Halfling Slinger

Grunyar Feyblooded's page

27 posts. Alias of Merck.


Deity

Calistria

Languages

Dwarven, Common, Elven, Infernal, Halfling, Orc, Draconic

About Grunyar Feyblooded

STR 8, DEX17, CON12, INT18, WIS 8, CHA12
Elf
Male
Medium Size
Height:
ft
Weight: lbs
Wizard (Spellslinger) lvl 1

COMBAT STATS
BaB +0
Init +3; Senses Perception +6, Darkvision 60ft
CMB -1 (+0BaB -1strength)
CMD 12 (+0BaB -1strength +3dexterity +10)
Favored class Wizard (+1HP at lvl 1)


DEFENSE
AC 15 , touch 13, flat-footed 13 (+3 Dex, +2 Armor) 

HP 8 (1d6+1) plus (+1 favored class)
Fort +1
Ref +3
Will +1

OFFENSE
Speed 30 ft, 30 ft armored

Melee Cestus +1 melee (1d4-1/19-20x2)
Ranged Pistol +3 Ranged (1d8+1/x4), range 20ft.


Space 5 ft., Reach 5 ft.

TRAITS:
Star Struck: You gain a +1 trait bonus on Knowledge (local) checks. Pick one of the following celebrities with which to be obsessed. Each celebrity is associated with a particular ability score. Once per day, you can draw on your inspiration from your icon when you are about to attempt a skill check modified by that ability score. When you do so, roll the check twice and take the better of the two results as your actual result. Jackdaw: Intelligence.
Magica Knack: (wizard)

FEATS:
1st lvl: Point Blank Shot
Wizard: Gunsmithing

SKILLS:
Appraise
8 Craft Alchemy (3+4int+1rank)
8 Knowledge Arcane (3+4int+1rank)
8 Knowledge Local (3+4int+1rank)
8 Knowledge Planes (3+4int+1rank)
8 Linguistics (3+4int+1rank)
8 Spellcraft (3+4int+1rank)

EQUIPMENT:

Pistol (B and P), 1d8 dmg, crit x4, range20 ft., misfire 1 (5 ft.), capacity 1, 4 lbs.
Cestus (B or P)1d4 dmg, crit 19-20x2, 5gp, 1 lbs
Dagger (P or S), 1D4 dmg, crit 19-20 x2, 2gp, 1 lbs
Haramaki Armor (+1/-/-/0%), 3gp, 1 lbs
Armored Kilt (+1/+6/-/0%), 20gp, 10 lbs
Gunsmith’s kit, 15 gp, 2 lb.
Backpack, gp, 1 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs
Sack, 1 sp, 1/2 lbs
Grappling Hook, 1gp, 4 lbs
5x Oil (1 pint flask), 0.05gp, 5 lbs
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs
Waterskin, 1gp, 4 lbs
Explorer's Outfit, 8 lbs
Spell Component Pouch, 5gp, 2 lbs
Traveling Spellbook, 10gp, 1 lbs
Inkpen, 1 sp, -
Ink, 8gp, -
2x Sheets of Paper, 8sp, -
3x Scroll Cases, 3 gp, 1 1/2 lbs
3x Trail Rations, 0.15gp, 3 lbs

Carrying Capacity Light: 38(43)lbs. Medium: 39-76(44-86)lbs. Heavy: 77-115(87-130)lbs.

Currency: gp

Total Weight: lbs.



SPELLS:

WIZARD
Spellbook:

Shield *
Protection from Evil
Endure Elements
Abundant Ammunition*
Air Bubble
Mount
Mage Armor
Obscuring Mist
Unseen Servant
Comprehend Languages
Identify
True Strike
Feather Fall
Expeditious Retreat
Enlarge Person

*memorised ones.

SORCERER
Know:

Cantrips:
Detect Magic
Read Magic
Resistence
Message

1st LVL:
Ray of Enfeeblement
Grease
Bless
Burning Hands

Spells per Day

1st lvl: 6

Used today: 0

CLASS ABILITIES:

Cantrips
Empyreal Bloodline Arcana
Empyreal Bloodline Power - Heavenly Fire (Sp)
Gunsmithing
Arcane Gun
Mage Bullets
School of the Gun

ABOUT THE CHARACTER :

Grunyar grew up alone working the streets of Kintargo. Poor and without a family he could only rely on himself most of the time. He never did learn what happened to his parents but rumor has it that they were traveling merchants imprisoned by Hellknights on treason charges and never seen again Whatever the real reason for their demise Grunyar spend most of his life avoiding the law.

