Dwarf Wizard

Maxim Snaphånce's page

2,185 posts. Alias of Black Dow.


Full Name

Maxim Snaphånce

Race

DC5 Knowledge Local check:
Known as "Garthûn's Gun" in Cauldron.

Classes/Levels

Key Skills:
+30 Disable Device; +23 Know (Arcana), Spellcraft; +22 Stealth; +21 Appraise; +20 Know (Planes); +16 Craft (Alchemy), Escape Artist; +15 Know (Local), Sense Motive, Sleight of Hand; +14 Know (Dungeon)

Gender

Retired Male Dwarf Spellslinger Wizard 6/UC Rogue 4/Arcane Trickster 10 | HP 165/165 | AC 27/T21/FF21 | F+13, R+21, W+16| Perception +18; Darkvision 60ft. | Init +10 | Move: 20ft.| Hero Points: 2 | Grit: 1/1

About Maxim Snaphånce

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"You go for a man hard enough and fast enough, he don't have time to think about how many's with him; he thinks about himself, and how he might get clear of that wrath that's about to set down on him." ― Rooster Cogburn, True Grit.

“That was the trouble with explaining with words. If you explained with gunpowder, people listened.” ― Dean F. Wilson, Dustrunner

"Sure, kid. Look, there's a very old saying in my family: 'Once is happenstance. Twice is coincidence. Three times is another wizard f***ing with you.” ― Scott Lynch, Rogues.

Riding Shotgun:

Atop the wagon, next to the skinny driver, sits a rugged looking dwarf in travelling garb. Gold coin coloured hair and blond beard bookend intense eyes and a cigar affixed between clenched teeth. He nods politely in your direction, then scowls as two unsavoury types meander a little too close to the wagon emblazoned with the lettering Garthûn Imports.

The street toughs fail to read the signals, one nudging the other as they spot telltale shapes of liquor kegs from under the canvas.

The dwarf barks down at the men from his vantage;

"Pardon me boys but you pair don't strike me as our usual grade o’ clientele... So unless you have gilded purses in those pockets I suggest you skedaddle back under the stones you crawled from..."

It’s the turn of the toughs to scowl, and one - more brazen than the other, pulls a large knife with a menacing grin. The dwarf however, just mirrors the hard smile, matching the appearance of the wicked blade by drawing forth of his own exotic armament… a rarely seen blackpowder pistol.

The dwarf continues. His words slow, steady and clear:

"Boys you picked the wrong merchant house to strong-arm today... This here stock is owned by Adrick Garthûn. He likes payin’ customers and hates thieves and malcontents. My name is Maxim Snaphånce. Better known as "Garthûn's Gun" in these parts..."

The last comment by Maxim seems to trigger a degree of recognition from the thugs and "no-knife" backs away hands held high. His blade wielding companion is torn and nervously brandishes his heavy knife.

The gild bearded dwarf sighs and looks to his driver with a shake of the head;

"Son. I understand you're torn betwixt a misguided sense of bravado and the chance that I might miss... Dispel that notion. I won’t. Now be smarter than you ever have thus far in your downright waste o' a life an’ make like your partner there an’ begone...

... or be dead."

To accentuate the final point, Maxim cocks the pistol's hammer, but the action is lost on the empty space where the toughs once stood...

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Male Dwarf Spellslinger Wizard 6 / Unchained Rogue 4 / Arcane Trickster 10

Neutral Medium Humanoid (Dwarf)

Hero Points: 2 (1 initial; 18 gained; 16 used; 1 spurned)

Favoured Class: Wizard (Options):

+1 HP (Selected @ Levels 3,4 & 6)
+1 Skill Point (Selected @ Levels 1 & 2)
Select one item creation feat known by the wizard (Craft Magic Arms & Armour). Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted. (Selected @ Level 5)

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Speed: 20ft Unarmoured/20ft Armoured
Init: +10*
Senses: Perception +16**; Darkvision 60ft.
*+6 due to Belt of Physical Might & +4 Improved Initiative feat.
** +1 bonus on Perception checks to avoid being surprised by a foe.

