Mr. Grim's page

5 posts. Alias of evandariel.

Full Name

Mr. Josam Grim




Wizard (Spellslinger) 4 / Magus (VMC); HP 23/23, Init +3, Perception +1; AC 13/FF 10/T 13; Fort +2, Ref +4, Will +4; CMB +1, CMD 14; Arcane Pool (+1) 6/6;






Faith of the Cross


Common, Orc, Draconic, Dwarven, Latin, Spanish, French, Navajo, Apache?Aztec?

Strength 8
Dexterity 16
Constitution 12
Intelligence 20
Wisdom 10
Charisma 8

About Mr. Grim

Mr. Josam Grim
Wizard (Spellslinger) 4 / Magus (VMC)
Gender: Male
Size: Medium
Deity: Faith of the Cross
Languages: Common, Orc, Draconic, Dwarven, Latin, Spanish, French, Navajo, Apache?/Aztec?/other native language

STR 8 (-1) -1 Middle Aged
DEX 16 (+3) -1 Middle Aged
CON 12 (+1) -1 Middle Aged
INT 20 (+5) +1 Middle Aged, +2 Race, +1 Level
WIS 10 (+0) +1 Middle Aged
CHA 8 (-1) +1 Middle Aged


HP : 23, death at -12 (15 + 4 con + 4 favored)
AC : 13, FF 10, Touch 13 (10 base, 3 dex)
CMD : 14 (10 base, 2 BAB, -1 str, 3 dex)

Fort: +2 (1 base, 1 con)
Ref : +4 (1 base, 3 dex)
Will: +4 (4 base, 0 wis)
Special: None.

Special Qualities: None.


BAB : +2
CMB : +1 (2 BAB, -1 str), plus modifiers to attack
Init: +3 (3 dex)
Spd : 30 ft

Special Attacks: Arcane Pool (+1 enhancement, 1 minute, swift action), Mage Bullets (+1/spell level, 1min/spell level, swift action).

Dagger, +1, (1d4-1/19-20/x2), P

MW Battered Revolver, +6, (1d8/x4/20ft/6rds), B and P; options: bullets (20)
MW Rifle, +6 (1d10/x4/80ft/4rds), B and P; options: bullets (20)


Spells Per Day: 5 @ 1st, DC 16; 3 @ 2nd, DC 17; CL 4; 21 INT for spells/day;
Opposition Schools: Abjuration, Enchantment, Illusion, Necromancy
-- 1st: Identify, Burning Hands, Crafter's Fortune, Heightened Awareness, Snowball (5)
-- 2nd: Scorching Ray, Locate Object, Knock (3)
-- 1st: Abundant Ammunition, Burning Hands, Corrosive Touch, Crafter's Fortune, Damp Powder, Detect Magic, Heightened Awareness, Identify, Magic Aura*, Read Magic, Snowball, True Strike (12)
-- 2nd: Admonishing Ray, Ghoul Touch, Knock, Locate Object, Scorching Ray (5)
* = opposition spell, requires two slots


2 class + 5 int + 2 race + 2 background / level, 44/44 spent.

Strength -1
Dexterity +3
-- Fly +3 (0 ranks + 0/3 class + 3 dex)
Intelligence +5
-- Appraise +13 (1 ranks + 3 class + 5 int + 2 race + 2 circ)
-- Craft: Alchemy +11 (1 ranks + 3 class + 5 int + 2 circ)
-- Craft: Smithing +11 (1 ranks + 3 class + 5 int + 2 circ)
-- Craft: Traps +11 (1 ranks + 3 class + 5 int + 2 circ)
-- K: Arcana +12 (4 ranks + 3 class + 5 int)
-- K: Dungeoneer +9 (1 ranks + 3 class + 5 int)
-- K: Engineering +9 (4 ranks + 3 class + 5 int)
-- K: Geography +12 (4 ranks + 3 class + 5 int)
-- K: History +10 (2 ranks + 3 class + 5 int)
-- K: Local +12 (3 ranks + 3 class + 5 int + 1 trait)
-- K: Nature +9 (1 ranks + 3 class + 5 int)
-- K: Nobility +9 (1 ranks + 3 class + 5 int)
-- K: Planes +9 (1 ranks + 3 class + 5 int)
-- K: Religion +9 (1 ranks + 3 class + 5 int)
-- Linguistics +10 (2 ranks + 3 class + 5 int)
-- Spellcraft +14 (4 ranks + 3 class + 5 int + 2 feat)
Wisdom +0
-- Cartographer +9 (4 ranks + 3 class + 0 wis + 2 circ)
-- Perception +6 (4 ranks + 0 wis + 2 circ) * +8 to find hidden objects, ID potion, detect spoiled food
Charisma -1
-- Use Magic Device +8 (4 ranks + 3 class - 1 cha + 2 feat)


