Nar'shinddah Sugimar

Savan Genieshot's page

219 posts. Organized Play character for Enchanter Tim.


Race

HP 38/38 | AC 20 | F +9 R +11 W +7 | Perc +7 (darkvision) | Stealth +9 |

Classes/Levels

speed 25 |◆ | ◇ | ↺

Gender

male suli-catfolk gunslinger 3 |

About Savan Genieshot

PFS Number: 1142-2008
Experience: 24

PFS Chronicles:

#B12: Somewhere Below: 1xp, 4gp
#4-01: Year of Boundless Wonder: 4xp, 14.08gp
#B13: The Blackwood Abundance: 1xp, 4gp
#B15: Treasure off the Coast: 1xp, 4gp
#B16: Boom Town Betrayal: 1xp, 4gp
#B17: Sodden Stories: 1xp, 4gp
#Q1: The Sandstone Secret: 1xp, 3.6gp
#6-00: Salt of the Ocean: 4xp, 14gp
#5-12: Mischief in the Maze: 4xp, 22.4gp
#Q16: The Winter Queen's Dollhouse: 2xp, 11gp
#Q22: Friends In Need: 2xp, 11.4gp
#Q17: Escorting a Mirage: 2xp, 11gp

PFS Information:

Major Factions
Envoy’s Alliance:
Grand Archive:
Horizon Hunters:
Vigilant Seal: 24
Minor Factions
Radiant Oath:
Verdant Wheel:
All Faction Reputation
Total (Sum of the Above) Reputation: 24

Boons:

Sand Slide ↺[][][] Trigger: Fail (but don’t critically fail) a Reflex save to avoid a trap’s effects; Effect: You Step and then Drop Prone in your new location. You gain a +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap’s effects initially, you succeed at the save instead.
Abendego's Cannon Gain access to the Hydrocannon

Botting:

Savan Genieshot
NG male suli-catfolk gunslinger 3
Background: Gunsmith
Senses Darkvision Perception: +7 [E]
Languages: Common, Amurrun, Gnomish, Goblin, Osiriani

Defenses
Hit Points: 38
AC: 20 (leather)
Fort: +9 [E] Ref: +11 [E] Will: +7 [E]

Offense
Speed: 25
Melee Dagger +9 [T], 1d4 P (agile, finesse, thrown 10ft, versatile S)
. . Reinforced Stock (musket) +9 [T], 1d8 B (finesse, two-hand d8)
Ranged +1 Jezail "Erika" +12 [E], 1d8+1d4 B/P (concussive, fatal aim d12)
. . Dueling Pistol +11 [E), 1d6+1d4 B/P (concussive, fatal d10)

Spells
Spell Attack +7 [T]
Spell DC 17 [T]
Cantrips: Shield, Eat Fire

Statistics
Str +0, Dex +4, Con +2, Int +2, Wis +0, Cha +1

Skills
Acrobatics +9 [T], Arcana +7 [T], Athletics +0, Crafting +7 [T], Deception +1, Diplomacy +6 [T], Intimidation +1, Lore (Engineering) +7 [T], Lore (Warfare) +7 [T], Medicine +0, Nature +5 [T], Occultism +7 [T], Performance +1, Religion +0, Society +7 [T], Stealth +9 [T], Survival +0, Thievery +9 [T]

Ancestry Abilities
Darkvision See in darkness and dim light as well as in bright light
Land on Your Feet When you fall, only take half damage and don't fall prone.
Elemental Assault ◆ Once per day, until the end of your turn, deal 1d6 energy damage, choosing from electricity, fire, cold, or bludgeoning.

Class Abilities
Slinger's Precision +2 precision damage with non-repeating crossbows; +1d4 precision damage with non-repeating firearms
Way of the Spellshot Class Archetype
Energy Shot ◇ When you roll Initiative, Interact to draw a firearm. On your first three strikes with a firearm, you deal you choice of an additional 1 acid, cold, fire, or electricity damage per weapon die.
Thoughtful Reload ◆ Attempt a Recall Knowledge against an opponent you can see and interact to reload.
Stubborn Will saves increase to Expert; When you fail (not crit fail) a Will save and would gain the Controlled condition, you can attempt a second save at the start of your next turn. On a success, the Controlled condition ends, although other effects remain.

Class Feats
Munitions Crafter
Spellshot Dedication You cast arcane spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for spellshot archetype spells is Intelligence, and they are arcane spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice. This counts as the wizard archetype for the benefits of Basic Wizard Spellcasting.

Feats
Quick Repair Take 1 minute to repair an item.
Alchemical Crafting Use Crafting to create alchemical items
Dubious Knowledge When you fail a Recall Knowledge check, you get a correct and incorrect answer, but you don't know which is true.
Robust Health Gain your level in bonus hp on Treat Wounds and Battle Medicine treatments on you. You only become immune to Battle Medicine for 1 hour instead of 1 day.

Equipment (Bulk 3.6)
Worn Explorer's Clothing, Leather Armor, backpack, belt pouch, waterproof carrying case, 30 rounds of bullets/powder
Weapon dagger, dueling pistol, jezail, minor life shot (2)
Stowed bedroll, chalk, flint/steel, rations, rope, soap, torch, waterskin, firearms cleaning kit, repair kit, thieves toolkit, lesser antidote, minor healing potion, pup tent, winter clothes
Coin 38.86gp

Spellbook:

Cantrips: Eat Fire, Needle Darts, Shield, Telekinetic Hand

Background:

Savan hails from the Mana Wastes where his family was influenced by their genie lineage. He made his way to Alkenstar in his youth where he was taken in as an apprentice gunsmith. Learning the trade only fostered a desire to use the firearms more. When he applied for service in guard, his magical heritage was immediately recognize and he was soon pulled into a special unit of "powder mages" who learned to use gunpowder to access the latent magical energies of the Mana Wastes. During one of the city's power struggles, however, the powder mages were disbanded in fear of their growing abilities. Disgusted, Savan left the city for better prospects in Absolom.

Appearance/Personality:

Savan is a dark-furred Catfolk normally dressed in flexible leathers. He wears tough leather armor around his torso with a soft tan wool coat over it. The coat is of good make, but has multiple powder burns and small burn holes all over it, though mostly on the sleeves. Savan is typically seen with a long rifle with a thick buttstock, but he also carries a dueling pistol holstered on his hip. The catfolk's eyes change color and his fur will take on tinges of color or motion reflective of his geniekin background. The catfolk has the bearing of a soldier and is extremely disciplined with his firearms. Notably, he is often seeing taking a pinch of gunpowder into his lip or as a snuff before a battle.