DEFENSE:

AC: 32*/** (10 Base, +5 Dex, Dodge Feat, +8 Bracers of Armour, Ring of Protection +3 & Amulet of Natural Armour +5)
Touch AC: 21*/** (10 Base, +5 Dex, Dodge Feat, Ring of Protection +3 & Amulet of Natural Armour +2)
Flat Footed AC: 21*/** (10 Base, +6 Armour (+2 Mithril Chain Shirt), Ring of Protection +3 & Amulet of Natural Armour +2)
* +2 dodge bonus to AC against monsters of the aberration type.
** +1 dodge bonus to AC against attacks made by traps

HP: 165 (Wizard & Arcane Trickster 16d6HD [64]/Rogue 4d8HD [20]; +78 Con; +3 Favoured Class)

SAVES*/**: Fort +13*** Ref +21**** Will +16
* +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
** +4 Cloak of Resistance bonus on all saving throws
*** +1 trait bonus on Fortitude saves.
**** +1 bonus to Reflex saves to avoid traps.

CMD: 27* (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)
* +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground.

OFFENSE:

BAB +11/+6
Melee: +2 Shortsword +18/+11* (1d6P&S+11*/**/19-20) or +1 Warhammer +12/+7 (1d8B+3**/x3)
Ranged***: “Smaug”; +3 Planar Double Barrelled Pistol (Arcane Gun) +19 (1d8B&P+6**/x3) Range: 20ft. (Misfire: 1-2) [Capacity: 2] or +1 Revolver +17 (1d8B&P+4**/x4) Range: 20ft. (Misfire: 1) [Capacity: 6] or +1 Pistol +17 (1d8B&P+3**/x3) Range: 20ft. (Misfire: 1) [Capacity: 1]
Ranged (Deadly Aim)***: “Smaug”; +3 Planar Double Barrelled Pistol (Arcane Gun) +16 (1d8B&P+12**/x3) Range: 20ft. (Misfire: 1-2) or +1 Revolver +14 (1d8B&P+10**/x4) Range: 20ft. (Misfire: 1) or +1 Pistol +14 (1d8B&P+10**/x3) Range: 20ft. (Misfire: 1)
Touch Attack: +11
Ranged Touch Attack: +16 (+18 if using Arcane Gun)
Sneak Attack: +7d6
Special Attacks: Impromptu Sneak Attack 2/Day (can be Ranged attack within 30ft.)
CMB: +10 (BAB+STRMod+SizeMod)
* Finesse Training: DEX used over STR as attack bonus (and damage only on Shortsword attacks)
** Arcane Strike: +3 Damage as swift action.
*** Firearm attacks resolved vs target’s touch AC

DAILY SPELLCASTING:

CL: 15; Concentration +19 (CL+Int Bonus)
Caster Level (CL) check to overcome Spell Resistance (SR): 1d20+15+5*
Tricky Spells: 5/Day

1st Level Selected (6**/day) (DC 16** or 17 through Arcane Gun): Burning Hands, Comprehend Languages, Mage Hand, Read Magic, Shield & True Strike

2nd Level Selected (5/day) (DC 17** or 18 through Arcane Gun): Bull's Strength, Glitterdust (x2), Knock & Scorching Ray

3rd Level Selected (5/Day) (DC 18** or 19 through Arcane Gun): Keen Edge, Lightning Bolt, Lightning Bolt, Tiny Hut & Tongues

4th Level Selected (5**/Day) (DC 19** or 20 through Arcane Gun): Shout, Stoneskin, Stoneskin, Telekinetic Charge & Wall of Fire

5th Level Selected (5**/Day) (DC 20** or 21 through Arcane Gun): Cone of Cold, Echolocation & Wall of Stone (x2)

6th Level Selected (3/Day) (DC21** or 22 through Arcane Gun): Cold Ice Strike & Disintegrate

7th Level Selected (2/Day) (DC22** or 23 through Arcane Gun): Limited Wish

8th Level Selected (1/Day) (DC23** or 24 through Arcane Gun):

*+4 cumulative bonus on spells to overcome target SR.
**+1 DC & Additional 1st, 4th & 5th Level spell slot due to Headband of Vast Intellect. (DC10 + Spell Level + 5 INT)

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STATS: STR 10 (+0); DEX 22* (+5); CON 18* (+4); INT 20** (+5); WIS 12 (+1); CHA 10 (+0)

