Full Name |
Szilard the Changing Echo |
Race |
Human, Azlanti |
Classes/Levels |
Gestalt 1 (Gunslinger, Inquisitor, Arcanist) |
Gender |
Male |
Size |
Medium |
Special Abilities |
God of Technology |
Alignment |
CN |
Deity |
Yes |
Languages |
Azlanti, Celestial, Common, Dwarven, Elven, Gnome, Infernal, Shadowtongue, Thassilonian |
Occupation |
Recovering Deity |
Strength |
15 |
Dexterity |
21 |
Constitution |
18 |
Intelligence |
24 |
Wisdom |
20 |
Charisma |
16 |
About Szilard, The Changing Echo
Szilard the Changing Echo
Advanced human (azlanti, pureblooded) Gestalt (Gunslinger, Inquisitor, Arcanist) CN Medium humanoid (human)
Hero Points 1
Init +5; Senses Perception +9
--------------------
Defense
--------------------
AC 20, touch 17, flat-footed 15
hp 23 (2d10+1d6+17)
Fort +10, Ref +11, Will +11
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft.
Melee bayonet +3 (1d6+3) and
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged legendary rifle +7 (1d10/×4)
Special Attacks grit, mythic power (5/day, surge +1d6), studied target
Inquisitor (Sanctified Slayer) Spells Known (CL 1st; concentration +6):
. . 1st (3/day)—burst bonds (DC 16), cure light wounds
. . 0 (at will)—create water, detect magic, guidance, light
. . Domain Liberation
Arcanist Spells Prepared (CL 1st; concentration +8):
. . 1st—disguise self, true strike
. . 0 (at will)—ghost sound (DC 17), prestidigitation, read magic, spark (DC 17)
--------------------
Statistics
--------------------
Str 15, Dex 21, Con 18, Int 24, Wis 20, Cha 16
Base Atk +1; CMB +3; CMD 18
Feats Dual Path[M], Gunsmithing[UC], Point-blank Shot, Rapid Reload, Rapid Shot
Languages Azlanti, Celestial, Common, Dwarven, Elven, Gnome, Infernal, Shadowtongue, Thassilonian
Skills Acrobatics +9, Appraise +7, Bluff +7, Climb +2, Craft (Firearms) +11, Diplomacy +4, Disguise +7, Escape Artist +5, Fly +5, Heal +5, Intimidate +3, Kn (Arcana) +11, Kn (Dungeoneering) +11, Kn (Engineering) +11, Kn (History) +11, Kn (Local) +11, Kn (Nature) +11, Kn (Planes) +11, Kn (Religion) +11, Perception +9, Ride +5, Sense Motive +9, Sleight of Hand +5, Spellcraft +11, Stealth +9, Survival +9, Swim +2
SQ arcane reservoir, arcanist exploit (dimensional slide), consume spells, deeds (deadeye, quick clear, steady aim), hero points, legendary power, legendary surge, liberation, monster lore +5, mythic bond, stern gaze +1
Other Gear silken ceremonial armor, bayonet, legendary rifle, gunslinger's kit, poncho, spellbook, 0 gp
--------------------
Resources
Arcane Pool: |_x_|__|__|__|
Mythic: |_x_|__|__|__|__|
Arcanist Spells
1st Level |_x_|__|__|__|
Inquisitor Spells
1st Level |__|__|__|
--------------------
Special Abilities
--------------------
Arcane Reservoir +1 DC or CL (4/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Dimensional Slide (10 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
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.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Inquisitor (Sanctified Slayer) Domain (Liberation) Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Legendary Power (2/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 (+1d6 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 - see the Legendary Surge sidebar o
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Specials