Rose, the Arcane Gunner's page

48 posts. Alias of Rednal.


Full Name

Rose

Race

Human

Classes/Levels

Level 4 | HP: 74/74 | AC: 27, T: 20, FF: 18 | Fort: +11, Ref: +13, Will: +13 | CMB: +7, CMD: 26 | Init: +14, Perception: +11 |

Gender

Female

Alignment

CG

Deity

Cayden Cailean

Strength 16
Dexterity 18
Constitution 14
Intelligence 19
Wisdom 18
Charisma 16

About Rose, the Arcane Gunner

Rose
Appearance
Female human (Azlanti) Gunslinger (Pistolero) 4/Magus (kensai) 4/Theurge 4/Gestalt 4/Archmage 2 (Pathfinder RPG Ultimate Combat 9, 51, 55, Pathfinder RPG Ultimate Magic 9)
CG Medium humanoid (human)
Init +14; Senses Perception +11

Daily Abilities:

Arcane Pool: 7/7
Grit: 4/4
Mythic Power: 7/7

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Defense
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AC 27, touch 20, flat-footed 18 (+5 armor, +4 Dex, +5 dodge, +1 enhancement, +2 natural)
hp 74 (4d10+14)
Fort +11, Ref +13, Will +13
Defensive Abilities canny defense, hard to kill, nimble +1
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Offense
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Speed 30 ft.
Melee +1 Legendary dagger pistol +9 (1d4+4/19-20/x2) [As a Dagger]
Ranged +1 Legendary dagger pistol +8 (1d4+5/×3) [As a Pistol]
Special Attacks arcane pool (+1, 7 points), deeds (gunslinger initiative, gunslinger's dodge, pistol-whip, utility shot, up close and deadly), grit (4), magus arcana (close range), mythic power (7/day, surge +1d6), spell combat, spellstrike
Magus (Kensai) Spells Prepared (CL 4th; concentration +10, roll 2x)
. . 2nd (GR: 1d6+1)—frigid touch (General)
. . 1st (GR: 1d6+1)—burning hands (General - DC 15), shocking grasp (General), snowball (General - DC 15)
. . 0 (GR: 1d4+1)—arcane mark (General), detect magic (General), read magic (General)
Theurge spells Prepared (CL 4th; concentration +10, roll 2x)
. . 2nd (GR: 1d6+1)—agonizing sphere (General - DC 16), glitterdust (General - DC 16), invisibility (5 Minutes), lesser restoration (General)
. . 1st (GR: 1d6+1)—charm person (1 Hour - DC 15), cure light wounds (General), grease (General - DC 15), protection from evil (5 Minutes - DC 15), shield of faith (30 Minutes)
. . 0 (GR: 1d4+1)—create water (30 Minutes), mending (6 Hours), spider's thread (5 Minutes - DC 14), toolkit (General)
General Recharge Times:

Spell Level - Recharge Time

Highest possible - 1d6+1 rounds
Second highest possible - 1d6+1 rounds
Third highest possible - 1d4+1 rounds
Fourth highest possible - 1d4+1 rounds
Fifth highest possible - 1d4 rounds
Sixth highest possible - 1d4 rounds
Seventh highest possible - 1d3 rounds
Eighth highest possible - 1d3 rounds
Ninth highest possible - 1 round
Tenth highest possible - 1 round


