![]()
About Jatev TalraniexStatistics:
Male Elven Wizard (Spellslinger)/Gunslinger (Musket Master/Siege Gunner) 1
NE Medium Humanoid (Elf) Init +6; Senses Perception +5; darkvision 60 ft. ------------------------------ DEFENSE ------------------------------ AC 15, touch 14, flat-footed 11 (+1 armor, +4 dex) hp 12 Fort +4, Ref +7, Will +4 Weaknesses Light sensitivity ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee Rapier +5 (1d6-1)
Ranged Musket +5 (1d12)
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Overwhelming Magic Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. Darkvision Though uncommon, some elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. Moonkissed Elves with this alternate racial trait gain a +1 racial bonus on saving throws. Bandit Since you were young, you’ve been a member of one River Kingdoms bandit gang or another. You gain a +1 trait bonus Stealth checks, and it is always a class skill for you. Volatile Conduit You discovered a secret that enhances the energy of some spells. Once per day as a free action, when you cast a spell that deals acid, cold, electricity, or fire damage, you can enhance that spell with volatile energy. When you do, it deals 1d4 points of extra damage of the same energy type. Warrior of Old As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks. Arcane Gun The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and gains an arcane gun. Arcane guns are normal firearms in the hands of others. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. Spells fired through the arcane gun that require an attack roll have a ×3 critical hit multiplier. He 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 is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. If any of the spells’ attack rolls result in a nat 1 (a misfire), or a nat 20 is rolled on any saving throw from the targets (an overload), the arcane gun breaks. If the arcane gun is already broken, the gun explodes. When a gun explodes it lets loose a blast of force (or energy damage corresponding to the spell used). The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the energy 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 gun 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. Mage Bullets As a swift action a spellslinger can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed into his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane gun: 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 lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again. This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook as 1st-level spells. School of the Gun (Abjuration, Conjuration, Divination, Enchantment) A spellslinger forsakes four schools of magic. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell, and 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. Gunsmith At 1st level a musket master gains a battered musket, and only he knows how to use it properly. All other creatures treat his gun as if it was broken. If the weapon is broken, it cannot be used by anybody else. The gunslinger also gains Gunsmithing as a bonus feat. Rapid Reloader A musket master gains Rapid Reload (muskets) as a bonus feat. Grit (Siege Gunner) At the start of each day, a siege gunner gains a number of grit points equal to his Intelligence modifier (minimum 1). His grit caps at his Intelligence modifier. A gunslinger spends grit to accomplish deeds, and regains grit in the following ways. Critical Hit with a Firearm: Confirming a critical hit against a creature with at least half of the gunslinger's Hit Dice with a firearm attack while in the heat of combat. Killing Blow with a Firearm: Reducing a creature with at least half the gunslinger's Hit Dice to 0 or fewer hit points with a firearm attack while in the heat of combat. Targeted Blast When using a firearm or siege engine that targets an area, a siege gunner can spend 1 grit point to focus the brunt of the blast on a single creature within the target area. The target creature takes 1 additional point of damage for each level the siege gunner possesses. This is precision damage and is not multiplied on a critical hit. At 5th level and for every 5 levels the siege gunner possesses beyond that, she can select an additional creature to target with this bonus damage. Targets must be selected before any attack rolls or saving throws are made. Steady Aim As long as a musket master has at least 1 grit point, he can take a move action to increase the accuracy of a two-handed firearm, which increases the range increment by 10 feet. This stacks with other abilities that increase his range increment. Quick Clear As long as the gunslinger has at least 1 grit point, as a standard action he can remove the broken condition from a single firearm, as long as that condition was gained by a misfire. Alternatively if the gunslinger spends 1 grit point he can perform quick clear as a move action. Spells:
------------------------------ Spells ------------------------------ Spells marked with an *asterisk* are evocation and at a +1 DC 1st (2/day | DC 14)
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-26 lb. Medium 27-53 lb. Heavy 54-80 lb. Current Load Carried 20 lb. Money 255 GP 0 SP 0 CP
Background:
The child's inception was a tragedy. A drow matriarch toying with her slaves caused the coupling of a female elf and a male drow. Neither part wanted anything to do with their dirty-blooded offspring.
