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Organized Play Member. 12 posts (1,003 including aliases). 1 review. No lists. No wishlists. 7 Organized Play characters. 10 aliases.


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This is super interesting, planning on coming up with something cool. As someone who played about half of Hell's Rebels, and as a GM is 5/6 books through Hell's Vengeance, I am curious how you plan to implement the Glorious Reclaimation into the events...


For your consideration: Papaya Plomb, spellslinger wizard
As I mentioned, I know the AP well. Used a knowledgeable build to hopefully reflect monster knowledge.
Gnome Spellslinger Wizard

Background:

Papaya Plomb was born into a slave family in far away Otenso. He worked there in service to a wealthy merchant family. Always studious, Papaya learned from his father how to work the inventory for their masters. After his mother fell prey to bleeching, Papaya's father sought help from the Bellflower Network. Father and son were sadly split in a surprise Hellknight raid, but young Papaya was rescued, and whisked away to a ship of privateers.
The young gnome did not have time to grieve. Small as he was, the crew was diligent and found him hiding in bilges. Luckily, the merchant ship had sailed far from Cheliax and were not so cruel as to send the young gnome back to a life of slavery. Due to his small stature, and penchant for mathematics, he was put in service to the quartermaster. He excelled there, and after a few years, the captain was satisfied he had paid his debt. He disembarked in Quantium, and made his way by river to Alkenstar.
Apprenticing in a machine shop for a decade, Papaya quickly learned to repair and craft all manner of clockwork, until he finally learned to craft what he came to the Mana Wastes: a musket. By the end of his time in the Smokeside, Papaya was ready to reenter a world of magic.
He lived for a while in the free nations of Avistan, learning magical arts and working on ways to enhance his firearm. When he worked up some courage to seek rare parts from the Sellen's Black Markets, the Tarnished Halls. His own exotic wares from Garund made quick friends among the technology traders. Since he was a better tinkerer than most should take his tinkering skills up the Sellen River.

Appearance:

Papaya's prefers jacket is an was once a bright blue corsair's coat. The color of his jacket has faded over the years; to stave off signs of age, the gnome keeps a jar of hair dye that matches the bright blue color that once matched his favorite garment. His matching vest is hung with bits of metal Papaya thought might be useful at some point in the past.
Papaya is cheerful, but somewhat timid. He derives joy from seeing inventions work.

Crunch
Statistics:

20 Points
Str [8][-1][-2 Race]
Dex [14][+2]
Con [12][+1][+2 Race]
Int [18][+4]
Wis [10][+0]
Cha [8][+0][+2 Race]

OFFENSE:

Base Atk +2;
RA +4 [+2BAB+2Dex]
MA +0 [+0BAB+0Str]
CMB +2; CMD 14
Ranged Weapons
Rifle +4 (1d6+0/x3) (0ft RI)

DEFENSE:

AC 13, touch 13, flat-footed 10
(10, +2Dex, +1size)
HP 0/0 1x(4d6)
Fort [+02][+1Class+1Con]
Ref [+03][+1Class+2Dex]
Will [+04][+4Class+0Wis]

Skills:

Skill Ranks per Level: 1x[2 + 4 Int modifier +1FC] = [9]
[< Class Skills]
+13 Appraise
+15 Craft (mechanical)
+7 Disable Device
+13 Knowledge (Arcana)
+13 Knowledge (Dungeoneering)
+13 Knowledge (Engineering)
+12 Knowledge (Geography)
+12 Knowledge (History)
+12 Knowledge (Nature)
+12 Knowledge (Religion)
+12 Linguistics
+12 Spellcraft

Traits:

1:Mathematical Prodigy
Benefits: Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. 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.
2:Numerian Archaeologist
Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result.

Race Information:

Gnome
Ability Score Racial Traits
Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Size
Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks
Type
Gnomes are Humanoid creatures with the gnome subtype.
Base Speed
(Slow Speed) Gnomes have a base speed of 20 feet.
Languages
Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Defensive Racial Traits
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Feat and Skill Racial Traits
Master Tinker Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Magical Racial Traits
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Offensive Racial Traits
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Senses Racial Traits
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Class Information:

Wizard [Spellslinger] L5
BAB+2
Saves F+1/R+1/W+4
Hit Die: d6
Class Skills
Skill Ranks per Level: 2 + Int modifier.
The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.
Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. 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: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score.
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.
Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Arcane Gun
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 through the arcane gun that require an attack roll have a ×3 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.
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.
Opposition Schools
Abjuration, Conjuration, Enchantment, Necromancy
Mage Bullets
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.
Gunsmith
The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a Gunslinger 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.

