Osirionologist

Sunset,'s page

692 posts. Alias of Sunset.


Race

:HP:26 (0):0Stat Dam:Init+4:Perception:+8:AC:18(+4Dex,+4Mage armour):Fort +3,Ref+7,Will+5

Classes/Levels

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About Sunset,

Retouched Character

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Sunset (Lvl 5)
Azata-blooded aasimar (musetouched) alchemist (tinkerer) 1/sorcerer (wildblooded) 3/wizard (spellslinger) 1 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder Campaign Setting: Inner Sea Intrigue 46, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 74, Pathfinder RPG Ultimate Magic 70)

NG Medium outsider (native)

Init +4; Senses darkvision 60 ft.; Perception +8
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Defense
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AC14, touch 14, flat-footed 10 (+4 Dex)
hp27 (5 HD:4d6+1d8)

Fort+3, Ref+7, Will+5,

Resist acid 5, cold 5, electricity 5, fire 10
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Defense
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AC 18, touch 14, flat-footed 10 (+4Dex,4Armor))
hp 24 (4 HD; 3d6+1d8)
Fort +2, Ref +6, Will +5
Resist acid 5, cold 5, electricity 5

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Offense
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Speed:30 ft.

Ranged:bomb +6 (1d6+1 Fire)

Special Attacksbomb 2/day (1d6+1 fire, DC 11)(.),(.),

Bloodline Spell-Like Abilities (CL 3rd; concentration +7)(.),(.),(.),(.),(.),(.),(.),

Sorcerer (Wildblooded) Spells Known (CL 3rd; concentration +7)
1st (6/day)—burning hands (fire) (DC 15), crafter's fortune[APG] (DC 15), shocking grasp, snapdragon fireworks[UM] (DC 15) (.),(.),(.),(.),(.),(.)

0(at will)acid splash, jolt[UM], mending, prestidigitation, ray of frost

Bloodline:Elemental(fire)

Alchemist (Tinkerer) Extracts Prepared (CL 1st; concentration +2)
1st:cure light wounds (2) (.)(.)

Wizard (Spellslinger) Spells Prepared (CL 1st, concentration +2)
1st:coin shot, mage armor(X)
Opposition Schools Divination, Enchantment, Illusion, Necromancy

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Statistics
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Str:12,
Dex:18,
Con:10,
Int:13,
Wis:11,
Cha:18,

Base Atk:+1; CMB +2; CMD 16

Traits:

magical lineage,
pioneer,
rich parents,
unblemished barrel,
wayang spell hunter,

Feats:

Additional Traits,
Brew Potion,
Eschew Materials,
Gunsmithing[UC],
Reach Spell[APG],
Skill Focus (Knowledge [engineering]),
Throw Anything

Skills:

Craft (alchemy) +6 (+7 to create alchemical items),
Craft (blacksmith) +3,
Craft (clockwork) +5,
Craft (firearms) +3,
Craft (mechanical) +3,
Craft (weapons) +4,
Diplomacy +6,
Disable Device +6,
Heal +4,
Intimidate +8,
Knowledge (engineering) +8,
Knowledge (local) +5,
Knowledge (nature) +5,
Perception +8,
Ride +6,
Spellcraft +5,
Use Magic Device +8,
Racial Modifiers +2 Diplomacy

Languages
Celestial,
Common,
Polyglot

SQ alchemy (alchemy crafting +1), arcane gun, bloodline arcana (change energy damage spells to match bloodline energy), clockwork bond (1d4), hedonistic, hero points, mage bullets

Gear:

Starting moneys 6000 Gp

Axe Beak (Combat) 1,500 Gp
Horse (Heavy, Combat) 300 Gp
Saddle(Military/Exotic) 60 Gp
Saddle(Pack) 5 Gp
Harness(X2) 2 Gp
Bit&Bridle(X2) 4 Gp
Saddle Bags(X4) 16 Gp
Wagon(Medium) 75 Gp
Lamelar Armour(Leather) 60 Gp
Armored Coat 50 Gp
Double Pistol* 650 Gp
Ammunition(12Gp Ea) (X80) 1020 Gp
Clothing(X2 Sets) 20 Gp
Hat 5 Gp
Cloak 5 Gp
Poncho 1 Gp
Alchemist Lab 200 Gp
Alchemist Kit 25 Gp
Gun Smith's kit(X2) 30 Gp
Veterinary Kit(+3Horse,+1Bird) 15 Gp
Compass 10 Gp
MstWk Backpack 50 Gp
Bed Roll .5 Gp
Blanket .5 Gp
Spell Book 25 Gp
Alchemist Book 25 Gp
Cavalier's Kit(XC2) 46 gp
Canteen(X4) 8 Gp
Flint&Steel 1 Gp
Grooming Kit(Animal) 2 Gp
Silk Rope(X2) 20 Gp
Smoked Goggles/eye-wear 15 Gp
Wire Saw(Adamantine) 150 Gp
*Endless bandoleer 1,500 Gp
Normal bandoleer(X4) 2 Gp
Expensive, waterproof'Humidor'(Box) 25 Gp
Cigars(X25) 25 Gp
Clockwork Lighter 50 Gp
Wrist Sheath(X4) 4 Gp

Money Left 56 Gp

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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Bomb 1d6+1 (2/day, DC 11) (Su) Thrown Splash Weapon deals 1d6+1 fire damage.
Clockwork Bond (1d4) (Ex) 1 minute and DC 15 Heal check to restore clockwork companion HP.
Darkvision (60 feet) You can see in the dark (black and white only).
Divination You must spend 2 slots to cast spells from the Divination school.
Elemental Ray (1d6+1 fire, 7/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
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.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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