A decade later fortune smiled upon the child's mother, Sumina, and an extradition team came to help her and many of her fellow slaves escape. The drow slaves were harried to a corner while the elves ran, but the child's appearance confused the rescuers and they were unsure what to do with him. Sumina glared coldly at him, then quietly told them to bring the child as well. As they traveled back to Kyonin they had many nights alone in the wilderness. The child thought his mother had perhaps decided to give him a chance with her newfound freedom. But she had much darker intentions. The shame she carried for his existence was so great that she did not want to risk him growing up and becoming known to her family and peers. And so one night, under the darkness of a new moon, Sumina attempted to smother him in his sleep. The child was frail and would have perished, a short end to such a tragic story, if not for the sliver of moon that pierced the night sky. While Sumina struggled with him, it glared off a piece of metal into her eyes, which gave the child enough freedom to scream for help. The other elves came to his rescue, pulling Sumina off. They knew life in the hands of the drow was torture so they tried to be understanding, questioning them both on what happened. Sumina revealed his drow blood and spit that he was a curse. The elves considered the fate of the child briefly, and reluctantly told him to go his own way. He was not welcome among them, but neither would they murder an innocent child in cold blood. The child fled into the night. No friends, no help, no survival skills, barely spoke twenty words of common. He nearly died of starvation and exposure, becoming so desperate as to eat whatever he came across, inevitably making him sick. Eventually his fortune (or misfortune, depending on how you look at it) was to be discovered by a group of bandits. He was a vulnerable child with no friends or family; perfect as a young recruit to indoctrinate. One of the bandits was an elven magus, Vesryn, and took the child under his wing to teach him the ways of combat magic. And so the child came to maturity under the tutelage of violent outlaws. The life was hard, but not as disempowering or as needlessly cruel as a drow slave, and he adjusted well. Vesryn helped him pick a name, and for the first time in his life he had an identity: Jatev. He took to the learning well, starved for knowledge since had been so deprived of it. He focused almost entirely on the violent uses of magic, wanting never to be vulnerable or powerless again. Jatev was nearing the end of his formative years when one of their raids went south. They attacked what seemed to be an easy mark, but the merchants had hired a group of mercenaries for security, and the bandits were cut down with ruthless efficiency. Vesryn was bloodied on the ground with a broken leg, and as one of the mercenaries stepped up to execute him, he cried out for mercy and that he would give up his own to be spared. After the blade hesitated he hurriedly started describing their hideouts, and told them they could even find a half-drow bastard amongst their ranks, spitting in disgust. The mercenaries agreed to his terms and threw him on the caravan to face justice in the next town. Jatev was beyond furious. He had thought Vesryn had actually cared about him, in his own twisted way. But it turned out he was nothing more than a weapon to help him line his own pockets. And now he was old enough to really understand everything he had been through. He fled into the wilderness with tears of rage, collapsing near a reflective pool. He gazed down hatefully at his own appearance. Everybody he had ever met has seem him as some sort of disgusting thing to be put down, and the one exception was somebody who saw him as a weapon. He gave a twisted bark of ironic laughter. Fine, he would be a weapon than. But he would no longer be looked at with scorn and disgust. His blood meant nothing to him. He took out a dagger and infused it with fire, then brought them to his ears. With rolling tears but steady hands, he carefully sliced through his own flesh, rounding them off to mimic the shape of humans. Then he took to his mottled purple skin. He turned the reflective pool into a kind of acidic bleach, angrily stripped down to nothing, and jumped in. It was the worst pain he had ever felt, as if rivers of burning fire were trying to force their way in through every pore in his body. But when he emerged the last physical traces of his heritage were gone. Jatev continued on his own. He was not meant for civilized life, and so he kept with the banditry. He mostly operated on his own, but e dropped into other gangs here and there. He never stayed around long, their goals boring him. He aspired to do something more memorable, something to make his mark on the world as anything other than a hated or forgotten bastard. These aspirations lead him to riskier and riskier forms of experimentation. For over a century he honed his craft, until one very dogged investigator by the name of Barnet Branson managed to track him down and have him arrested. Jatev was to stand trial for his crimes, but before he went to trial he got to speak to a judge and Barnet. Barnet had spent years studying his methods, and was both impressed and intimidated by his level of ingenuity. He thought that Jatev's skills may be of good official use, and was pitching the idea to both Jatev and the judge. Jatev thought through the opportunity and realized his work may be appreciated on full display under the approving eyes of the military, as long as it was against the right targets. He knew how to fuse arcane methods with mechanical tools and knew his legacy would be remembered as a brief, explosive one. And so together they decided on the Worldwound, constant warfare against hoards of unredeemable demons being the perfect playing grounds for him. Jatev spent a few years at the Worldwound. He quickly got through the required training and got himself assigned to the siege weapons. When he came upon them he almost felt like he had fallen in love. It wasn't long until he started earning a reputation as an extremely efficient siege gunner, his carnage ripping through the demon hoards. He started counting his kills, retelling his best shots with an unsettling level of relish and detail. It made his fellow crusaders start to worry about him. They started to keep an eye on him. For a few more weeks the oversight was largely purposeless. Jatev was a violent and cruel man, but he was also cunning and ruthlessly efficient, and knew any kind of suspicious activity would end his hand in the carnage. But that did not stop outside intervention. His rampage was a double-bladed sword, and some of the more powerful demons had become aware of him. And so it was in one of the larger assaults, he was targeted by enchantment magic, and quietly turned his weaponry onto his own crusaders. He got nearly half a dozen shots off before his comrades realized what was happening. The casualties reached nearly a hundred. Jatev was stripped of his rank and equipment and thrown into a cell to face justice. He desperately tried to plead his case that he had been controlled by the enemy, but between his abrasive personality and his disturbing reputation, his cries fell on deaf ears. And so now he sits and waits his fate, fuming in anger at the crusaders he had devoted his work to helping. At their first opportunity they threw him away like a rabid dog. And he would not let that go lying down. Appearance and Personality:
Jatev appears to be a lithe human of average height with sharp cheekbones and a sharp widow's peak. His straight black hair is usually tied back in a half-ponytail, the rest falling down around his shoulders. His eyes are a warm yellowish-orange, and his skin is a slightly off-putting pale shade.
Jatev is a man who hungers. He grew up with less than nothing, and demands his pound of flesh from the world, with extreme interest. He intends to make something of himself that he will be remembered for. He is normally soft spoken with a slight rasp to his voice, and tends to be subtly condescending to those he interacts with that aren't in positions of power over him. A keen observer would note that while his work and obsessions are on the razor's edge of unpredictable destruction, he is not needlessly cruel and has an understanding that causing wanton death is an express ticket to his story ending. |