About Mysterious Character
Human spiritualist 5 | wizard 5
N Medium humanoid
Init +6; Senses Perception +3
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 deflection)
Speed 30 ft.
7/day - (DC 13; SU) Command Undead
Wizard Spells Prepared (CL 5th)
5 rounds/day - Bonded Senses
Spiritualist Spells Known (CL 5th)
2nd— Instigate Psychic Duel, Lesser Resoration, Spiritual Weapon
Str 8, Dex 14, Con 14, Int 18, Wis 16, Cha 13
Base Atk +3; CMB +2/5; CMD 14
Feats Cunning Caster, Craft Wonderous Item, Incredible Healer
Base Str 8, Dex 14, Con 14, Int 15, Wis 15, Cha 13
Favoured Class bonus in HP
Armor Attunemnt +1: Haramaki (Note: it's a simple bit of metal and a sash. Something one might wear if worried about getting shived by some low-life)
Mwk Kukri - 308gp
1000 - combat gear (scrolls, alchemical throwables)
Prerequisite(s): Deceitful, ability to cast 1st-level spells.
Benefit(s): When casting a spell, you can attempt a Bluff check (opposed by observers’ Perception checks) to conceal your actions from onlookers. If the spell requires material components, you take a –4 penalty on the Bluff check. If the spell requires somatic components, you take a –4 penalty on the Bluff check. If the spell requires verbal components, you take a –4 penalty on the Bluff check. If the spell requires a focus or divine focus, you take a –4 penalty on the Bluff check. If the spell produces an obvious effect (such as a summoned creature or visible spell effect), you take a –4 penalty on the Bluff check, and even if your check is successful, observers still see the spell effect (though they fail to notice that you are responsible for it). All Bluff check penalties are cumulative.
Prerequisite(s): Bluff 3 ranks.
Benefit(s): The DC for Sense Motive checks to get a hunch about you is equal to 20 + your ranks in Bluff, instead of the normal 20. If the Sense Motive check is specifically to assess your allegiance or trustworthiness, the DC is equal to 20 + two times your ranks in Bluff.
Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Bolster (Sp): As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Yuelral's Blessing (Champions of Purity pg. 27): You cast any spells that appear on both the wizard and druid spell lists at +1 caster level and with +1 to the save DC. In addition, you may replace the material component of any arcane spell with gems of the same value. You must be at least a 5th-level wizard to select this discovery.
Shared Consciousness (Su)
At 1st level, while a phantom is confined in a spiritualist’s consciousness (but not while it’s fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two skills determined by the phantom’s emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8.Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom’s section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can’t use this ability to shunt a mind-affecting effect into the phantom’s consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom’s consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect’s duration as if the spiritualist were affected by the mind-affecting effect.
Bonded Senses (Su)
At 2nd level, as a standard action, a spiritualist can share the senses of her manifested phantom, hearing, seeing, smelling, tasting, and feeling everything her phantom does. She can use this ability a number of rounds per day equal to her spiritualist level, but those rounds do not need to be consecutive. There is no maximum range for this effect, but the phantom and the spiritualist must be on the same plane. The spiritualist can end this effect as a free action.
Bonded Manifestation (Su)
At 3rd level, as a swift action, a spiritualist can pull on the consciousness of her phantom and the substance of the Ethereal Plane to partially manifest aspects of both in her own body. When she does, she uses this bonded manifestation to enhance her own abilities while the phantom is still bound to her consciousness.
For the spiritualist to use this ability, the phantom must be confined in the spiritualist’s consciousness; it can’t be manifested in any other way.During a bonded manifestation, the phantom can’t be damaged, dismissed, or banished. A spiritualist can use bonded manifestation a number of rounds per day equal to 3 + her spiritualist level. The rounds need not be consecutive. She can dismiss the effects of a bonded manifestation as a free action, but even if she dismisses a bonded manifestation on the same round that she used it, it counts as 1 round of use.
When a spiritualist uses this ability, she must choose either ectoplasmic or incorporeal form. When she makes this choice, she gains all of the abilities based on the form she chooses and her spiritualist level.
