Mutasafen

Joshua Redtail's page

37 posts. Alias of Radidast.


Race

| Fort: +10, Ref: +16, Will: +12 | M. Atk: +9, R. Touch: +18 | CMB: +9, CMD: 25 | Init: +8, Perception: +28 (+31 vs traps), See In Darkness | Luck 12/12 day, Spell Points 11/12 day, Grit 2/2 day

Classes/Levels

| Feathered Hat of Foppishness | Tin Man | Wand

Gender

Wandslinger/Bard 10 | HP: 110/110 | AC: 28 [30] / T: 21 / 21 [23]: [7 / DR: Silver], Resist: 5 Cold, Elec, Fire

About Joshua Redtail

Joshua Redtail
LN Tiefling Wandslinger/Bard (Archaeologists)
Init +8; Perception +28 (+31 vs traps); See in Darkness

Grit 2/day
Archaeologists Luck 12/day
Spell Points 12/day
-Revitalize (Cost 1)
-Alteration Forms to persist 1 min/level (Cost 1)

DEFENSE
AC 30 , touch 21, flat-footed 23 (+6 Dex, +4 Armor, +2 Shield, +3 Dodge, +1 Natural, +2 Deflect, +2 enhancement)
[DR 7/Silver]
hp 110 (10d10+10)
Fort +10, Ref +16, Will +12

[...] = Blank Form Active

OFFENSE
Speed 30 ft, [70 ft fly]
Melee Unarmed Strike +9
Range +18 Adamantine Wand of Destruction 6d6+12 (Dice min 3)
With Full Abilities/Feats +18 Amdamantine Wand of Destruction 6d6+20 (Dice min 3)
Full Round Shot +18 Adamantine Wand of Destruction 10d6+24 (Dice min 3)

STATISTICS
Str 8, Dex 22, Con 10, Int 16, Wis 14, Cha 14
Base Atk +10; CMB +9; CMD 25

Feats:

1st: Weapon Focus- Wand
Wandslinger Bonus: Craft Wand
2nd: Extra Bardic Performance
3rd: Point Blank Shot
4th: Skill Focus- Perception
Wandslinger Bonus: Precise Shot
5th: Improved Unarmed Strike
6th: Skill Focus- Spellcraft
7th: Kirin Style (Combat, Style) Kirin Strike (Combat)
8th: Fiend Sight (Tiefling)
Wandslinger Bonus: Quick Draw
9th: Toughness
10th: Fiend Sight (Tiefling)

Adventure Skills:

Acrobatics +17
Diplomacy +15
Disable Device +29
Escape Artist +15
Fly +14
Knowledge (Arcana) +21 (+23 Identify)
Knowledge (Dungeoneering) +21 (+23 Identify)
Knowledge (Local) +8
Knowledge (Nature) +21 (+23 Identify)
Knowledge (Planes) +21 (+23 Identify) (Using Know Religion)
Knowledge (Religion) +21 (+23 Identify)
Linguistics +7 (+12 with archaic and incomplete languages
Perception +28 (Can be used for tracking)
Spellcraft +19
Sense Motive +15

Background Skills:

Knowledge (Engineering) +12
Knowledge (Geography) +12
Knowledge (History) +12
Knowledge (Nobility) +12
Perform (Oratory) +7
Profession (Hunter) +9
Sleight of Hand +20

Languages:
Common, Infernal, Undercommon, Draconic
NOTE: Understands all langauges spoken and written while wearing his hat, but that does not mean he can speak all of them.

EQUIPMENT
Adamantine Wand of Destruction (12,600 gp)
-Extended Range
-Focused Blast
-Craft Blast
-Thorn Blast
+2 Attuned Mithral Chain Shirt
Boots of Elvenkind (2,500 gp)
Foppish Feathered Hat of Comprehend Languages and Read Magic (5,200 gp)
Vest of Escape (5,200 gp)
Goggles of the Eagle (2,500 gp)
Ring of Featherfall (2,200 gp)
Apprentice’s Cheating Gloves (2,200 gp)
Adamantine Full Plate Armor (16,500 gp) (Worn by Tim the Armor)
Heavy Longcoat Shield (2,000 gp)

Gold 11,100 gp

SPECIAL ABILITIES

Traits:

Forbidden Knowledge
After the horrid ritual that cursed Joshua with a form of Lycanthrope, the young man spent years learning all he could to temper and control his power. He has gained a measure of success but was forced to search some very dark holes for the information he needed.

Anytime you would roll a Knowledge (planes) check, you may roll a Knowledge (history) or Knowledge (religion) check instead.