*Belt of Physical Might +4 DEX & +4 CON **Headband of Vast Intellect +4 INT

20 PT STAT BUILD:

0 Points - STR (10); 10 Points - DEX (16); 1 Points - CON (11); 7 Points - INT (15); 0 Points - WIS (10) & 2 Points - CHA (12)
+2 Racial Bonuses to CON & WIS; -2 Racial Penalty to CHA; +1 Level 4 Advancement Bonus to INT; +1 Level 8 Advancement Bonus to CON, +1 Level 12 Advancement Bonus to DEX & +1 Level 16 Advancement Bonus to DEX

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DWARF RACE ABILITIES:

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armour or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
DEFENSIVE RACIAL TRAITS
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat manoeuvre checks made to grapple such creatures (or to continue a grapple). This racial trait replaces defensive training.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
FEAT & SKILL RACIAL TRAITS
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
SENSES RACIAL TRAITS
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
OFFENSE RACIAL TRAITS
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

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SPELLSLINGER WIZARD CLASS FEATURES:

Weapon & Armour Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Arcane Gun (Su): The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal one-handed or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired Classes through the arcane gun that require an attack roll have a ×3 critical hit multiplier.

A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed.

A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed.

This ability replaces arcane bond.

Gunsmith: The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a Gunslinger gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a Gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun.

This ability replaces Scribe Scroll.

Mage Bullets (Sp): A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single barrel of his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. An arcane gun gains no benefit from having two of the same weapon special abilities on the same barrel. The effect of the mage bullets ability lasts for a number of minutes equal to the level of the spell sacrificed, or until this ability is used again to assign the barrel different enhancements.

This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.

School of the Gun: The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. (Schools of Abjuration, Enchantment, Illusion & Necromancy chosen).

This ability replaces arcane school.

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UNCHAINED ROGUE CLASS FEATURES:

Weapon & Armour Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trap Finding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armour or no armour. A helpless rogue does not gain the benefit of evasion.

Grit (Ex): A rogue with this talent gains the Amateur Gunslinger feat and one grit feat of her choice. She must fulfill the prerequisites of the grit feat in order to choose it.

Danger Sense: At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

- Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

- Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

- Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

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ARCANE TRICKSTER PRESTIGE CLASS FEATURES:

Weapon & Armour Proficiency: Arcane tricksters gain no proficiency with any weapon or armor.

Spells per Day: When a new arcane trickster level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, she must decide to which class she adds the new level for purposes of determining spells per day.

Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source, the bonuses on damage stack.

Impromptu Sneak Attack (Ex) [2/Day]: Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

Tricky Spells (Su)[4/Day]: Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.

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SPELLBOOK:

1st Level (19): 8 Known, 2 copied from Keygen’s spell book, 2 learned from Jzadirune’s Book, 3 copied from Maavu's Spellbook, 1 plundered from Fetor’s spell book & 3 copied from scrolls.

Burning Hands; Comprehend Languages; Detect Magic*; Ear-Piercing Scream;Identify; Jzadirune's Break; Jzadirune's Crafter's Fortune; Mage Armour; Mage Hand (Treated as 1st level spell); Magic Missile; Magic Weapon; Mount; Protection from Evil**; Read Magic*; Reduce Person; Shield**; Shocking Grasp; Summon Monster I & True Strike

2nd Level (10): 3 known + 1 copied from Keygen +4 copied from Scrolls +2 copied from Fetor's spell book:

Acid Arrow; Bull's Strength; Cat's Grace; Defensive Shock; Flaming Sphere; Frigid Touch; Glitterdust; Jzadirune’s Masterwork Transformation; Knock & Scorching Ray

3rd Level (11): 4 known + 5 copied from scrolls + 2 copied from Fetor's spell book

Blink
Chain of Perdition
Dispel Magic**
Flame Arrow
Fly
Greater Magic Weapon
Heroism**
Keen Edge
Lightning Bolt
Tiny Hut
Tongues

4th Level (6): 0 known + 1 copied from Maavu's spellbook + 1 copied from scroll + 2 Copied from Fetor's spell book +2 Copied from Thirifane's Spellbook

Phantom Chariot (Wagon)