Ectoplasmic Bonded Manifestation: When a spiritualist uses this ability and chooses ectoplasmic form, she gains an ectoplasmic shield that protects her without restricting her movement or actions. She gains a +4 shield bonus to Armor Class; this bonus applies to incorporeal touch attacks. The ectoplasmic shield has no armor check penalty or arcane spell failure chance. At 8th level, the spiritualist also sprouts a pair of ectoplasmic tendrils from her body. Once per round as either a swift or a standard action (spiritualist’s choice), the spiritualist can use one or both tendrils to attack creatures within her melee reach (using the attack bonus and damage dice of her ectoplasmic manifested phantom) or to manipulate objects. She can even use that action to have one tendril make an attack and the other manipulate an object, as long as that object can be manipulated with one hand. At 13th level, the phantom’s ectoplasm clings to the spiritualist like a suit of armor. This grants the spiritualist a +6 armor bonus to AC without imposing an armor check penalty, an arcane spell failure chance, or any reduction in speed. At 18th level, the spiritualist can take a full-round action to attack all creatures within her melee reach with her tendrils (using the attack bonus and damage dice of her ectoplasmic manifested phantom). When she does, she rolls the attack roll twice, takes the better of the two results, and uses that as her attack roll result against all creatures within her melee reach. If the better attack roll threatens a critical hit, the spiritualist chooses one target that she hit to confirm the critical hit against. The other attacks that hit are considered normal hits rather than critical threats.
Incorporeal Bonded Manifestation: When a spiritualist uses this ability and chooses incorporeal form, she becomes shrouded in a haze of insubstantial mist, granting her concealment against ranged attacks. At 8th level, the spiritualist can better affect incorporeal creatures with melee attacks; her unarmed strikes and melee weapon attacks are treated as if they had the ghost touch magic weapon special ability. At 13th level, the spiritualist can take a standard action to become invisible (as the invisibility spell) until the start of her next turn. At 18th level, the spiritualist gains the incorporeal subtype and a fly speed of 30 feet (good) while using this form of bonded manifestation.
Spiritual Interference (Ex or Su)
At 4th level, whenever a spiritualist is within the reach of her ectoplasmic manifested phantom, she gains a +2 shield bonus to her Armor Class and a +2 circumstance bonus on her saving throws. She doesn’t gain these bonuses when the ectoplasmic manifested phantom is grappled, helpless, or unconscious. A spiritualist within 30 feet of her incorporeally manifested phantom receives a +2 circumstance bonus on saving throws against mind-affecting effects. This bonus is a supernatural ability and does not apply if the phantom is unconscious.
Detect Undead (Sp)
At 5th level, a spiritualist’s connection with the Ethereal Plane becomes so strong that she can use detect undead at will as a spell-like ability with a caster level equal to her spiritualist level.
A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor her phantom in her consciousness (see the shared consciousness class feature), manifest it partially (see the bonded manifestation class feature), or fully manifest it. A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score. A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom’s manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points. The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist’s consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can’t return to the spiritualist’s consciousness or manifest again for 24 hours.
While fully manifested, a phantom can’t be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist’s consciousness. If the spiritualist dies, the phantom is returned to the
A phantom can’t be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist’s consciousness, as the phantom is protected from such effects by the power of the spiritualist’s psyche.
Fully manifested phantoms can use magic items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist’s consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future.
Phantoms are self-involved, even jealous, creatures that do not play well with other summoned companions.A phantom refuses to manifest (either fully or as part of a bonded manifestation; see Bonded Manifestation) in the presence of an eidolon or shadow summoned by the phantom’s master. Furthermore, if a phantom is manifested when such a creature is summoned, it immediately retreats into its spiritualist’s consciousness, and will not manifest again until the eidolon or shadow is dismissed.
A fully manifested phantom’s abilities, feats, Hit Dice, saving throws, and skills are tied to the spiritualist’s class level and increase as the spiritualist gains levels. See the Phantoms section for more information.
Etheric Tether (Su)
At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom’s consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.
This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom’s manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form. When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect’s spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master.
If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can’t be summoned from that plane for 24 hours.
Medium Outsider (phantom)
Init +3; Senses Perception +7; Darkvision
AC 17, touch 17/13, flat-footed 14 (+3 Dex, +4 deflection/natural*)
Speed 30 ft.