Ever Wary (Tiefling)
Born and raised in the woods by an elf man and his pack of wolves, Joshua learned a harsh way of life that has stuck with him ever sense. Despite himself he is never really able to sit still.

During the surprise round and before your first action in combat, you can apply half your Dexterity bonus (if any) to your AC. You still count as flat-footed for the purposes of attacks and effects.

Practiced Aim (Combat)
The wand is his weapon. It has been since he learned the trick to using the other magic... the magic he was born with. The trick is naturally not to use it yourself. It's wild and erratic. The best way to control it is too imbue it into a wand. And since he did that oh so many years ago he has used this wand as his weapon. This wand is his weapon, an extension of himself.

Benefit: You gain a +1 trait bonus on attack rolls with your destructive blast.

Foul Brand (Drawback):
The horrid ritual that infused his already twisted form with yet more dark magic left it's mark. The mark of the god Gaur served. It is a mark that was burned into his hand. It reminds him daily of the pain he went through... and daily urges him to continue his hunt for other cultists that serve this deity.

You have the symbol of an evil deity burned into your flesh. If the symbol is on your hand, you take a –1 penalty on Disable Device, Disguise, and Sleight of Hand checks. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks.

This does not count as a holy symbol for the purposes of a divine focus for spellcasting.

Wandslinger Abilities:

[/b]Tools of Destruction[/b]
The wandslinger may create and use wands keyed to the Destruction sphere as if he possessed that sphere, the Craft Wand feat, and a caster level equal to his class level. He may not use this ability to create wands with a caster level higher than his class level. He may use the ability modifier he uses to determine Grit capacity as his casting ability modifier.

In addition, the wandslinger begins play with a battered wand keyed to the Destruction sphere – this wand has a caster level of 2 and functions only for the wandslinger.

For the purposes of all gunslinger class features, a wandslinger treats wands as one-handed firearms.

This ability replaces gunsmith.

Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Nimble (Ex)Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Wand Training (Ex) Starting at 5th level, a wandslinger gains a bonus equal to his Dexterity modifier on damage rolls with Destructive Blasts cast from wands, and may use his class level in place of the wand’s caster level when determining the save DC of any Destructive Blast he casts from a wand.

At 9th level whenever the wandslinger casts a spell from a wand he may increase its caster level by +1, even if it is not keyed to the Destruction sphere. This increases by an additional +1 for every 4 class levels after 9th to a maximum of +3 at 17th level.

This ability replaces gun training.

Deeds
Gritty Activation (Ex)
A wandslinger may recharge wands by expending a grit point in place of a spell point. In addition, once per round when casting a Destructive Blast from a wand, a wandslinger may expend 1 grit point in place of one of the wand’s spell points. At 11th level he may use this ability twice per round.

This ability replaces quick clear and expert loading.

Steady Aim (Ex)
At 1st level, as long as a wandslinger has at least 1 grit point, he can take a move-equivalent action or spend a grit point to increase the accuracy of a wand of the Destruction sphere. When he does, he increases the range of the destructive blast by 5 feet per class level. This stacks with other abilities that increase his range increment.

This replaces deadeye.

Wandslingers Dodge (Ex)
At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Gunslinger Initiative (Ex)
At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Utility Shot (Ex) At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.

Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.

Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Dead Blast (Ex) At 7th level a wandslinger gains the Destruction talent Gather Energy, even if he does not meet the prerequisites. He may apply this talent to Destructive Blasts cast from wands as if they contained that talent.

This ability replaces dead shot.

Startling Shot (Ex) At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.

Targeting (Ex) At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.

Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.

Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.

Torso: Targeting the torso threatens a critical on a 19–20.

Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Bard (Archaeologist) Abilities:

Archaeologist’s Luck (Ex) 12/day
Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Bardic Knowledge (Ex)
A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Clever Explorer (Ex)
At 2nd level, an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

This ability replaces the versatile performance ability.

Uncanny Dodge (Ex)At 2nd level, an archaeologist gains uncanny dodge, as the rogue class feature of the same name.

Trap Sense (Ex) At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

Rogue Talents At 4th level, an archaeologist gains a rogue talent. He gains an additional rogue talent for every four levels of archaeologist gained after 4th level. Otherwise, this works as the rogue’s rogue talent ability.

Talents
Follow Clues (Ex)
Benefit: A rogue with this talent can use Perception to follow tracks as per the Survival skill.

Trap Spotter (Ex)
Benefit: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Lore Master (Ex)At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Evasion (Ex)At 6th level, an archaeologist gains evasion, as the rogue ability of the same name.

Jack of All Trades (Ex)At 10th level, the bard can use any skill, even if the skill normally requires him to be trained. At 16th level, the bard considers all skills to be class skills. At 19th level, the bard can take 10 on any skill check, even if it is not normally allowed.