Shout
Stoneskin
Solid Fog
Telekinetic Charge
Wall of Fire

5th Level (8): 0 Known + 2 copied from Scrolls + 4 Copied from Fetor's Spellbook +1 Copied from Thirifane's Spellbook +1 Copied from X's Spellbook

Bigby's Interposing Hand
Cloudkill
Cone of Cold
Echolocation (UM)
Fire Snake
Icy Prison
Secret Chest
Wall of Stone

6th Level (2): 0 Known + 2 Copied from Fetor's Spellbook

Cold Ice Strike & Disintegrate

7th Level (4): 0 Known + 2 Copied from Fetor's Spellbook +2 Copied from X's Spellbook

Greater Dispel Magic*
Greater Teleport
Limited Wish
Maxim's Magnificent Mansion

8th Level (0): 0 Known

* 0 Level Cantrip that can be learned as 1st Level spell.
** Spell from Opposition School uses two spell slots of that level to prepare.

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FEATS:

Additional Traits (General) - Starting Character Feat: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Exotic Weaponry - Firearms (Combat) - Bonus Wizard Archetype Feat: Choose one type of exotic weapon, such as the spiked chain or whip (Firearms chosen). You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.

Gunsmithing (General) - Bonus Wizard Archetype Feat: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

- Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

- Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

- Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat. EDIT: it takes you only 30 minutes to remove the broken condition from a firearm due to Unblemished Barrel trait.

- Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Weapon Finesse (Combat) - Bonus Unchained Rogue Feat: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Arcane Strike (Combat) - 3rd Level Advancement Feat: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Arcane Armour Training (Combat) - 5th Level Advancement Feat: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.

Amateur Gunslinger (Combat) - Unchained Rogue Talent Feat: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature.

At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1). You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.

- Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.

Craft Magic Arms & Armour (Item Creation) - Wizard Advancement Feat: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Master Alchemist (General) - 7th Level Advancement Feat: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.

In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).

Dodge (Combat) - 9th Level Advancement Feat: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Deadly Aim (Combat) - Unchained Rogue Talent Feat: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Spell Penetration (General) - 11th Level Advancement Feat: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Greater Spell Penetration (General) - 13th Level Advancement Feat: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.

Improved Initiative (Combat) - 15th Level Advancement Feat: You gain +4 bonus to Initiative checks.

Craft Wondrous Item (Item Creation) - 17th Level Advancement Feat: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.

Arcane Blast (General) - 19th Level Advancement Feat: You can convert any spell into an attack. Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner. (This is a supernatural ability).

DEEDS:

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

TRAITS:

Merchant Life (AP Campaign Trait): Thanks to your contacts, items not found in Cauldron and requested to Sasserine or beyond require half the time to arrive to the city. +1 trait to Appraise and Sense motives, and one of them is a class skill for you (Sense Motive selected). If both are already class skills for you, you can make Sense motives checks based on Intelligence instead of Wisdom.

Magic Crafter (Magic Trait): You gain a +1 trait bonus on Appraise checks and a +1 bonus on any Craft checks attempted while making magic items.

Unblemished Barrel (Combat Trait): You gain a +1 trait bonus on Craft (alchemy) and Craft (weapons) checks, and it takes you only 30 minutes to remove the broken condition from a firearm.

Life of Toil (Social Trait): You gain a +1 trait bonus on Fortitude saves.

Worm Slayer (Story Award Trait): You get +1 to hit, +1 to damage and +1 AC when fighting worms. You also gain +1 to Knowledge checks related to worms.

Worm Disdain (Story Award Trait): You cannot think on retreat when fighting a worm.

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SKILLS:

Wizard
Class Skills: Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). Sense Motive (Wis) added to class skill's list through Campaign Trait selected.
Skill Ranks per Level: 5 Adventuring Skill (AS) & 2 Background Skill (BS).

Rogue
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 10 Adventuring Skill (AS) & 2 Background Skill (BS).

Arcane Trickster
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Knowledge (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 7 Adventuring Skill (AS) & 2 Background Skill (BS).