Str 12, Dex 16, Con 14, Int 7, Wis 10, Cha 15
Magic Device (1) +3
4th level stat bonus in Con (assuming only 1)
Benevolent: When the phantom uses the aid another action, the bonus granted by a successful check increases by 1. If the phantom aids the spiritualist this way, the bonus instead increases by 2.
Opening Strike (Su): As a standard action, the phantom can make a melee attack against a foe. If this attack hits, the spiritualist designates one ally threatening that enemy. This ally can make a single attack at his full base attack bonus against that enemy as an immediate action
Viktor grew up in the warehouse district of Isarn. He lost his mother early to disease. His father, technically a foreman even the building now mostly stored destitutes, tried to raise his only child into a learned and industrious man. He hoped that, given the chance, Viktor would rise above the squalor and instability of Isarn – perhaps even afford to move somewhere where trade still flourished? Viktor was indeed a studious child but his fathers expectations weighted heavy on his shoulders and strained their relationship more and more as he grew older.
He landed his first job waiting at an somewhat upscale inn that aimed to deprive strangers of their gold before the other hazards of the city did. A hard and often thankless job that nevertheless had some perks. A filled belly for one. More importantly, whenever he wasn't starving at least, it exposed him to all manner of interesting people and ideas.
The most fateful meeting was with an elven mage; Kairos Zhagethur. He came to be the young man's mentor in many things for years to come. The mage had come to Galt to study without the stifling gaze of his peers and he wanted someone to bounce ideas with and to marvel at his ingenuity. Some far more mortal then he, unlikely to live long enough to cause trouble down the line. The haughty elf did not think highly of the lesser races nor saw much point interacting with all but a select few. As his apprentice Viktor did not often leave the dusty house that served as his masters lair – but at least he didn't go hungry nor had to stay with his father.
That changed when he met Isha. Sent on a small errand for reagents the young man instead stumbled head first into love at first sight. She was quite the opposite of him. Bright, charming and bubbling with life. How lucky he – they - had been. The hot summer evenings dancing by the docks were his most cherished memories; her scent, her touch and her kindness. For the first time Viktor felt truly alive!
Kairos however wasn't quite as pleased. He had spent years – not to mention gold – on sculpting a little minion only for him to turn into a scatterbrained airhead, barely capable of coherent thought? This would not do. True – he could simply wait it out. But Kairos was not someone that waited for a human fling. He was an elf that made sure he had it his way. And now. A few coins and words in the right place and Isha was dragged before the court for sedition. Justice was swift and final. Viktor could only weep as his hope so freshly kindled turned to ash before his eyes.
The old elf didn't quite get what he wanted though. Yes Viktor didn't have any pesky distractions anymore. But he didn't seem to have much else either. The young man acted like an empty shell of what he had previously been. No actions or thoughts without heavy prodding – except self wallowing lamentations. And to make it worse the Cabinet that he had procured favours with was replaced with the New Revolutionary Council. Upon seeing the grisly way his few human friends had exited their mortal coil Kairos swiftly left Isarn and Viktor behind.
Viktor was left with all the things his master had left behind in his haste. Mostly trinkets whom he pawned without hesitation to pay for food and numbness; he still had enough sense left to keep the books. If he had thought he could find Isha in the Boneyard he would not have bothered – but he knew that was not an option. So he slowly pushed himself forward, pouring over the tomes desperately searching for a way and dreaming of her.
Only his dreams seemed to make progress. And the supply of things to pawn was getting low. But the dreams got more and more vivid and at times he'd almost forget that she has dead. Eventually he started to hear her voice even during the daylight hours. Convinced that he was finally losing his mind, but not entirely unwelcoming of that release, Viktor followed it. And stored in a nondescript jar in the attic he finally found her – swirling light playing underneath the surface of a black onyx gem.
In that moment Viktor felt himself change for a third time. Lethargy once more gave way for fervour as he simultaneously arrived a three simple conclusions. A soul gem in his possession was much easier to work with then a final blade under guard. Isarn was a rotten city that should be purged by the blade. And he wouldn't do much about either the first two if he remained barely better then a scavenger and squatter. Selling the last of his masters possessions, house included, Viktor moved across Isarn into the Industrial District to start anew. He intended to put his masters teachings of anatomy to practice as a doctor – and the other knowledge to further his own agenda.