Racial Abilities:

Prehensile Tail
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.

Fiendish Resistance
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled
(Grimspawn) Tieflings gain a +2 racial bonus on Disable Device and Sleight of Hand checks.

Underworld Guide
Joshua's experience with ruins and caves, searching for lost knowledge, has granted him a few boons. Those who brave the lightless tunnels below the world's surface learn to identify the dangerous phenomena that characterize the Underworld. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground.

See in Darkness (Su)
The creature can see perfectly in darkness of any kind, including that created by deeper darkness. (Gained with two feats).

MAGIC Spellpoints 12/day:

Spell Points 12/day
Talents (9)
Alteration Sphere (Self Only)
-Avian Transformation
-Undead Traits

Protection Sphere
-Distant Protection
-Greater Barrier

Conjuration Sphere
--Boon Companion
-Lingering Companion
-Shadow Form

Standard 'Wereowl' Form (Blank Form with 2 traits)
70 ft Fly, DR 7/Silver

Backstroy:

I was found by a pack of wolves. No, really! No they didn't raise me! What are you daft? The elf that ran with them did. He was a strange sort. Always looking out as if expecting trouble. To be fair, as old as he was I guess it's just natural. He wasn't an ordinary elf either I think. He had yellow eyes for one. Looked far too much like the wolves for my taste.
Guar was his name. He was a... wanderer of sorts. Never stayed in one place for long. Took me nearly fifteen years to puzzle out why. Crazy bastard was careful. Not careful enough but... that's another story. He found me there, crying like the babe I was, and something in his cold, crazy heart took pity on me. Or, more likely, the wolves made him do it. They were smart. And despite what I said they did help a bit with raising me.

My younger years were interesting. Half the time I was on one of the wolves backs and the other half I was in the arms of a man who never really stopped moving. I got used to it. Picked it up myself. Hard to sit still even after so many years. When I got old enough to walk I had to learn to run. When I was old enough to keep up, I had to build the muscle to do it every day.

And when I could catch my own food? Well... you get the idea.

It was a harsh life but it was a life. And it was the only one I knew so I didn't even think to complain. I learned to speak with Gaur... slowly. He spoke a lot of languages but rarely stuck to one in a conversation.

Then came the day that I was to be an adult. Not by societies standards. By Gaur's. I could take care of myself. I could hunt, speak, and even fight if need be. So he left. But not before giving me a... gift. A ritual you see. One that had to be done on the night of the full moon.

Ah! I see the look in your eyes. You've probably guessed what he did. Or something close. No, he wasn't a werewolf. Not completely. What he was... was different. He used his magic on me... he... twisted me into a form that seemed fitting. And then he left me there... just like my folks did. Only he didn't expect me to die. He expected me to live on.

So I did.

Not for him of course. For me. I went to a settlement, scared a few people with my visage, and ended up learning what it meant to be a 'damned' tiefling in this world. From there it was all roses and butterflies. A happy ending if there ever was one. I learned to control the magic he instilled in me, to keep it tethered. I learned to control my own nature as well. My inherent... Destructive capabilities. The trick is not to wield it myself. I imbue it in this here wand and let it do the magic for me.

Then, when I was strong enough, I tracked Guar down and killed him. He was the first of many. Bastards the lot of them. But none of them boring! That's what I enjoy. A challenge! A hunt!

Oh don't give me that look. They were all monsters like Guar. Cultists, murderers, and sometimes literal monsters the likes of which you could hardly imagine. But those are all tales for another time...

Unless you intend to refill my glass?

Tin Man:
Tin Man
LN Suit of Armor
Init +1; Darkvision 60 ft

DEFENSE
AC 26, touch 21, flat-footed 21 (+1 Dex, +9 Armor, +6 Natural)
Half Damage from All sources but Incorporeal DR 3/-
hp 100 (8d10+20)
Fort +10, Ref +16, Will +12

OFFENSE
Speed 20 ft
Deals Half Damage to corporeal creatures
Melee Slam +11 Slam (1d4+3/2), +11 Slam (1d4+3/2), +6 Slam (1d4+1/2)

STATISTICS
Str 16, Dex 12, Con 14, Int 7, Wis 10, Cha 11
Base Atk +8; CMB +11; CMD 22
[spoiler=Feats]
1st: Light Armor Proficiency
2nd: Medium Armor Proficiency
3rd: Heavy Armor Proficiency
4th: Archon Style, Diversion, Justice

Adventure Skills

Background Skills

Languages Common
EQUIPMENT
Adamantine Full Plate Armor (16,500 gp)

SPECIAL ABILITIES