Gunslinger

Tessara Thundersteel's page

124 posts. Organized Play character for Purple Dragon Knight.


Full Name

Tessara Thundersteel

Race

Female CG Elf

Classes/Levels

Wizard 3 (Spellslinger) - Init. +6, Senses Low-Light Vision, Darkvision 60ft. Perception +0, AC 18/ touch 14/ ff 14; hp 17/17, F+2, R+5, W+3, Speed 30 ft.

Size

Medium

Alignment

CG

About Tessara Thundersteel

Tessara Thundersteel
Female Elf Wizard 3 Archetypes Spellslinger,
CG Medium humanoid (elf)
Init +6, Senses darkvision (60 ft.), low-light vision; Perception +0
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex, )
hp 17 ((3d6)+3)
Fort +2, Ref +5, Will +3, +2 vs. enchantment spells and effects

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OFFENSE
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Speed 30 ft.
Ranged masterwork battered blunderbuss +7 (1d8+1) [incl. PBS]
Special Attacks Arcane Gun (One Gun), Mage Bullets,

Prepared Spells
Wizard (CL 3rd; concentration +9)
2nd-acid arrow, mirror image(DC )
1st-color spray(2)(DC 15), mage armor(DC 15)
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TACTICS
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Temporary Effects elf ~ arcane focus, mage armor,
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STATISTICS
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Str 7, Dex 19, Con 12, Int 18, Wis 10, Cha 7,
Base Atk +1; CMB -1; CMD 13
Feats Exotic Weapon Proficiency (Firearms), Gunsmithing, Point-Blank Shot, Rapid Reload (Blunderbuss)
Skills Appraise +8, Craft (Alchemy) +10, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Planes) +8, Knowledge (Religion) +9, Linguistics(Undercommon) +8, Spellcraft +10, Spellcraft (Identify magic item) +12, Stealth +11,
Traits Warrior of Old,
Languages Common, Draconic, Elven, Gnoll, Goblin, Orc, Undercommon
SQ arcane focus, blended view, gunslinger battered gun (battered blunderbuss), elven immunities, elven magic, gunsmith, low-light vision, school of the gun (opposition schools: divination, enchantment, necromancy, transmutation), spells.
Combat Gear
Other Gear masterwork battered blunderbuss, uniform (soldier's), backpack, masterwork, spellbook, spell component pouch, bandolier, alchemical cartridge (dragon's breath), alchemical cartridge (entangling shot), alchemical cartridge (salt shot) (10), alchemical cartridge (paper/pellet) (40), 20.0 gp
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SPECIAL ABILITIES
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No Racial Subtype You have chosen no racial subtype.

Arcane Focus Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magicuser, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Arcane Gun (One 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 one-handed 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 Classes 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.
Spellslinger Choice One Gun.
This ability replaces arcane bond.

Arcane Gun

Blended View (Ex) Gain darkvision 60 feet.

Gunslinger Battered Gun (Battered Blunderbuss)

Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Gunsmith The spellslinger gains the Gunsmithing feat 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.

Language Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

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.

No Cantrips

School of the Gun (Divination, Enchantment, Necromancy, Transmutation) 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.
Chosen Opposition Schools, Divination, Enchantment, Necromancy, Transmutation.
This ability replaces arcane school.

School of the Gun

Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Chapter 10. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 3-16. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table 1-3).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Uskwood Hunter You have served the Umbral Court, discreetly following interlopers through the twilit city streets of Pangolais to pinpoint their locations for the authorities. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Warrior of Old As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

Spellbook:

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Spellbook
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Wizard Spells
2nd -acid arrow, mirror image
1st -alarm, blend, burning hands, color spray, disguise self, endure elements, fabricate bullets, mage armor, protection from evil, shield, snowball, vanish
0th -read magic, detect magic

Boons:

Maestro of Manumission: character starts at 3XP, 1,500gp and 6PP.
Eldritch Artillerist: character access to Spellslinger archetype.