Almost twenty years later Viktor Dumas clinic is a respected establishment. Not quite the miraculous healing of a cleric, but an excellent alternative to hospitalization for those with a moderate amount of coin. The proprietor is a stern but quiet man, keeping his dreams behind his carefully constructed facade. But he knows that his efforts will soon start to bear fruit. Allies have been gathered, spells prepared and knives sharpened. Soon the operation could begin. Soon this cancer would be cut out of Isarn.
Viktor is a worn looking man in his upper forties, shaped by a life of much work and little pleasure. Not much of it has been physically demanding and his frame is better described as tenacious then hearty. Deep set eyes, a somewhat stained coat and a minuscule application of cosmetics makes him a perfect image of a grim but unyielding man of medicine.
Privately Viktor is more relaxed, which means emergency calls do take a few minutes longer. When with Isha or a particularly fruitful experiment he could even be described as not frowning.
Isha – Viktor's undying love. For once that description is accurate due to her present state as a Phantom. Being killed and stuffed into a gem has had some toll on the poor woman, but she keeps her spirits high as always. Before her demise she had ginger hair, a friendly smile and deep green eyes.
Kairos Zhagethur – Viktor's mentor. An selfish old elf with less then pure motives. Knew a great deal of magic and lore, much of which isn't quite something one would bring up in polite society. Left quickly once the Cabinet of Skulls were overthrown due to a desire to keep his insides inside.
Jaques Dumas – Viktor's old father. He still lives in the warehouse district and is still plying his trade, warehouse supervisor, even though his hair turned grey years ago. The father and son relationship is has improved in these last few years but they still only meet occasionally.
Margarethe d'Mara - Clinic manager. A stocky woman with a fondness for dried fruit that ensure the day-to-day business of the clinic runs smoothly. Widow and on the lookout for someone "dashing".
Simone Silverluck - Clinic receptionist/runner. The clinics first line of defense against snake oil salesmen, hypochondriacs and people too poor to pay for the healthcare. This gnome occasionally have problem turning away the later, the occasional pro bono case is good for the reputation. But you better choose wisely Silverluck!
Timothy Rotten-Teeth - A man of few talents nevertheless employed by Viktor. His one redeeming factor is his possession of shovels, grunts and a crooked moral compass; every doctor can use a gravedigger at times.
Sylph Occultist (Sha'ir) 3
N Medium outsider (native)
Init +3; Senses Perception + ; Darkvision 60'
AC , touch , flat-footed (+ armor); +2 vs Nonmagical Ranged Attacks
Speed 30 ft.
1st Jin - 6p
Base 1p - Swift Action +CL/2 insight to any one ability, attack or skill check.
Future Gaze 1p - Standard Action Augury
Danger Sight 1p - Intermediate Action +CL/2 insight to any one saving throw or AC.
Spells Known (CL 3rd; concentration +4)
1st— Heightened Awareness
Str 13, Dex 17, Con 12, Int 16, Wis 8, Cha 12
Favoured Class Bonus is HP, Favoured Class is Occultist
Pre racial adjustment stat array is 13 15 14 14 8 12 (3 7 5 5 -2 2)
Cathrine grew up in Alkenstar and spent almost all of her youth in the city state capital. Her family had originally come from Nex and, before that, her linage touched the elemental plane of Air. They liked to claim that at least - with all the side effects of Nex and Geb arcane onslaught who could really tell what was natural and not.
Growing up she had always dreamed about moving out of the poor and gritty Smokesides and up the brilliant spires of Skyside. A desire to reach the sky yes but also one of not having to breathe trough a continuously blacker napkin. She shared those dreams with many of her neighbours no doubt, elemental blood or not. Luckily for her her heritage offered some advantages. When others worried about family and future she worked on with fervour, knowing that there would be plenty of time for that later. Unless of course the foul air got to her first of course.
The sylph started her career as an up and coming shipwright. Ships were fascinating things - they glided through the water without effort and brought with them strange trinkets from stranger lands. They represented wonder and freedom in a perplexing mix. Like the magic flaunted by foreign visitors - sometimes spectacularly so.
As the years passed and her childhood dream was within grasp she realized that it wasn't what she wanted anymore. A dockside accident sealed the deal - while the prosthetic arm that replaced her left was very fancy it would not work in the dead magic zone of the Smokeside. And the wild magic of the Skyside didn't prove any better though it took her a little while to decide that.
