Palaveen

Reynard Freeman's page

126 posts. Alias of Ouachitonian.


Full Name

Reynard Freeman

Race

Tiefling

Classes/Levels

Magus 8 (Eldritch Archer)/Mad Shootist 1

Gender

Male

Size

Medium

Age

34

Alignment

Lawful Neutral

Deity

Nethys

Location

Flint

Languages

Common, Draconic, Dwarven, Elven, Gnome, Infernal, Primordial

Occupation

Constable

Strength 10
Dexterity 22
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

About Reynard Freeman

Fluff:

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.

Appearance:

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.

Crunch:

Reynard
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
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Defense
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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
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Offense
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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
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Statistics
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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
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Special Abilities
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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
Knowledge Pool (Su) Spend Arcane Pool points to prepare a magus spell that is not in your spellbook for 1 day.
Medium Armor (Ex) Medium armor proficiency and no Arcane Failure chance in medium armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Prescient Attack (Su) 1 Arcane Pool: Deny target Dexterity bonus against attacks.
Prestige (Flint): 0 Most fantasy adventurers are “free agents,” with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. In Zeitgeist, though, you and your fellow PCs may want to call in favors from the RHC, t
Prestige (Risur): 0 Most fantasy adventurers are “free agents,” with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. In Zeitgeist, though, you and your fellow PCs may want to call in favors from the RHC, t
Prestige (Unseen): 0 Most fantasy adventurers are “free agents,” with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. In Zeitgeist, though, you and your fellow PCs may want to call in favors from the RHC, t
Ranged Spell Combat (Ex) Must use ranged weapon for spell combat.
Ranged Spellstrike (Su) As a full rd action, ranged spells can be combined with ranged attacks.
Ranged Weapon Bond (- custom / magic weapon -) (Ex) Must have bonded object to cast spells, doesn't interfere with somatic components.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rocket Launcher (5/day) (Ex) A mad shootist can create up to five rockets per day. Any more destabilize the arcane matrix, causing them all to become inert. He can never have more than five rockets at a time. Rockets have a range increment of 50 feet and deal 5d6 bludgeoning, pi
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
The Man with Two Guns is God Gunsmith theme feat. Fire guns swiftly and two handed