Kavon Uday's page

14 posts. Alias of Madcaster.


Full Name

Kavon Uday

Race

Inactive

Size

Medium

Alignment

Neutral

Languages

Common, Prymidian, Ancient Arman, Balite, Cynean, Nasian, Sorcerous

Strength 10
Dexterity 19
Constitution 14
Intelligence 16
Wisdom 13
Charisma 12

About Kavon Uday

Appearance & Backstory:

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Names & Appearance
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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.
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Backstory
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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:

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Minutia
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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
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Ability Scores
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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:

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Defense
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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
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Offense
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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)

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Attacks
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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
Weapon Name: Gypnos Weapon Type: +2 Revolver Range: 40 ft.
Attack Bonus: +10 Damage: 1d8+6
Damage Type: B and P Crit Range/Multiplier: x4
Ammunition: 6 Bullets in the chamber (move action to reload)
Special Qualities: Reliable, Distance
+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet
+2 to Hit with any ranged attack under the effect of Longshot
+1 to Hit with a Ranged Attack for Each Round you are Motionless (MAX=Dex Mod)
+2 to Hit with any ranged attack within 15ft, Any enemy struck within 15ft is affected by Faerie Fire

RANGED ATTACK #2 Rapid Shot
Weapon Name: Gypnos Weapon Type: +2 Revolver Range: 40 ft.
Attack Bonus: +8/+8 Damage: 1d8+6
Damage Type: B and P Crit Range/Multiplier: x4
Ammunition: 6 Bullets in the chamber (move action to reload)
Special Qualities: Reliable, Distance
+1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet
+2 to Hit with any ranged attack under the effect of Longshot
+1 to Hit with a Ranged Attack for Each Round you are Motionless (MAX=Dex Mod (4))
+2 to Hit with any ranged attack within 15ft, Any enemy struck within 15ft is affected by Faerie Fire

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:
Arcane Polyglot: Prymidians can speak and understand the language of any intelligent creature they encounter, whether it is a racial tongue or a regional dialect. In addition, a prymidian can cast read magic at will as a spell-like ability with a caster level equal to his Hit Dice. This ability only applies to spoken languages. A prymidian does not retain the ability to speak or understand when not in the presence of a creature speaking that language.
Scholarly: A Prymidian gets a +2 racial bonus to all Knowledge and Linguistics checks.
Linguistic Protection: Prymidians have a +2 racial bonus on saving throws against language-dependent abilities and against spells and spell-like abilities with a verbal component. Linguistics is always a class skill for them. This ability replaces Tentacles.
Languages: All Prymidians begin play speaking Common and Prymidian. They may select any non-secret languages (such as druidic) as additional bonus languages.

Feats:
1[character]: Point-Blank Shot
3[character]: Precise Shot
5[character]: Rapid Shot

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: 1 +3 from Gunner’s Medal (regenerate every 24hrs)

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.

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:
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level.

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, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

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):
An eldritch archer's choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal.

This ability modifies the magus's arcane pool.

Ranged Weapon Bond (Ex):
At 1st level, an eldritch archer gains a bonded object as per the wizard's arcane bonded object; it must be a ranged weapon, and it can't be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.

Spell Combat (Ex):
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Ranged Spell Combat (Ex):
Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn't need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively.

This ability modifies spell combat.

Ranged Spellstrike (Su):
At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell's range.

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):
At 4th level, the magus learns to use his arcane pool to recall spells he has already cast. With a swift action he can recall any single magus spell that he has already prepared and cast that day by expending a number of points from his arcane pool equal to the spell’s level (minimum 1). The spell is prepared again, just as if it had not been cast.

Magus Arcana:
Spell Shield (Su): The magus can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Intelligence bonus until the end of his next turn.

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:
Explorer's Outfit (8 lbs.)

Weapons:
+2 Revolver (Adamantine; Distance, Reliable) (1d8/x4, 40 ft., Misfire 0, Capacity 6, B and P, 4 lbs.)
2 Daggers (1d4, 19-20/x2, 10 ft., P or S, 1 lb.)

Armor:
Leather (AC+2, MDB+6, ACP 0, ASF 10%, 15 lbs.)

Wondrous Body Slot Item (1 lbs.):
Sharpshooter’s Duster (+2 Deflection Bonus to AC (+4 vs. Ranged Projectiles & Spells), +2 to Reflex Saves vs. Ranged Attacks & Effects, +1 to Hit with a Ranged Attack for Each Round you are Motionless (MAX=Dex Mod))

Wondrous Head Slot Item:
Sharpshooter’s Cover (+2 to Hit with any ranged attack under the effect of Longshot, Longshot At-Will)

Wondrous Shoulder Slot Item:
Sharpshooter’s Oversight (+2 to Hit with any ranged attack within 15ft, Any enemy struck within 15ft is affected by Faerie Fire)

Wondrous Belt Slot Item (2 lbs.):
Sharpshooter’s Bandolier (+1 to Dexterity & Wisdom, Has twenty visible bullet loops, each a dimensional space that can contain up to 10 bullets)
*200 bullets

Wondrous Neck Slot Item:
Gunner’s Medal (Stores 3 Grit Points that regenerate every 24hrs)

Coin Pouches:
You have a series of coin pouches you utilize for your carried monetary wealth. (A total of 5 small pouches, each capable of carrying 100 coins without affecting your carrying capacity. 1 coin over 100 and you immediately feel the effects of the weight. You are always aware of how many coins are in each pouch.)

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:
Spellbook (3 lbs.)

Trail rations (for 7 days) (1 lb. each)
2 Waterskin (Weight 4 lbs., Capacity 1/2 gallon, each)

Blanket (3 lbs.)
Fishhook
Fishing net (5 lbs.)
Compass (1/2 lb.)
Silk rope (50 ft.) (5 lbs.)
2 String or twine (50 ft. each) (1/2 lb. each)
Signal whistle
Chain (10 ft.) (2 lbs.)
Manacles, masterwork (Escape Artist DC 30; Str check DC 28; hardness 10, hp 10) (2 lbs.)
*Superior Lock (Disable Device DC 40) (1 lb.)
Crowbar (5 lbs.)
2 Earplugs
Flint and steel
Grappling Hook, common (4 lbs.)
Hourglass (1 hour) (1 lb.)
Hourglass (1 minute) (1/2 lb.)
6 Piton (1/2 lb. each)
Folding pole (10 lbs.)
Folding shovel (12 lbs.)

3 Antiplague
3 Antitoxin (vial)
4 Alchemist's fire (1 flask) (1 lb.)
2 Tanglefoot bag (4 lbs.)

Book, journal (1 lb.)
Chalk (4 pieces)
Charcoal (2 sticks)
Ink (1 vial - 1 ounce)
Inkpen
2 Case, map or scroll (1/2 lb.)


Mount:

Light Riding Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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DEFENSE
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AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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OFFENSE
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Speed 50 ft.
Melee 2 hooves –2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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STATISTICS
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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
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SPECIAL ABILITIES
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Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill), a horse's hooves are treated as secondary attacks.
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INVENTORY
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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.