When adulthood came he felt a drive towards the arcane arts so strong it became a physiological need. He would work, sometimes for free, for anybody who could teach him anything about magic. Along the way he learned the ways of the slums and how use the most fascinating invention ever created: gunpowder! Most of the time the elf did odd jobs for the Red Jills and the River Talons to survive until they went into hiding to avoid the martial law.

Grunyar is an anxious young elf raised among humans and prone to emotional outbursts in tense situations. His usual restrained self only seems to relax when talking about alchemy and the arcane. In spite his natural born magic talent he is an avid reader who would rather spend a night with some books than with strangers.

Most of the time the elf keeps to himself trying to go unnoticed in the city's crowded streets. But he does have a temper and sometimes it shows, his patience with "foolishess" is rather small. Despite always trying to stay out of other people's ways and troubles Grunyar may break that pattern occasionally to help others, specially the young and the defenseless. After growing up on the streets he developed a strong sense of empathy for those fighting against overwhelming odds. He went to the protest looking for trouble, planning on painting "Down with Thrune!" on some wall and maybe throw a rock or two at some hellknight.

Appearance
Clad in his light padded armor Grunyar is a short dark haired elf who have too many scars and seems hyperactive. The impression derives not only from the speed of his speech but also from multiple tics. His body language is full of nervous mannerisms and his eyes never seem to stop scanning the surroundings.

CLASS AND ARCHETYPE ABILITIES:

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Arcane Gun (Su): The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired Classes through the arcane gun that require an attack roll have a ×3 critical hit multiplier.

A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate 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: The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a Gunslinger gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a Gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun.

Mage Bullets (Su): A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. 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 the wizard's cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.

School of the Gun: The rigor and care required by arcane guns is so great that a spellslinger wizard forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. 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: Illusion, Enchantment, Evocation, Necromancy.

This ability replaces arcane school.

Story Feat - Forgotten Past:
Prerequisite: You must have suffered permanent memory loss or have the Reincarnated background.

Benefit: The duration of mind-affecting spells (even beneficial ones) is halved for you, to a minimum of 1 round. Your inquisitive nature gives you a +2 bonus on Perception checks. If you have 10 or more ranks in Perception, this bonus increases to + 4 .

Goal: Regain a major portion of your lost memories. The exact means varies, possibly requiring a wish, assistance from a divine being, reliving a past life, or confronting the situation that led to your memory loss. This process must involve encountering a challenging foe, though possibly in ways other than direct confrontation.

Completion Benefit: You roll twice whenever you attempt a saving throw against a mind-affecting effect, keeping the better result.

Special: Restoration of memories by means less significant than miracle or wish does not qualify for the prerequisite.

ELVEN RACIAL TRAITS:

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Elves are Humanoids with the elf subtype.

Base Speed: Elves have a base speed of 30 feet.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
41
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Notes to self:

Draft of candidates for arcane gun from the wizard's list:

1 Burning Hands (evocation)
1 Color Spray (illusion)
1 Ray of Enfeeblement (necromancy)

2 Fire Breath (evocation)
2 Shatter (evocation)
2 Acid Arrow

3 Ghoul Touch (necro)+ Reach Spell feat
3 Pellet Blast (conjuration)
3 Battering Blast (evocation)
3 Heatstroke (evocation)
3 Lightning Bolt (evocation)
3 Ray of Exhaustion (necromancy)

4 Crushing Despair (enchantment)
4 Dragon's Breath (evocation)
4 River of Wind (evocation)
4 Shout (evocation)
4 Fear (necromancy)

5 Cone of Cold (evocation)

6 Cold Ice Strike (evocation)
6 Disintegrate (transmutation)

7 Waves of Ecstasy (enchantment)
7 Prismatic Spray (evocation)
7 Firebrand (transmutation)

8 Wall of Lava (conjuration)
8 Shout, Greater (evocation)

9 Clashing Rocks (conjuration)
9 Meteor Swarm (evocation)