So she decided to emulate one of her creations and sailed north to Ecanus, Nex. There she spent her time voraciously catching up on magical lore and with a new dream. She hoped to merge technology and magic, as she herself had been made whole, and build the fastest ship that had ever raced across the Inner Sea - or the very skies themselves?
Inspired by the idea, if not the execution, of the Demon Ships of Nex Cathrine picked up a bit or two about elemental binding. And it was an excellent excuse to try and learn a bit more about her heritage. While not possessing the aptitude of a summoner a trick here and there were enough to earn her a spot on several expeditions investigating the scattered ruins around Nex.
Cathrine sprinkled her profession as a shipwright with increasingly larger chunks of spelunking, hoping to find inspiration and knowledge. And she itched to apply all that to her designs!
But investors weren't usually interested in innovative or experimental alterations of their ships - they were content with the tried and true and most importantly cheap. So when she heard the rumour of the 'recolonization' expedition she pounced at the opportunity. For is she was the one in charge there would be space for innovative design in the budget!
Sariah is an upbeat yordle that loves to collect and share histories and trivia about the great heroes of Runeterra while (not so) secretly dreaming of taking part of the stories herself. Her heart is in the right place but she has a complicated relationship with the truth; because sometimes, you know, a bit of spice makes everything better!
My summoner name is Lessah (on EUW). I usually play mostly jungle, but dabble in both top and mid. As long as I don't end up down bot I'm happy : )
Most of my champion pool are the good old tested and true champions such as Nocturne, Naut, Nasus and Morgana. I still feel much more at home with the pre rework versions of Fiora and every time I can cast more then two spells with Poppy in a row without going OoM it feels a bit odd. Oh the good old days when you only needed two spells! At least she looks (and sounds) adorable now.
I'm a bit allergic to all the Shaco syndrome champs, but probably not much more then the average player. Jayce however really grinds my gears; Riot talked about overloader kits and "hidden power"/free stats being problematic and grounds for nerfing champs into oblivion then they released *that*. Oh well... Also well-played Nunus. Screw you stop eating my buffs!
Yordle Skald 3
NG Small humanoid (Yordle)
Init +2; Senses Perception +
AC 21, touch 13, flat-footed 19 (+2 Dex, +6 Armour, +2 Shield, +1 Size)
Speed 30 ft., 20 ft in armour
Skald Spells (cl 3, concentration +5)
Str 15, Dex 14, Con 14, Int 10, Wis 8, Cha 14 No racial adjustments
Claria Eveningtide, House Themal Gun Mage
Claria is a mercenary from a faraway elven citystate. Her house, Themal, has sent her and a few of her ilk to improve relations Calfon and help ensure that mutual trade does not stop. Unofficially she is testing the latest house Themal tricks on the world's greatest shooting range with plenty of Calfon warmachinery to benchmark against.
In addition to her cause as a sell-sword Claria has taken quite a liking to Calfon - she would hate to see it burn to the ground. Will these unprofessional feelings prove to be a fatal distraction or the motivation nececery to pull trough on the fields of war?
Only time (and dice) will tell ...
Elf Magus(Myrmidarch) 6 | Wizard(Spellslinger) 1/Gunslinger(Musket Master)
LN Medium humanoid (elf)
Init +6; Senses Perception +13; Low-light Vision
AC 20, touch 15, flat-footed 15 (+5 armour, +4 dex , +1 dodge)
Speed 30 ft.
Wizard Spells Prepared (CL 1st; concentration +5)
Magus Spells Prepared (CL 6th; concentration +10)
Grit pool: 2/2
Str 10, Dex 18, Con 12, Int 18, Wis 14, Cha 8
-4000 (belt of dex)
-1000 (cloak of resistance)
-1000 (armour +1)
-8300 (musket +1 distance)
-315 (mwk short sword)
-200 (mundane stuff)
-150 (clw x3 potions)
-360 (60 paper cartridges)
-25 (scroll of monkeyfish)
-25 (scroll of identify)
-50 (alchemist's fire)
-150 (scroll of invisibility)
-25 (scroll of fabricate bullets)
-75 (scrolls of shield x3)
-25 (scroll of endure elements)
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.
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.
Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.
Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.