About Reynard Freeman
Born to Danoran immigrants to Flint, Reynard has grown up knowing little beyond tales of his 'homeland'. He considers himself very much a Risuran patriot, no matter what anyone else thinks. Nevertheless, he has found himself drawn to certain un-Risuran pursuits, chiefly his obsession with firearms. His life's work is an attempt to marry magic with technology, to fire great and powerful spells from his trusty pistol. It is his conspicuous patriotism that drove him to enter the RHC; he wants to prove the doubters wrong and show that world that despite being the child of immigrants, he cares as much for his 'new' homeland as does any other Risuran. He has become a valuable (if specialized) asset, with near-encyclopedic knowledge of various magical traditions and a quick trigger-finger, ever ready to support his fellow officers with gunfire. Recently he has learned to truly bond magical energy into his gun, such that it no longer even needs ammunition, but fires blasts of magical force.
Reynard is quite obviously a tiefling, with pink skin, horns, fangs, and shriveled wings. He normally dresses like any other member of the RHC, unless he needs to hide his identity.
Male tiefling mad shootist 1/magus (eldritch archer) 8 (Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Magic 9)
LN Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +12
AC 25, touch 17, flat-footed 19 (+5 armor, +1 deflection, +6 Dex, +1 natural, +2 shield)
hp 73 (9d8+18)
Fort +9, Ref +10, Will +8
Resist cold 5, electricity 5, fire 5
Speed 30 ft.
Melee 2 claws +2 (1d4)
Ranged +1 reliable pistol +16 (1d8+2/×4 plus 1d6 fire)
Special Attacks arcane pool (+2, 10 points), improved spell combat, magus arcana (empowered magic[UM], prescient attack[UC]), spell recall, spellstrike
Magus (Eldritch Archer) Spells Prepared (CL 8th; concentration +12)
3rd—displacement, fly, haste
2nd—blur, cat's grace, scorching ray, stone discus[ACG] (2)
1st—ray of enfeeblement (DC 15), shield, snowball[UW] (2), true strike
0 (at will)—acid splash, detect magic, mage hand, prestidigitation, ray of frost
Str 10, Dex 22, Con 14, Int 18, Wis 10, Cha 8
Base Atk +7; CMB +7; CMD 24
Feats Gunsmithing[UC], Intensified Spell[APG], Point-Blank Shot, Precise Shot, Rapid Shot, The Man With Two Guns Is God, Weapon Focus (pistol)
Traits magical lineage, underlying principles
Skills Climb +5, Craft (alchemy) +15, Fly +15, Knowledge (arcana) +16, Knowledge (engineering) +8, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nobility) +5, Perception +12, Spellcraft +16, Swim +5, Use Magic Device +12; Racial Modifiers +4 Fly
Languages Common, Draconic, Dwarven, Elven, Gnome, Infernal, Primordial
SQ inventive gunnery, knowledge pool, medium armor, prehensile tail[ARG], prestige unseen court, prestige-flint, prestige-risur, ranged spell combat, ranged spellstrike, ranged weapon bond, rocket launcher
Combat Gear lesser piercing metamagic rod[UE]; Other Gear +1 mithral chain shirt, +1 mithral light steel shield, +1 reliable pistol[UC], amulet of natural armor +1, belt of incredible dexterity +2, demonic smith's gloves, handy haversack, headband of vast intelligence +2, muleback cords[APG], ring of protection +1, ring of resistance +1, sleeves of many garments[UE], bedroll, belt pouch, flint and steel, gunsmith's kit[UC], ink, inkpen, magus starting spellbook, mess kit[UE], pot, silk rope (50 ft.), spell component pouch, trail rations (5), waterskin, 146 gp, 5 sp, 6 cp
Arcane Pool +2 (10/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Empowered Magic (1/day) (Su) 1/day, cast a spell as if Empowered without altering the casting time or level.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Improved Spell Combat (Ex) Use weapon in one hand at -2 & cast a spell with the other. Gain additional +2 circumstance bonus on concentration checks when using spell combat.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Inventive Gunnery (5/day) (Ex) A mad shootist chooses one type of firearm (e.g., pistol, carbine, musket, shotgun, etc.). He has invented a modular arcano-scientific version of that weapon, colloquially known as a blaster.
The shootist can load the blaster with normal ammunitio