About Kavon UdayAppearance & Backstory:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Names & Appearance ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Noble Title: - Rank: - Alias: - Full Name: Kavon Uday Gender: Male Eye Color: Yellow Skin Color: Scarlet Height: 6 feet Weight: 215 lbs Additional Features: Braided beard and hair. Description: Kavon Uday is a typical prymidian with scarlet skin and white hair. Although not as tough as others of his kind, he is still taller and sturdier than most humans. His most prized possession, after the spellbook of course, is the revolver, which he always keeps in the holster on his left side. Knowing, what a firearm can do to an armor, he does not bother with anything more heavy, than a simple sturdy leather with a duster on top. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Backstory ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Birthplace: Mavra, Arman Protectorate Parentage: Father (alive) - Sorcerer, Mother (alive) - Protean Scribe Religious Views: Agnosticism Political Views: Indifferent Early Life: Studied a wide variety of subjects, from politics to herbalism, including arcane craft and firearm usage Now: Agent of the Forgers' Guild Future Aspirations: To make a name in Prymidian circles by making a great discovery Core Stats:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Minutia ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Race: Prymidian Cultural Home: Arman Protectorate Classes/Levels:[b] Gunslinger (Pistolero) 1 / Magus (Eldritch Archer) 4 Favored Class/Bonus:[i] Magus/Skill points [b]Total Experience:[b] 0exp / 15,000 exp [i]Progression Speed:[i] Medium [b]Type: Humanoid [i]Subtype: Prymidian Alignment: Neutral Deity/Belief System: Agnosticism Size: Medium Base Speed: 30 Flight Speed: 0 Swim Speed: 0 Climb Speed: 0 Starting Languages: Common, Prymidian Learned Languages: Ancient Arman, Balite, Cynean, Nasian, Sorcerous ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Ability Scores ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ STRENGTH-(Str): 10 Modifier: +0 DEXTERITY-(Dex): 19 Modifier: +4 CONSTITUTION-(Con): 14 Modifier: +2 INTELLIGENCE-(Int): 16 Modifier: +3 WISDOM-(Wis): 13 Modifier: +1 CHARISMA-(Cha): 12 Modifier: +1 Battle Stats:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Defense ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ HP: 52 (1d10 +4d8 +5*2) FORTITUDE: 8 =+2 +4 +2(fort) Specific Save Variants: +2 racial bonus on saving throws against language-dependent abilities and against spells and spell-like abilities with a verbal component REFLEX: +7 =+2 +1 +4(dex) Specific Save Variants: +2 to Reflex Saves vs. Ranged Attacks & Effects; +2 racial bonus on saving throws against language-dependent abilities and against spells and spell-like abilities with a verbal component WILL: +5 =+0 +4 +1(wis) Specific Save Variants: +2 racial bonus on saving throws against language-dependent abilities and against spells and spell-like abilities with a verbal component AC: 18 Touch: 16 Flat-Footed: 14 Specific AC Variants: +4 vs. Ranged Projectiles & Spells (Total AC= 10 + 4 Dexterity Modifier + 0 Natural Armor Bonus + 2 Armor Bonus + 0 Shield Bonus + 0 Dodge Bonus + 2 Deflection Bonus + 0 Size Modifier) (Touch AC= Total AC – Natural Armor Bonus, Armor Bonus, & Shield Bonus) (Flat-Footed AC= Total AC – Dexterity Bonus & Dodge Bonus) IMMUNITIES: DAMAGE REDUCTION: 0 SPELL RESISTANCE: 0 FIRE RESISTANCE: 0 COLD RESISTANCE: 0 ELECTRICITY RESISTANCE: 0 ACID RESISTANCE: 0 NEGATIVE ENERGY RESISTANCE: 0 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Offense ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BASE ATTACK BONUS-(BAB): +4 INITIATIVE: +3 CMB: +4 CMD: 14 (CMB= 4 BAB + 0 Strength Modifier + 0 Size Modifier) (CMD= 10 + 4 BAB + 0 Strength Modifier + 4 Dexterity Modifier + 0 Size Modifier) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Attacks ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ MELEE ATTACK #1 Weapon Name: - Weapon Type: Dagger Attack Bonus: +5 Damage: Damage Type: S or P Crit Range/Multiplier: 19-20/x2 Special Qualities: - RANGED ATTACK #1
RANGED ATTACK #2 Rapid Shot
Consolidated Skills:
Total: 25 =5 gunslinger +16 magus +4 FC magus *ACROBATICS-(Dex): 4 (0 +4(dex)) (Acrobatics(except jumping), Escape Artist, Fly, Ride) *ATHLETICS-(Str): 4 (1 +0(str) +3(class)) (Acrobatics(jumping), Climb, Swim) SCIENCE-(Int): 6 (3 +3(int)) (Craft (firearms), Knowledge(engineering)) *FINESSE-(Dex): 0 (Disable Device, Sleight of Hand) INFLUENCE-(Cha): 6 (5 +1(cha)) (Bluff, Diplomacy, Intimidate) NATURE-(Int): 6 (3 +3(int)) (Handle Animal, Knowledge(dungeoneering, geography, nature)) PERCEPTION-(Wis): 4 (3 +1(wis)) (Perception, Sense Motive) PERFORMANCE-(Cha): 1 (0 +1(cha)) (Disguise, Perform) TRADE-(Wis): 2 (1 +1(wis)) (Appraise, Profession (Scribe)) RELIGION-(Int): 5 (2 +3(int)) (Knowledge(planes, religion)) SOCIETY-(Int): 6 (3 +3(int)) (Knowledge(history, local, nobility), Linguistics) SPELLCRAFT-(Int): 9 (3 +3(int) +3(class)) (Knowledge(arcana), Spellcraft, Use Magic Device) *STEALTH-(Dex): 4 (0 +4(dex)) (Stealth) SURVIVAL-(Wis): 5 (1 +1(wis) +3(class)) (Heal, Survival) *= Armor Check Penalty Applies