Spellcasting:

1st Level Spells
1:Detect Magic
2:Identify
3:Jury-rig
4:Magic Weapon
2nd Level Spells
1:Detect Thoughts
2:Scorching Ray
3:Codespeak
3rd Level Spells

Feats:

Levels
L1: Point-Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
L3: Precise Shot (Combat)
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
L5: Rapid Reload
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Class
SSB: Gunsmithing
Benefit: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
5B: Craft Magic Arms & Armor
You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.


I'm wondering if you would accept a player who knows the AP. I am running IG in my home game. I have read read through it really thoroughly.
I want to build a spellslinger with lots of knowledge skills.


@Kuruk Vetrov Thanks for the feedback, I really appreciate being considered, and that so many of you have read our submissions. I definitely thought of Frederick being the kind of guy who builds guns; good at target practice but more likely to duck and cover if a real fight breaks out.

Sadly, for Spellslingers, they must prepare Detect Magic in a 1st level spell slot as Mage Bullets trades away their cantrips.


try again
Stat1: 4d6 ⇒ (3, 4, 6, 6) = 19
Stat2: 4d6 ⇒ (2, 3, 6, 6) = 17
Stat3: 4d6 ⇒ (3, 6, 5, 3) = 17
Stat4: 4d6 ⇒ (5, 5, 4, 6) = 20
Stat5: 4d6 ⇒ (5, 3, 6, 3) = 17
Stat6: 4d6 ⇒ (3, 2, 6, 1) = 12

16, 15, 14, 16, 14, 11
-----
Stat1: 4d6 ⇒ (2, 4, 4, 4) = 14
Stat2: 4d6 ⇒ (4, 6, 5, 5) = 20
Stat3: 4d6 ⇒ (3, 5, 4, 1) = 13
Stat4: 4d6 ⇒ (5, 2, 3, 2) = 12
Stat5: 4d6 ⇒ (6, 6, 3, 1) = 16
Stat6: 4d6 ⇒ (6, 2, 4, 3) = 15

12, 16, 12, 10, 15, 13

GP: 3d6 ⇒ (4, 1, 3) = 8 x 10


Doctor Frederick Sinclair
Bookish Bureaucrat Spellslinger Wizard 4

Background:

The second son of Virginia socialites, Frederick Williams was a peculiar child. Not as strong or charming as his older brother, Frederick spent his days in his family’s library. At 11 years, he claimed to have read every one of his father’s books, and cleared out a gardening shed where he taught himself how to machine metal parts.
Frederick’s first invention was a simple tool the family’s groundskeepers found useful. At 13, he built a refrigerator from a diagram in a book. At 15, he had built a replica of Benjamin Franklin’s printing press.
At 20, Frederick graduated summa cum laude from the University of Virginia School of Engineering and Applied Science, and at 22, received his doctorate. The next year, he began instruction in a new field: Applied Magical Engineering. Before Christman of that year, the program shut down.
Frederick’s fierce anxiety had always seemed to others as a curious side-effect of his genius. Teaching had led to a complete break of the Doctor’s nerves. He would spend the next year at his family’s estate and discovered his new passion: surveying.
After recuperation, Frederick began working for the United States Government, surveying for the General Land Bureau. He rose quickly in the office, and felt much more at home in the rigid structure of government bureaucracy. When he suggested to the Bureau’s Director how they might restructure their offices outside the Department of Treasury, his bosses acted quickly.
The Department of the Interior was created before the new president would assume office. The transition was not as smooth as Frederick had thought of, as he was never one to pay any attention to politics. His bosses were immediately dismissed by the new Director, and Frederick was forced into the last place he wanted to be: the field.
Frederick had never put any thought into the West. A frontier, by nature, was mysterious. But he had access to the best libraries in government. He’d simply have to become an expert in exploring.