Acrobatics +12: 3 AS Rank; +6 DEX; +3 Class
Appraise +21: 11 BS Ranks; +5 INT#; +3 Class; +2 Trait ***
Bluff +11: 8 AS Ranks; +0 CHA; +3 Class
Climb +5: 2 AS Ranks; +0 STR; +3 Class
Craft (Alchemy) +16: 3 AS/2 BS Ranks; +5 INT#; +3 Class; +1 Trait; +2 Feat */**
Craft (Firearms) +12: 3 BS Ranks; +5INT#; +3 Class; +1 Trait */**
Diplomacy +7: 4 AS Ranks; +0 CHA; +3 Class
Disable Device +30: 12 AS Ranks; +6 DEX; +3 Class; +2 Level; +5 Item; +2 Item***/****
Escape Artist +16: 7 AS Ranks; +6 DEX; +3 Class
Fly +13: 4 AS Ranks; +6 DEX; +3 Class
Intimidate +6: 3 AS Ranks; +0 CHA; +3 Class
Knowledge (Arcana) +23: 15 AS Ranks; +5 INT#; +3 Class
Knowledge (Dungeoneering) +14: 6 AS Ranks; +5 INT#; +3 Class
Knowledge (Engineering) +11: 3 AS Rank; +5 INT#; +3 Class
Knowledge (Local) +15: 7 AS Ranks; +5 INT#; +3 Class
Knowledge (Planes) +20*****: 12 Ranks; +5 INT#; +3 Class
Lore (Cauldron) +10: 2 BS Ranks; +5 INT#; +3 Class
Lore (Darklands) +11: 3 BS Rank; +5 INT#; +3 Class
Lore (Jzadirune) +11: 3 BS Ranks; +5 INT#; +3 Class
Lore (Malachite) +11: 3 BS Ranks; +5 INT#; +3 Class
Lore (Tobacco) +10: 2 BS Rank; +5 INT#; +3 Class
Perception +18******: 14 AS Ranks; +1 WIS: +3 Class
Profession (Merchant) +10: 6 BS Ranks; +1 WIS; +3 Class
Sleight of Hand +15: 2 AS/4 BS Ranks; +6 DEX; +3 Class
Sense Motive +15: 10 AS Ranks; +1 WIS; +3 Class; +1 Trait
Spellcraft +23: 15 AS Ranks; +5# INT; +3 Class
Stealth +22: 13 AS Ranks; +6 DEX; +3 Class
Swim +4: 1 AS Rank; +0 STR; +3 Class

* Additional +2 racial bonus on all Craft or Profession checks related to metal or stone.
** +1 trait bonus on any Craft checks attempted while making magic items.
*** Merchant's Scales: +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.
*** Goggles of Minute Seeing: +5 competence bonus to Disable Device checks while worn.
**** MW Thieves Tools: +2 circumstance bonus to Disable Device checks when used.
***** Headband of Vast Intellect: Grants 12 ranks (current HD) in Knowledge skill .
****** Rogue Trap Finding Ability: +2 circumstance bonus to Perception checks to locate traps.
# Temporary INT bonus from Headband of Vast Intellect

LANGUAGES:

Common, Dwarven, Gnome & Terran

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GEAR/EQUIPMENT:

Combat Gear: +3Planar Double Barrelled Pistol ”Smaug”; +1 Revolver; +1 Pistol; +2 Short Sword, +1 Warhammer; 30 Metal Revolver Cartridges; 6 Pistol Bullets, 8 Cold Iron Bullets, 8 Silvered Bullets, 12 Alchemical Paper Cartridge, 10 Cold Iron Paper Cartridges, 8 Alchemical Silver Paper Cartridges, 6 Flare Paper Cartridge, 6 Pitted Bullets (each poisoned with 1 Dose of Giant Wasp venom), 6 Adamantine Bullets; 3 Powder Horns (10,10 & 3 doses of Black Powder respectively), 2 Flasks of Acid; 2 Vials of Anti-Toxin; Alchemical Silver Weapons Blanche (1 dose); Set of Smoked Goggles; 2 Vials of Alchemical Fire; 6 Doses of Giant Wasp poison.

Slotless Magic Items: Handy Haversack; Bag of Holding (Type 2); Pearl of Power (Level 1); Potion of Cure Serious Wounds (2); Wand of See Invisible (7 Charges; CL5); Wand of Magic Missile (CL9; 2 Charges); Wand of Magic Missile (50 Charges, CL9); Scroll of Invisibility Purge; Scroll of Bigby's Imposing Hand.

