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About Marcus JeffersonCombat Statistics:
Hit Dice: 2d10+3d6+10
Hit Points: 38 Initiative: +4 (dex) Armor Class: 22 =10 +4(armor) +4(dex) +1(natural armor) +1(nimble) +1(deflection) +1(toughening) Touch AC: 16 Flat-Footed AC: 17 Speed: 30ft Resistances: Fire (5) Fortitude: 8 = 4(class) +2(con) +2(resistance)
BAB: +3
Attacks:
Sorcerer Bloodline Abilities (Gold Dragon):
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Claws: Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive. Dragon Resistances: At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4. Magic:
Spells:
Level 0: Detect Magic, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation Level 1 (6/day): Enlarge Person, Mage Armor, Mount, Vanish Bonded Spirits:
A spirit of earth - After getting chased out of village into a blizzard the last winter because someone saw him use arcane magic, Marcus was lost and sure to die in the storm. A warm hand took his own and led him to a small cave where he found a supply of dry firewood, a freshly killed pair of rabbits, and a shallow depression between the fire and the back of the cave. In short, a perfect hideout from the storm. In what he thought afterward to be a delirious fantasy, the spirit offered to help in if he would agree to helping the spirits of nature when they called. Gunslinger Abilities:
Grit: 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 by confirming a critical hit with a firearm, or reducing a creature to 0 or fewer hitpoints with a firearm attack during combat.
Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Nimble: 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). Feats/Traits:
Traits:
Reactionary: You gain a +2 trait bonus to initiative. Magical Knack: Sorcerer caster level increased by +2. Feats:
Skills:
+8 Acrobatics: 1(ranks) +4(dex) +3(trained)
+8 Bluff: 1(ranks) +4(cha) +3(trained) +5 Craft (alchemy): 2(ranks) +0(int) +3(trained) +6 Heal: 1(ranks) +2(wis) +3(trained) +4 Knowledge (arcana): 1(ranks) +0(int) +3(trained) +4 Knowledge (engineering): 1(ranks) +0(int) +3(trained) +5 Knowledge (geography): 5(ranks) +0(int) +4 Knowledge (local): 1(ranks) +0(int) +3(trained) +10 Perception: 5(ranks) +2(wis) +3(trained) +10 Profession (soldier): 5(ranks) +2(wis) +3(trained) +4 Spellcraft: 1(ranks) +0(int) +3(trained) +10 Survival: 5(ranks) +2(wis) +3(trained) Equipment/Money:
Money: 3 gp 22 sp 37 cp Armor:
Weapons:
Equipment:
Automatic Bonus Progression/Sanity Tracking:
Bonuses:
Sanity: Backgound:
Marcus served for a brief time in a militia where he was trained as a musketman. During a skirmish with some undead, his magic flared to life. His fellows fled in fear from the 'witch' and his position was overrun. He was nearly killed and his musket was heavily damaged. When he came to, he discovered that the militia had successfully fended off the undead, but had left his body to rot. Knowing that he would be likely torn apart by those he had come to call friends, he took his equipment, repaired his musket as well as he could, and disappeared from the area. He has been wandering since, finding work where he can, and hiding his magic as well as possible. Though he is uneasy about his own magic, he knows he must master it or it will expose him again and again. More than anything, he wishes to find a place where he can belong and not be feared and hated for his magic. |