Lanliss family had a story. They believed that long ago, one of his ancestors fought for the Elemental Lady of Life, destroying unnatural threats. They believed that the Elemental Lady of Life would repay them for his devotion. They were right. Lanliss has elemental power in him, through devotion to the arts of magic,channeling of his gift, and practice with his weapons he would fight for the Elemental Lady, and defeat all that is unnatural. How did he end up in the service of a House you ask? Well, Lanliss wants the House to help in his quest, but they won't, unless he does something for them. Lanliss, determined to uphold the legacy of his ancestor, and respect the gift the Elemental Lady has given him, he has ACCEPTED!
Lanliss Seldlon: Level 3 Wizard / Sorcerer
Attacks:
Full Attack:
d20 + 3
1d10 + 0
Single Attack with Rifle:
d20 + 3
1d10 + 0
Single Attack with Shotgun:
d20 + 3
1d8 + 0
Youthful Mischief (Elf):
You gain a +1 trait bonus on Reflex saves.
Armor Expert:
When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Class Abilities
Class Abilities-Wizard(Spellslinger):
Arcane Gun, Gunsmith, Mage Bullets, School of the Gun(forsaken schools:Universalist, Divination, Enchantment,Necromancy
Wizard Spellbook:
http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---sorcere r-and-wizard
Class Abilities Sorceror:
Spells, Cantrips, Bloodline(elemental(fire)),Eschew materials
Racial Traits
Exotic Weapon Proficiency:
No penalty on attacks made with one exotic weapon
Gunsmithing:
Combat Casting:
+4 bonus on concentration checks for casting defensively
Improved Initiative:
+4 bonus on initiative checks
Eschew Materials:
Cast spells without material components
Spells
Level 0
Ray of Frost:
Ray deals 1d3 cold damage.
1 / 0
Acid Splash:
Orb deals 1d3 acid damage.
1 / 0
Spark:
Ignites flammable objects.
1 / 0
Mage Hand:
5-pound telekinesis.
1 / 0
Jolt:
1 / 0
Detect Magic:
Detects spells and magic items within 60 ft.
0 / 0
Read Magic:
Read scrolls and spellbooks.
0 / 0
Level 1
Burning Hands:
1d4/level fire damage (max 5d4).
1 / 0
Snowball:
Attack with pack ball of ice and snow
1 / 0
Ray of Enfeeblement:
Ray causes 1d6 Str penalty + 1 per 2 levels.
0 / 0
Color Spray:
Knocks unconscious, blinds, and/or stuns weak creatures.
0 / 0
Ray of Sickening:
Ray makes the subject sickened.
0 / 0
Corrosive Touch:
Touch attack deals 1d4 acid/level.
0 / 0
Mage Armor:
Gives subject +4 armor bonus.
0 / 0
Items
182 GP
1x Wand of Mage Armor(50 charges)
Spellcasting:
Wizard:
Spells Known:
All Cantrips
Burning Hands
Color Spray
Corrosive Touch
Mage Armor
Snowball
Ray of Enfeeblement
Spells Per Day:
0/3 Remaining 0th level Spells
1/1 Remaining 1st level Spells