Campaign Items: Spare key to Drakthar's Way, Jzadirune's Book & Fetor’s Spellbook; 2 Strange Silver Coins in a pouch (post 10192).

Mundane Equipment: (Handy Haversack holds following): Waterproof Sack (contains Spellbook), Gunsmith Kit, MW Thieves Tools, 50ft. of Twine, 1 Weeks Trail Rations, Vial of Ink, Ink-pen, Quill, Set of Merchant's Scales, Journal (Ledger of Treasure); Canteen (water); Hip-flask - (full of fine Sasserine Rum); Spell Component Pouch; Belt Pouch #1 (holds coin); Belt Pouch #2 (holds bullets); Belt Pouch #3 (holds alchemical cartridges); Belt Pouch #4 (4 cigars & 17 Tinder-twigs); Bandolier (holds metal cartridges); Scroll Case; Fine Quality Explorer/Artisan Bespoke Outfit (worn).

MAGIC ITEM SLOTS:

Armour:
Belt: Belt of Physical Might (+4 DEX & +4 CON)
Body:
Chest:
Eyes: Goggles of Minute Seeing
Feet: Winged Boots
Hands:
Head:
Headband: Headband of Vast Intellect +4
Neck: Amulet of Natural Armour +5
Ring: Ring of Protection +3
Ring: Ring of Spell Storing, Minor (3 Levels of spells - Identify, Mage Hand & Magic Missile currently stored)
Shield:
Shoulders: Cloak of Resistance +4
Wrists: Bracers of Armour +8

WEALTH:

Platinum Rings: 456
Gold Suns: 102,859
Silver Moons: 93
Copper Stars: 1,151
Treasure: Scroll Case adorned with silver shark (worth 50gp); 2 x Deep Green Spinel Gemstones (each worth 100gp); 3 chunks of blue quartz (worth 10 GP each); 2 x Carnelian gemstones (worth 50 GP each); Tiny Silver Locket (contains scrap of ashes - worth 10 GP); Finely wrought gold bracelet (worth 50 GP - gifted to Gralthar); Set of Electrum Bracers (worth 500GP); Silver Ring (worth 400GP); Golden Dwarf Chalice (worth 350GP - gifted to his Uncle Garthûn); 14 gemstones (worth 100GP each) & 2 Emeralds (1000GP each)

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APPEARANCE:

Age: 58 Height: 4'2 Weight: 179 lbs.
Eyes: Gunmetal Grey Hair: Blonde Skin: Ruddy

PERSONALITY - PRIMARY TRAITS:

[Ash’s Guide to RPG Personality & Background]

Primary Motivation: Recognition
Secondary Motivation: Achievement
Emotional Disposition: Calm
Moodiness: Even Tempered
Outlook: Pessimistic (Resigned)
Integrity: Conscientious (Pragmatic)
Impulsiveness: Controlled (Deliberate)
Boldness: Intrepid (Dauntless)
Agreeableness: Disagreeable (Cantankerous)
Interactivity: Engaging (Candid)
Conformity: Conventional (Down To Earth)

BACKSTORY:

Maxim grew up in the Malachite Fortress and showed promise as an apprentice forge-smith. While the young dwarf had skill and aptitude in abundance, his faith was lacking and he constantly challenged the divine charterships of Moradin and his forge-priests. For it was technology and the gnome inventors who visited the forges that captured the stubbled faced youth's imagination...

His family however were traditionalists, and they pushed for Maxim to learn the lessons of life through hard work and skilled toil - for these were the lots of the forge-brethren - priests and wizards alike.

Secretly his father feared that the boy took after his mother's bloodline - the minor merchant clan Garthûn. Worse instead of devoting himself to a life of righteous toil in the name of Moradin and Clan Splintershield, his iron-head would fill with folly of adventure and fortune of the world above just like his scant mentioned Uncle Adrick!

Years passed and just as the metal he hammered, the priests toiled to shape Maxim into the traditionalist he should have been, that Moradin had destined. Yet in these years his own mettle grew ever stronger. This was not his course, nor purpose. More and more he knew his fortune and true fate lay in the surface city of Cauldron.

