Female rimesoul (frost undine) magus (myrmidarch) 2/wizard (spellslinger) 1 (Pathfinder Player Companion: Plane-Hopper's Handbook 21, Pathfinder RPG Bestiary 2 275, Pathfinder RPG Ultimate Combat 56, 74, Pathfinder RPG Ultimate Magic 9)
CG Medium outsider (aquatic, native)
Init +5; Senses darkvision 60 ft.; Perception +0
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 20 (3 HD; 1d6+2d8+3)
Fort +4, Ref +3, Will +5
Resist cold 5
Speed 30 ft. (20 ft. in armor), swim 30 ft.
Melee dagger +1 (1d4/19-20)
Ranged +1 pistol +5 (1d8+1/×4)
Special Attacks arcane pool (+1, 5 points), spell combat, spellstrike
Spell-Like Abilities (CL 3rd; concentration +2)
. . 1/day—chill touch (DC 10)
Magus (Myrmidarch) Spells Prepared (CL 2nd; concentration +6)
. . 1st—color spray (DC 15), snowball[UW]
. . 0 (at will)—detect magic, ray of frost, read magic
Wizard (Spellslinger) Spells Prepared (CL 1st; concentration +5)
. . 1st—heightened awareness[ACG], infernal healing[ISWG]
. . Opposition Schools Abjuration, Enchantment, Illusion, Necromancy
Str 10, Dex 16, Con 12, Int 19, Wis 10, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Gunsmithing[UC], Point-Blank Shot, Rapid Reload
Traits magical lineage, reactionary
Skills Acrobatics +0 (-4 to jump), Craft (alchemy) +10, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Spellcraft +10, Swim +5, Use Magic Device +3
Languages Aquan, Common, Draconic, Elven, Tengu, Varisian
SQ amphibious, arcane gun, mage bullets, mostly human
Combat Gear black powder reagent (20); Other Gear mithral shirt, +1 pistol[UC], bullet[UC] (50), dagger, paper cartridge[UC] (10), bandolier[UE], gunsmith's kit[UC], hemp rope (50 ft.), powder horn[UC], squall's history, squall's manifest, 800 gp, 1 sp
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Amphibious (Ex) You can survive indefinitely on land.
Arcane Gun (One Arcane Gun) (Su) Imbue firearm with magic; spells cast thru firearm have x3 crit multiplier.
Arcane Pool +1 (5/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white only).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
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.
Swim (30 feet) You have a Swim speed.
A lithe woman with curves that challenge the roaring ocean waves stands relaxed with her arms crossed. Her skin takes on a pale sea-foam hue of a crashing wave and her wild hair falls upon her shoulders like frozen sea serpents locked in eternal battle. Her eyes contrast sharply like the piercing sea-tinted sunlight calling you to the surface of a clear ocean.
Her beauty is undeniable but misleading as her gruff demeanor let's her stand as equal to any sailor or thug that frequent the dock towns. As graceful as a roiling tempest she is the chaos that you cannot escape. A barrage of vulgar utterances crash like a storm as she tells her tales.
Sinaryn Azuim. Born to a Varisian Fortune teller and a marid hailing from the Plane of Water. It was through a stroke of luck and the draw of the card from her Harrow Deck that led to their meeting. It wasn't long after her birth that the Varisian wanderlust of her mother left her to be taken care of by her traveling group.
Not knowing her parents aside from a letter and stories from the caravan she spent her life travelling till they happened upon a lively port town. It was there that her love and ancestral calling to the waves ignited in her.
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