Imron Gauthfallow

Sevastien Theodorus's page

27 posts. Alias of Patcher.


About Sevastien Theodorus

Prepared Spells:

1st level
True Strike
Infernal Healing

Sevastien "Theo" Theodorus
Male Half-Orc
Spellslinger 1
Steps: C
NG Medium Humanoid (Human, Orc)
Init: +4, Senses: Darkvision, Perception: +0
Languages: Abyssal, Common, Dwarven, Draconic, Giant, Goblin, Infernal, Orc
Abilities: Str 12, Dex 14, Con 10, Int 18, Wis 10, Cha 13
Favoured Class: Wizard
Favoured Class Bonus
1st - Skill point (Profession (Cook))

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DEFENSE
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AC 12, Touch 12, Flat-footed 10, CMD 13
HP 6 (1HD)
Fort: +1, Ref: +3, Will: +3
Notes:

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OFFENSE
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Speed: 30 ft. (6 Squares)
Musket +2 (d12/x4) (40 ft. increments)
Space: 5 ft. Reach: 5 ft.
Base Atk: +0, CMB: +1

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STATISTICS AND EVERYTHING ELSE
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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]
1st - 2

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
The spellslinger gains the Gunsmithing feat (see page 103) and a battered gun that is identical to the gun a gunslinger (see page 9) gains at first level. If the spellslinger chooses the ability to attune two arcane guns, he still only starts out with one gun. Like a gunslinger, a spellslinger can use the Gunsmithing feat to restore his battered gun. This ability replaces scribe scroll.

Mage Bullets (Su)
A spellslinger is adept at transferring spell energy into his arcane gun attacks. As a swift action, he 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 his firearm. With that weapon bonus the spellslinger can apply any of the following to his arcane bond: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. 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. This ability replaces cantrips, but the spellslinger gains the detect magic and read magic cantrips and places them in his spellbook. He can cast either of these as 1st-level spells.

School of the Gun
The rigor and care required by arcane guns is so great that a spellslinger forsakes four schools of magic. These opposition schools are chosen at 1st level and cannot be changed later. A spellslinger who prepares a spell from his opposition school must use two spell slots of that level to prepare the spell. In addition, the spellslinger takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. This ability replaces arcane school.

Forbidden schools
Abjuration, Enchantment, Illusion, Necromancy

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