And so aged 57 the young apprentice forge-smith fled his "destiny" and with six gold ingots from the family treasury, secured the transport and secrecy allowing him to leave the Malachite Fortress forever.

Hard headed and determined Maxim avoided thoughts of regret or guilt by rekindling his interest in the gnomic experiments - particularly those involving their alchemical black powder that he had witnessed as a youth.

Fascinated by their workings and mechanisations, the wizard spent time with the gnomes applying his own magic arts to their experiments. Months passed and finally when arrive in Cauldron and presented himself to his Uncle Adrick Garthûn, the young dwarf had blended his magical arts with gnomish invention. It was in the combination of drive, savvy and an arcane firearm that saw his canny Uncle accepting his sister's wayward son into his house and under his wing.

In the years that have passed Maxim has become a promising protege and uncompromising broker and agent for the powerful merchant. Today in Cauldron most folk have heard of "Garthûn's Gun", proving Maxim has indeed found a true calling and true home.

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CAMPAIGN NOTES:

Allowed Sources: Source material restrictions: Core + Advanced Player’s Guide + Advanced Race Guide + Bestiaries + Ultimate Magic + Ultimate Combat + Ultimate Campaign + Inner Sea Guide.

Dwarves: Dwarves are even less frequent than halflings and gnomes, but they are probably more respected than the small folk. They are usually independent businessmen, members of the town watch, smiths or hold other respectable jobs. Some of them reach the highest ranks of society and can be found among humans as clients in the finests taverns. This usually happens by richness rather than lineage. Besides that, dwarven presence goes back centuries and has been strong in Cauldron underground, where the Malachite Fortress stands as a strong defensive position against the forces of the Underdark.

Powder and firearms: They will be something extremely rare on the setting. My idea is this technological development will be something new the gnomes and dwarves of the area have developed in the last decades. Gnomes would have developed the powder creation, while dwarves had got access to the minerals and the forges needed to smith muskets and similar firearms (the technology available would be the kind you find in 'The Three Musketeers' rather than westerns with pistols, revolvers, rifles...)

Blending Race & Vocation: If you chose 'dwarf' you could have been born and grown in the Malachite Fortress. A dwarven stronghold were dwarfs would have been easily in contact with gnome experiments. That might be a good fit for your character to get in contact with the technology. Later on, he could have left the dwarven caverns to study magic in the Bluecrater Academy or with some mentor of your interest. The reason to combine powder and magic I am sure it comes natural by plenty of different reasons.

Gunslinger Class: Although powder is not featured in the original campaign, it might be easy for your GM to find a way to include it thanks to the relevant merchant relationship with the city of Sasserine or the multiple mines in Cauldron surroundings. The gunslinger bravery can make for a good and loved hero for the masses and his ability to harm enemies from distance will pay off at certain points in the campaign.

Wizard Class: A wizard might struggle to find downtime at some points of the campaign when the events quickly unfold, but his widespread access to magic will be much useful, both to research threats and provide powers that will be expected in the party to overcome certain challenges. There are no large wizardry organisations in Cauldron, but the Bluecrater Academy might serve as an starting point for the character’s studies, or he might be the apprentice of some of the mid-level wizards in the city (Vortimax Weer, Maavu Arlintal or Ghelve the gnome). Further on, he can drew his knowledge from the ancient ruins the party explores or just request new scrolls from the well connected to the world city of Sasserine. Wizards might have a keen interest in joining the Chisel, since that organization has a fairly extensive collection of secret lore, or become professors in the Bluecrater Academy.

- Maxim recruited two of the slaves who were liberated by the party in the Malachite; Myrza, the young lamplighter and Irruth Mercadi, the chandler. He has asked them to keep eyes and ears open in their respective trades and circles, and report any information they might come across - particularly if it relates to the nobility and politicians of the city.

