adopted,
almost human,
magical lineage,
unblemished barrel,
wayang spell hunter,
Skills:
Craft (alchemy) +5,
Craft (firearms) +2,
Diplomacy +6,
Disguise +8 (+12 on checks to pass as human),
Intimidate +8,
Knowledge (local) +4,
Perception +7,
Profession (barmaid) +4,
Spellcraft +4,
Use Magic Device +8;
Racial Modifiers +2 Diplomacy
Languages Celestial, Common
SQ arcane bond (familiar), arcane gun, bloodline arcana (+1 DC for metamagic spells that increase spell level), hedonistic, hero points, mage bullets
Gear:
6000 GP start
Clothing(Wearing):
Beneficial Bandoleer, 1000 GP
Normal Bandoleer(X2), 1 Gp
Hat, 1 Gp
Poncho, 5 Sp
Hot Weather Outfit, 4 Gp
Pocketed Scarf(X2), 16 Gp
Reinforced Scarf(X2), 20 Gp
Gun-smith's Kit, 15 Gp
MstWk Backpack, 50 Gp
Smoked Goggles, 10 Gp
Carried(Horse)
Horse(Hvy,Combat) 300 Gp
Bit/Bridle/Saddle/Saddle Bags(X4), 38 Gp
Travelling Clothes(X2), 4 Gp
Caviller’s Kit, 23 Gp
Bedroll&Blanket, 1 Gp
Canteen(Metal)(X6), 12 Gp
Alchemy Lab, 200 Gp
Portable Alchemy Lab, 75 Gp
Gun-slinger's Kit, 26 Gp
Weapons:
Cestus, 5 Gp
Light Mace, 5 Gp
2 Barrel Pistol (NOTE! Factoring in starting weapon and level upgrade), 875 Gp
Single Barrel hackbut, 2000 Gp
Ammunition:
Pistol(12 Gp/Round)
30 Rounds, 360 Gp
Hackbut(12 Gp/Round)
16 Rounds 192 Gp
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Special Abilities
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Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divination You must spend 2 slots to cast spells from the Divination school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
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.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Gain Sustenance from Sunlight Standing in the sun for half an hour is equivalent to a meal.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun-smithing You can use a gun-smithing 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.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
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.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Unblemished Barrel It takes 30 min to remove the broken condition from a firearm.
Wayang Spell Hunter (Shocking Grasp) Reduce spell level increase from metamagic for chosen spell by 1.