Traits & Feats:
1 Basic Combat Trait & 1 Basic Social Trait, 2 Basic Traits Gesture Expertise: You are adept at nonverbal communication. You can use a sign language or gestural system to send complex messages quickly in combat, and with a successful DC 15 Linguistics check, you can express yourself clearly enough to communicate basic messages to people who do not understand your gestures. You gain a +2 trait bonus to send secret messages via gestures using the Bluff skill, and to understand gestures with the Linguistics skill. Larger Than Life: You wield firearms with truly terrifying menace. When you use the Intimidate skill on a creature while wielding a firearm, you are considered one size category larger than your actual size. Arcane Revitalization: Your martial prowess can feed your arcane power. Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can’t exceed your maximum number of arcane pool points. Magical Knack: You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. Racial:
Feats:
Class Abilities:
1[gunslinger]: Deeds, grit, pistol training 1[magus]: Arcane pool, cantrips, Ranged Spell Combat (Ex), Ranged Weapon Bond (Ex) 2[magus]: Ranged Spellstrike (Su) 3[magus]: Magus arcana 4[magus]: Spell recall Arcane Pool: 5
Grit (Ex):
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit. Deeds:
The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed. Gunslinger’s 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. Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action. Arcane Pool (Su):
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Arcane Pool (Su):
This ability modifies the magus's arcane pool. Ranged Weapon Bond (Ex):
Spell Combat (Ex):
Ranged Spell Combat (Ex):
This ability modifies spell combat. Ranged Spellstrike (Su):
If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer's turn are wasted. This ability alters spellstrike. Spell Recall (Su):
Magus Arcana:
Spells Prepared:
At will - Longshot, Read Magic 0th (4) - Dancing Lights, Detect Magic, Light, Prestidigitation 1st (4/day) - Expeditious Retreat, Grease, Obscuring Mist, Vanish 2nd (2/day) - Blur, Glitterdust Spells Known:
0th - all 1st - Expeditious Retreat, Grease, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Shield, Silent Image, Snowball, True Strike, Vanish 2nd - Blur, Glitterdust Inventory:
Carrying Capacity: Light: 0-33 lbs. Medium: 34–66 lbs. Heavy: 67–100 lbs. Current Load: 28 lbs. Money: 5 ep, 5 pp, 25 gp, 50 sp, 100 cp Clothes:
Weapons:
Armor:
Wondrous Body Slot Item (1 lbs.):
Wondrous Head Slot Item:
Wondrous Shoulder Slot Item:
Wondrous Belt Slot Item (2 lbs.):
Wondrous Neck Slot Item:
Coin Pouches:
Adventurer’s Pack (5 lbs.): This weathered messenger bag may appear well past its use but you know that it’s pockets, large or small, are capable of carrying quite a bit more than usual. The pack has two large pockets capable of carrying up to 100 lbs worth of items. There are also eight smaller pockets, two that can carry 20 lbs, two that can carry 10 lbs, and four that can carry 5 lbs. Each pocket functions as an extradimensional space but will burst if more than its capacity is placed within, jettisoning all containing items within a 10 ft area. Items that could not fit in a standard backpack or pocket will not fit within this pack, regardless of weight. Pack Contents:
Trail rations (for 7 days) (1 lb. each)
Blanket (3 lbs.)
3 Antiplague
Book, journal (1 lb.)
Mount:
Light Riding Horse N Large animal Init +2; Senses low-light vision, scent; Perception +6 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ DEFENSE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size) hp 15 (2d8+6) Fort +6, Ref +5, Will +1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OFFENSE ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Speed 50 ft. Melee 2 hooves –2 (1d4+1) Space 10 ft.; Reach 5 ft. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ STATISTICS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7 Base Atk +1; CMB +5; CMD 17 (21 vs. trip) Feats Endurance, RunB Skills Perception +6 SQ docile ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SPECIAL ABILITIES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ INVENTORY ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Saddle, riding (25 lbs.) Saddlebags (Empty Weight 8 lbs., Capacity 20 lbs.) Bedroll (5 lbs.) Small tent (20 lbs.) The Waygate Key:
NEW ABILITY: Kavon Uday, you gain 'The Waygate Key' ability: As a constant supernatural effect you can sense the presence of a Waygate within 100 miles of your person. For each 25 mile increment closer you get the symbol inside your mind becomes more distinct and once you are within 1 mile of the Waygate you begin projecting a bright white light from your eyes. |