Skie's Advice on Hackbus: "...he was great to my group. There is not much I can say, but I still remember his hut was concealed behind a waterfall, and that waterfall was pouring its waters into a large lake of violet waters. The fungus there was lighting the great cavern"

POTENTIAL ADVANCEMENT:

Level 17: Wizard Spellslinger 6/Unchained Rogue 4/Arcane Trickster 7
Level 18: Wizard Spellslinger 6/Unchained Rogue 4/Arcane Trickster 8

Spells to learn: Communal Darkvision, Reloading Hands

FETOR ABRADIUS' SPELLBOOK:

0—all cantrips;
1st—alarm, charm person, comprehend languages, ear-piercing scream UM, identify, mage armor, magic missile, rime*, shield;
2nd—animal aspect UC, bear's endurance, blindness/deafness, command undead, continual flame, defensive shock UM, frigid touch UM, frost fall UC, gust of wind, magic missile, mirror image, see invisibility;
3rd—chain of perdition APG, displacement, elemental aura APG, force punch UM, halt undead, haste, icefane corpse*, lightning bolt, vampiric touch, water breathing;
4th—animate dead, ball lightning APG, confusion, dimension door, enervation, greater animal aspect UC, phantom charriot UC, scrying, telekinetic charge UC, wall of ice;
5th—beast shape III, cone of cold, dominate person, echolocation UM, icy prison UM, lesser astral projection UM, lightning arc UM, teleport, wall of stone;
6th—circle of death, cold ice strike UM, create undead, disintegrate, form of the dragon I, freezing sphere, greater dispel magic, necrotic mist*;
7th—control undead, finger of death, forcecage, greater teleport

Worth 9,500GP

THIFIRANE'S SPELLBOOK:

0—all except enchantment and necromancy;
1st—featherfall, magic aura, reduce person, enlarge person, expeditious retreat, mage armor, magic missile, shield, unseen servant;
2nd—arcane lock, darkvision, knock, alter self, bear’s endurance, cat’s grace, fox’s cunning, scorching ray, see invisibility;
3rd—fireball, fly, haste, lightning bolt, nondetection, slow, greater magic weapon, protection from energy;
4th—black tentacles, fire shield, resilient sphere, mnemonic enhancer, shout (Fort 20), stoneskin, dimensional anchor, fire trap, greater invisibility, mass reduce person, scrying;
5th—baleful polymorph, break enchantment, fire snake, lesser planar binding, mage’s private sanctum, teleport, wall of force, permanency, sending;
6th—chain lightning, contingency, disintegrate, flesh to stone, greater dispel magic, mislead, stone to flesh;
7th—ethereal jaunt, forcecage, greater teleport, limited wish, sequester, simulacrum, statue

CRAFTING NOTES:

[TIME/COST OF ENCHANTING WEAPONS]

To enchant a masterwork weapon into a +1 weapon: CL = 3
Base DC = 5 + 3 = 8 Spellcraft or Craft: Weapons
Time = 2,000 @ 1,200gp/day = 2 days
Rush Job: 1 day @ DC 13)

+1 weapon to +2 weapon: CL = 6
Base DC = 5 + 6 = 11 Spellcraft or Craft: Weapons
Time = 8,000-2,000 = 6,000 @ 1,200gp/day = 5 days
(Rush Job: 3 days @ DC 16)

+2 weapon to +3 weapon: CL = 9
Base DC = 5 + 12 = 17 Spellcraft or Craft: Weapons
Time = 18,000-8,000 = 10,000 @ 1,200gp/day = 10 days
(Rush Job: 6 days @ DC 22)

[TIME/COST OF ENCHANTING ARMOUR]

To enchant a masterwork armour into a +1 armour: CL = 3
Base DC = 5 + 3 = 8 Spellcraft or Craft: Armour
Time = 1,000 @ 1,200gp/day = 1 day
Rush Job: 1 day @ DC 13)

+1 Armour to +2 Armour: CL = 6
Base DC = 5 + 6 = 11 Spellcraft or Craft: Armour
Time = 4,000-1,000 = 3,000 @ 1,200gp/day = 3 days
(Rush Job: 2 days @ DC 16)

+2 Armour to +3 Armour: CL = 9
Base DC = 5 + 12 = 17 Spellcraft or Craft: Armour
Time = 9,000-4,000 = 5,000@ 1,200gp/day = 5 days
(Rush Job: 3 days @ DC 22)

ADDING SPELLS TO SPELLBOOK:

Spells Copied from Another’s Spellbook or a Scroll

A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.

In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.

Independent Research

A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks.