dialogue. Garrison's approach to conflict can best be described by a memorable quote from a friend and fellew soldier. "Face first, guns blazing, getting all your friends shot!!!"
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6'2 175lbs Black hair and goatee Steel Grey eyes Tall and dashing, handome in a dangerous sort of way, Garrison never goes unnoticed. His ready smile and casual posture tend to disarm those around him, at least, those who look past the lean gunfighter's body, or fail to notice his perfectly balanced graceful movemnts. Wealth
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pp 92gp 35sp cp gems XP: Spoiler:
1300 Details:
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Arcane Focus: A gun mage may cast any spell he knows as though it were affected by the Eschew Materials feat so long as he holds a pistol in his hand. Additionally, a gun mage with a pistol in hand does not suffer the usual arcane spell failure chance associated with wearing light armor (medium and heavy armors still have their normal arcane spell failure chance). Spells cast without a pistol in hand are subject to all the normal requirements and restrictions of spellcasting (including arcane spell failure from armor and shields). Additionally, any ray spells cast by the gun mage can be focused through the barrel of his pistol, allowing him to use his pistol ranged attack bonus (and any ensuing bonuses from Weapon Focus or other feats) to determine the ranged touch attack bonuses for resolving the ray spell. However, the gun mage cannot cast a spell and fire his pistol at the same time. Unfortunately, normal pistols are not built to withstand the arcane forces channeled by a gun mage. For every two spell levels cast through the pistol, it loses one point of hardness, rounding up for odd level spells. When the pistol's hardness reaches 0 it is destroyed, consumed by the arcane forces channeled through it. A common pistol has a hardness of 10 and 5 hit points. Cantrips: Gun mages learn a number of cantrips, or 0-level spells, as noted on Table: Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.
Cast Rune Bullet: At 3rd level, the gun mage learns how to craft special bullets that channel spell energy. When firing a rune-cast bullet, the gun mage can, as a free action, channel a spell into the bullet. If the bullet hits its target, it does an additional 1d6 force damage per level of the spell channeled into the bullet. Cantrips cannot be channeled in this way.
Bonus Feat: Every five levels, a gun mage gains a bonus feat. These must be chosen from the following list:
Table 1–7: Bonded Magelock Pistol Special Abilities
Alertness: The touch of cold, magelock steel serves to sharpen its master's senses. While the magelock
Spell Link: Due to the magic channeling and absorbing properties of the metals used to craft magelock
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Militant Order of the Arcane Tempest Spoiler:
Class Skills: Climb (Str), Swim (Str). Bonus Feats: Combat Casting, Combat Loading, Critical Focus, Improved Combat Loading, Point Blank Shot, Precise Shot, Improved Precise Shot, Improved Critical, Quicken Spell, Spell Focus, Greater Spell Focus, Weapon Focus (any). Origin Techniques: Gun mages trained by the Militant Order of the Arcane Tempest do not provoke attacks of opportunity for firing a pistol in a square threatened by an enemy. Additionally, Tempest gun mages gain proficiency with the longsword and Caspian battleblade.
Tempest Combat (Ex): At 1st level, a Tempest gun mage with at least one pistol in hand gains the benefits of the Two-Weapon Fighting feat. At 10th level, this ability functions as if he also possessed Improved Two-Weapon Fighting. Twin Strike (Ex): At 8th level, a Tempest gun mage with at least one pistol in hand may make a single attack with a weapon in each hand as a standard action. Arcane Invigoration (Su): At 15th level, a Tempest gun mage who scores a critical hit with any spell (or any shot conducting a spell through the Imbue Bullet ability) immediately refreshes the spell slot that was used to cast it as though it had not been cast. Ballistic Cyclone (Su): At 20th level, a Tempest gun mage may accelerate his body to such an extent as to permit him to make an attack with his pistol at his highest attack bonus against every enemy within 30 feet as a full round action, though the gun mage is still limited by ammunition and must use his Spellshot ability to provide any additional shots beyond the pistol's normal capacity. A gun mage may opt to use a pistol in his off-hand to take some of the shots granted by this ability in order to avoid using more spell slots to fuel Spellshot. He may also voluntarily choose to take fewer than the maximum number of shots if he wishes. A gun mage may make no more than one attack against a single target with this ability, whether the attack succeeds or not. Each use of this ability deals 2 points of Charisma damage to the gun mage that cannot be avoided, though it may be restored like any other ability damage. At 1st, 8th, 15th, and 20th level, a gun mage masters a particular technique exclusive to his origin. Additionally, a gun mage's training grants him a passive ability at first level that reflects the basic tenets of his learning. At 2nd level, and every four levels thereafter, a gun mage receives one bonus feat, chosen from a list specific to each origin. The gun mage must meet the prerequisites for these bonus feats.
Spell List: Spoiler:
0 level—arcane mark, dancing lights, daze, detect magic, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance 1st level—alarm, animate rope, burning hands, cause fear, change self, charm person, chill touch, color spray, endure elements,
2nd level—alter self, arcane lock, blindness/deafness, blur, bull's strength, cat's grace, continual flame, darkness, darkvision,
3rd level—blink, confusion, detect thoughts, dispel magic, displacement, emotion, explosive runes, fear, fireball, fly, gaseous
4th level—bestow curse, black tentacles, charm monster, confusion, contagion, dimension door, dominate person, emotion,
5th level—animate dead, cloudkill, cone of cold, control water, dominate person, faithful hound, feeblemind, greater
6th level—acid fog, antimagic field, chain lightning, circle of death, contingency, disintegrate, eyebite, flesh to stone, forceful
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