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Statistics
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Str 16, Dex 18, Con 14, Int 19, Wis 18, Cha 16
Base Atk +4; CMB +7; CMD 26
Feats Arcane Gun, Combat Casting, Deadly Aim, Defensive Shot, Dual Path[M], Gunsmithing[UC], Improved Initiative, Intensified Spell[APG], Mage Bullets, Point-blank Shot, Precise Shot (scaling), Rapid Shot[M], Weapon Focus (dagger pistol)
Traits abendego spellpiercer (sodden lands), magical lineage, reactionary
Skills Acrobatics +10, Appraise +6, Bluff +7, Climb +8, Diplomacy +8, Disable Device +8, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +9, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +9, Perception +11, Perform (comedy) +7, Profession (courtesan) +11, Sense Motive +11, Sleight of Hand +11, Spellcraft +11, Stealth +8, Survival +10, Swim +8, Use Magic Device +10
Languages Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Minkaian, Thassilonian
SQ amazing initiative, chosen weapon, combined spells, focused caster, gunsmith, legendary power, legendary surge, mythic bond, perfect strike, returning
Other Gear +1 Legendary dagger pistol, bag of endless holding, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork thieves' tools, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 2,786 gp, 1 sp
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Special Abilities
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Abendego Spellpiercer (Sodden Lands) +2 to Concentration checks
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Gun (Su) Rose can use a gun that has a Mythic Bond with her as an arcane gun. The gun is a normal firearm in the hands of others - it's the Mythic Bond that provides the real power. In Rose's hands, this gun both fires projectiles (bullets only) and casts magic. Spells fired through the arcane gun that require an attack roll have an ×3 critical hit multiplier. Rose can cast any ranged touch attack, cone, line, or ray spells through her arcane gun, and casting this way fulfills any somatic requirements that may be needed. When she casts through the arcane gun, the gun’s enhancement bonus (if any) is added as a bonus to the spell’s attack rolls and/or to the spell’s saving throw DCs. Rose's arcane gun is not at risk of misfires or overloads. In addition, Rose can use the Spell Combat and Spellstrike abilities with her arcane gun (as the Myrmidarch Magus' Ranged Spellstrike ability). Finally, Rose operates under the Recharge Magic rules (see http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm).
Arcane Pool +1 (7/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +4 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Dagger pistol) Kensai abilities only function when wielding a weapon of this type.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combined Spells (Su) Starting at 4th level, the theurge can prepare and cast arcane spells using available divine spell slots and vice versa. Spells prepared and cast in this way take up a slot one level higher than they otherwise would have occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Shot Take a -2 penalty on ranged attacks and not provoke an AoO.
Distant Barrage (Ex) As a swift action, use 1 power for ranged att (+2 bonus, ignore cover/conceal & bypass all DR).
Enduring Armor +5 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Focused Caster (Ex) Beginning at 3rd level, a theurge may roll twice on any concentration check and take the higher result.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
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).
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d8 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item.
Limitless Range (Ex) Multiply the range increment of ranged and thrown weapons by 5 feet.
Mage Bullets (Su) Rose is adept at transferring spell energy into her arcane gun attacks. As a swift action, she 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 her firearm. With that weapon bonus Rose can apply any of the following to her arcane gun: enhancement bonuses (up to +5) and the dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding abilities. 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.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Mythic Bond Rose is bonded to the Demonbane pistol.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Perfect Preparation (Ex) No need for a spellbook or familiar when preparing spells.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon damage, or 2 for +1 to crit multiplier.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot (Scaling) You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties.
Returning (Same Plane) The creature bonded to this item can expend one use of mythic power to teleport the item to her waiting hand, as if using teleport object. The item must be on the same plane as the bonded creature for this ability to function. This ability can be taken a second time, allowing the item to cross planes to return to the bonded creature. The item must be a major artifact to take this ability again.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).
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Gunslinger Deeds:

Gunslinger’s Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
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.
Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This precision damage stacks with sneak attack and other forms of precision damage.
Utility Shot (Ex) At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
-Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
-Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object
-Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

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Demonbane (Rose's Pistol):

Demonbane

Slot: None
CL: 25th (The bearer uses their caster level to determine the effects)
Weight: 2 lbs
Aura: Strong varied

Description
As the personal weapon of Rose, the Demonbane is a particularly deadly dagger pistol designed for hunting infernal creatures - and it's capable of channeling significant amounts of energy to fuel its needs. The Demonbane grants Rose her Arcane Gun and Mage Bullets abilities. The bonded creature can use the Spell Combat and Spellstrike abilities of the Magus with ranged weapons and ranged attacks. The Demonbane has unlimited bullets and never needs to be reloaded - in addition, when bonded to a mythic creature, that creature can summon the Demonbane to their hand as if it had the Called ability


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"Goblins are attacking the village? Looks like your lucky day, then. Get everyone inside and leave it to me."

