About Sevastien TheodorusPrepared Spells:
1st level True Strike Infernal Healing Sevastien "Theo" Theodorus
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AC 12, Touch 12, Flat-footed 10, CMD 13
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Speed: 30 ft. (6 Squares)
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SPELLS:
Known Wizard Spells (CL 1st): (DC 15) 1st - Comprehend Languages, Detect Magic, Identify, Infernal Healing, Mage Armour, Magic Missile, Magic Weapon, Read Magic, True Strike Spells per Day[b]
FEATS:
[b]Eschew Materials You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal. SKILLS:
Craft (Guns) +8 (+1 Rank, +3 Class, +4 Int) Knowledge (Arcane) +9 (+1 Rank, +3 Class, +1 Trait, +4 Int) Knowledge (Engineering) +9 (+1 Rank, +3 Class, +1 Trait, +4 Int) Knowledge (Geography) +8 (+1 Rank, +3 Class, +4 Int) Knowledge (History) +8 (+1 Rank, +3 Class, +4 Int) Knowledge (Nature) +8 (+1 Rank, +3 Class, +4 Int) Linguistics +9 (+2 Rank, +3 Class, +4 Int) Profession (Librarian) +4 (+1 Rank, +3 Class) Profession (Cook) +5 (+2 Rank, +3 Class) Spellcraft +9 (+2 Rank, +3 Class, +4 Int) RACIAL:
Rock Climber Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Sacred Tattoo Tattoos, piercings, and ritual scarification are sacred markings to many Half-orcs. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces the orc ferocity racial trait. Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. TRAITS:
Childhood Crush: You gain a +1 trait bonus on all attack rolls against foes that threaten Sandru. Mathematical Prodigy: You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you. Reactionary: You gain a +2 trait bonus on Initiative checks. CLASS:
Arcane Gun (Su) The spellslinger gains the Exotic Weapon Proficiency (firearms) feat, and one or two of his firearms can be arcane guns. Arcane guns are normal onehanded or two-handed firearms in the hands of others, as they were normal firearms before the spellslinger imbued them with magic. In a spellslinger’s hands, they both fire projectiles (bullets and pellets) and cast magic. At 1st level, the spellslinger decides whether he wants to have one or two arcane guns at a time. If the spellslinger chooses to have only one arcane gun at a time, spells fired through the arcane gun that require an attack roll have a x3 critical hit multiplier. A spellslinger can cast any ranged touch attack, cone, line, or ray spells through his arcane gun. When he casts through the arcane gun, the gun’s enhancement bonus (if any) is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. Yet there are dangers inherent to this method. If any of the spells’ attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell by a target (an overload), the arcane gun gains the broken condition. If the arcane gun already has the broken condition, the gun explodes. When a gun explodes, it lets loose a blast of force, or if the spell has the acid, cold, electricity, or sonic descriptor, it deals that type of energy damage instead. In the case of spells with multiple descriptors, roll randomly among the descriptors to determine the type of damage dealt by the blast. The blast is centered on a single intersection within the spellslinger’s space (spellslinger’s choice) and deals 1d6 points of the appropriate energy damage or force damage per level of the spell cast. Any creature within the blast other than the spellslinger can make a Reflex saving throw to halve the damage. The Reflex save DC is calculated using the spell level of the spell being sacrificed. A spellslinger can attune his arcane guns at the start of each day. That attunement lasts until the spellslinger attunes to a new gun, even if a formally attuned gun is destroyed. This ability replaces arcane bond. Gunsmith
Mage Bullets (Su)
School of the Gun
Forbidden schools
BACKGROUND:
DESCRIPTION:
EQUIPMENT:
Adventuring Attire Battered Musket (Back) (9 lbs) Spellbook (Belt) Spell Component Pouch (Belt) (2 lbs) (5 gp) Black Powder (30) (30 gp) Firearm bullet (30) (1/2 lbs) (30 gp) Gunsmith's Kit (2 lbs) (15 gp) Powder Horn (Belt) (1 lbs) (3 gp) ENCUMBRANCE:
Wealth: 37 GP Light load: 43 lbs or less Medium load: 44-86 lbs Heavy load: 87-130 lbs Total encumbrance: 13.5 lbs |