Gunsmithing: 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.
-- 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.

Magical Aptitude: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Class Abilities:

Wizard (Spellslinger): Simple weapon proficiency, Exotic Weapon Proficiency (firearms), Light Armor proficiency, +2 BAB, +1/1/4 F/R/W, 8 SP

Arcane Gun (Su): The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and 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. 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. 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.

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.

Mage Bullets (Su): 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 gun: 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.

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.

Magus (Variant Multiclass): A character who selects this option doesn’t gain feats at 3rd, 7th, 11th, 15th, and 19th levels, but instead gains class features from her secondary class. A character who chooses magus as his secondary class gains the following secondary class features.

Arcane Pool (Su): At 3rd level, he gains the arcane pool class feature as a magus of his character level – 2. 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. 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 (3rd), the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th (19th) 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 (7th) 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. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.


Scholastic: You have studied at prestigious academies or have much acquired knowledge on a few topics. Choose one knowledge skill, in which you gain a +1 and it becomes a class skill. Your spellcasting stat is also considered one higher for the purposes of calculating extra spells.

Magical Knack: Your caster level in the Wizard class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Racial Abilities:

+2 Intelligence

Orc Blood: Half-orcs count as both orcs and humans for any effect related to race.

Human-Raised: Some half-orcs raised as humans lack their cousins’ ferocity and training in orc weapons, but pick up a bit of their human parents’ skills. They gain the human’s skilled racial trait. This racial trait replaces orc ferocity and weapon familiarity.

Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces the intimidating trait.

Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Favored Class (Wizard): Gain 1 HP, 1 Skill Point, or +1 to concentration checks vs damage
-- Spent: +4 HP


Explorer's Outfit (free)
Signet Ring (5gp)
Traveller's Any-Tool (Default shape of MW glasses, 250gp)

Money (3244gp, 9sp, 10cp)


Age: 41
Height: 5' 11"
Weight: 241 lbs.
Eyes: Black
Hair: Black

Mr. Grim was a half-orc in name and appearance only. Being a second generation half-orc, he had none of the ferocity or bestiality of the orcs, but he did share the common build and facial features. His ears were slightly pointed, and his teeth protruded too much. His skin was greenish, but not overly so. Weighing well over 200 pounds and roughly 6 feet tall, Josam Grim always looked a bit odd in his fine suit and with his wire framed glasses perched atop his slightly upturned nose. An old revolver sits in a holster at his side, and an admirable rifle is slung over a shoulder.

His grandmother had been a victim of rape, common in half-orc heritages. The child she bore killed her in birth, but her Christian parents raised the baby girl themselves. Being such an outcast, she often ended up in trouble, and spent her last years working a brothel. Josam managed to be born in between such work, and was spared the fate of most children of prostitutes. He did, however, end up in an orphanage at a very young age. The caretakers were harsh and cold, but they forced the children to be educated proper-like, and Grim was no exception, learning english, arithmetic, and his own faith. He spent time scavenging trash heaps and building toys for himself and his fellow orphans.

Being an entrepeneur and quite a tinkerer, Mr. Grim managed to eke out an existence after adulthood, and put himself into colleges of engineering and arcana. While he excelled, one of his fondest loves were maps of the ancient worlds. Josam studied them endlessly, learned how to make maps and how to mark them properly, and became a proficient cartographer.

His desire to make maps led him to New Orleans. The government needed the newly acquired lands to be surveyed. Grim answered the call, hoping to be the next Jeremiah Dixon or Mercator. There was a certain thrill to going into the frontier, but the giddy anticipation was impossible to see on the gruff, imposing visage of Mr. Grim.