Whimsical. Silly. Free-spirited. Troublemaker.

These are words that people often use to describe Rose, a cheerful and independent girl born in Almas - the capital of freedom-loving Andoran. Of course, even in the Inner Sea's cradle of democracy, life isn't perfect. Soon after her birth, Rose was found on the doorsteps of the state-run Spread Wings Orphanage, along with a large sack of coin to help pay her way. Well, there was really only one choice in a situation like that, and Rose was soon taken in.

Even from the start, most of the staff realized there was something odd about the girl. She learned things a little too quickly, she moved with too much confidence, and even for a young girl she was pretty cute. A bit concerned - and wondering if she was an aasimar child, blessed by the heavens - the orphanage took her to a scholar who could help pinpoint her heritage.

As it turned out, she was not descended from angels. Rather, Rose - named for the color of her hair - seemed to have a strong connection to ancient Azlant... and some of their innate superiority had continued to reside in the blood of her ancestors and flow down to her.

Most people of Azlanti heritage knew who they were and cared about their ancestry - and nobody knew why Rose had been abandoned. However, even her teachers didn't realize how intelligent she actually was... and after realizing what their expectations would be, the young girl made some quick decisions.

From that day onwards, Rose began to act much sillier - she played harder, roping other children into schemes, and practically embodied the childhood idea of fun. When the workers at the orphanage weren't looking, though, she was often sneaking out to the library or the marketplaces so she could learn as much as possible about the world she lived in. Her silliness, in short, was a facade - one that let her have the freedom to improve herself and be the best she could be.

Unsurprisingly, there were more than a few offers to adopt her, but Rose gently refused all of them. The orphanage was her home, she said, and where she wanted to be. Some of this may have been caused by the frequent visits of the faithful of Cayden Cailean, who made it a point to support orphanages and those in need. Their cheerful focus on freedom and people getting along was immensely appealing to a young Rose, and it wasn't long before she was attending church sermons (though they didn't let her drink alcohol until she was 18 - they were rowdy, free-spirited, and often irresponsible, but they cared about kids).

It would have been easy to get adopted into a wealthy house and live a life of luxury, but with her god's teachings in mind, Rose abandoned that in order to become an adventurer. When she was fifteen, she'd discovered her talents for magic, stunning people as she demonstrated the ability to cast both arcane and divine spells. Her talents didn't fully bloom until the day after her eighteenth birthday, though, when a group of experienced adventurers were taken by surprise as they escorted a treasure to the church. Rose had been nearby, and jumped in to help... at which point she promptly got the crap beaten out of her by the attackers. Things probably wouldn't have ended as well as they had if a stray blast of magic hadn't knocked the treasure away from the main fighters and onto the ground near Rose... revealing a weapon of a type she'd never seen before.

In the coming weeks, Rose learned a lot about the weapon - it was called a dagger pistol, and it carried a number of highly unusual powers that allowed someone to mix magic and bullets (and it never seemed to run out of the latter). Perhaps more relevantly, when she originally returned it, it refused to work for anyone else. The weapon had chosen her, and she was stuck with it - and nobody could ever explain the way that one of the adventuring team's members had disappeared after the battle where she found the gun. There were rumors, of course, but nothing that could ever be proven.

By this point, things had largely fallen into place for Rose. She'd learned enough of magic to access the second tier of spells, she had a weapon to shoot evil with, and she was old enough that the orphanage was no longer her home - it was time to move forward in her life, and she did.

Now, Rose spends most of her time adventuring in places that need help. She enjoys spending time with friends, having a good drink, and bringing smiles to everyone's faces with a comedic performance. She's also surprisingly good at acting like a courtesan - a skill she picked up to infiltrate high society. She's also been known to anonymously donate large sums of money to orphanages, hospitals, and other places that provide charitable services. She's far from a totally serious person, though - Rose has been known to play the occasional mischievous prank as well.