Appearance:

A tall and well kept fellow, Doctor Sinclair prefers brown three-piece suits and bowler hats. He’s clean-shaven and rarely makes eye-contact, as it often leads to unwanted conversation.

Crunch
Statistics:

20 Points
Str [10][+0]
Dex [14][+2]
Con [10][+0]
Int [20][+5][+2 Race]
Wis [10][+0]
Cha [8][-1]

OFFENSE:

Base Atk +2;
RA +4 [+2BAB+2Dex]
MA +4 [+0BAB+0Str]
CMB +2; CMD 14
Ranged Weapons
Revolver +4 (1d6+0/x3) (10ft RI)

DEFENSE:

AC 12, touch 12, flat-footed 10
(10, +2Dex)
HP 0/0 1x(4d6)
Fort [+01][+1Class+0Con]
Ref [+03][+1Class+2Dex]
Will [+04][+4Class+0Wis]

Skills:

Skill Ranks per Level: 1x[2 + 5 Int modifier +1Skilled +1FC] = [9]
[< Class Skills]
+12 Appraise
+12 Craft (mechanical)
+6 Disable Device
+12 Knowledge (Arcana)
+12 Knowledge (Dungeoneering)
+13 Knowledge (Engineering)
+12 Knowledge (Geography)
+12 Knowledge (History)
+12 Knowledge (Nature)
+12 Knowledge (Religion)
+12 Spellcraft

Traits:

1:Mathematical Prodigy
Benefits: Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. 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.
2:Scholastic
Benefits: You have studied at prestigious academies or have much acquired knowledge on a few topics. Choose one knowledge skill, in which you gain a +1 and they become class skills. Your spellcasting stat is also considered one higher for the purposes of calculating extra spells.

Race Information:

Human
Ability Score Racial Traits
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size
Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Type
Human are Humanoids with the human subtype.
Base Speed
Humans have a base speed of 30 feet.
Languages
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Bonus Feat
Humans select one extra feat at 1st level.
Skilled
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Information:

Wizard [Spellslinger] L4
BAB+2
Saves F+1/R+1/W+4
Hit Die: d6
Class Skills
Skill Ranks per Level: 2 + Int modifier.
The wizard’s class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.
Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. 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: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score.
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.
Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.
Arcane Gun
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 through the arcane gun that require an attack roll have a ×3 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.
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.
Opposition Schools
Conjuration, Enchantment, Illusion, Necromancy
Mage Bullets
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.
Gunsmith
The spellslinger gains the Gunsmithing feat and a battered gun that is identical to the gun a Gunslinger 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.


Spellcasting:

Typical Preparation

1st Level Spells
1:Detect Magic
2:Identify
3:Jury-rig
4:Magic Weapon
2nd Level Spells
1:Detect Thoughts
2:Scorching Ray
3:Codespeak


Feats:

Racial
HB: Skill Focus: Engineering
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6
Levels
L1: Point-Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
L3: Craft Wonderous Items
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
Class
SSB: Gunsmithing
Benefit: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.


I too would be interested in playing a PBP Wrath game


For your CoT consideration: Fiarra, Buccaneer Bard

Story:

“Sing to yourself,” her mother squarely shaking her. “Look at the stars and don’t stop singing until I come out.”

That was probably her first memory. Every few days her mother would bring a new man to their tiny shack along the water. Fiarra would sit on the wharf across from their doorway and sing. The first time she felt so cold and alone. But like everything else, it got easier over time.

Life with her mother in Riddleport was hard to look back on. But to young Fiarra, staring at the stars every night was more than just an escape. It was what she was meant to do. Growing older meant burying those dreams, at least for most people. But Riddleport couldn’t keep her down.

Determined that she would one day be a famous singer, Fiarra spent her days singing in the squares and her evenings wenching. When she had scraped over 50 pieces of gold, she paid off a merchant ship to take her to Kintargo. The Silver City would let her shine like she never could in her rancid hometown.

But she would never make it to Kintargo.

A week into their journey, their tiny vessel was set upon by pirates. Captain Ollen of The Sunken Harpy had a particular taste for the Varisian silks the merchants were planning to sell in Vyre. The hired swords of the merchants were no match for the ruthless pirates. Fiarra was dragged out from hiding and dumped on to the deck. Surrounded by dead sailors and staring down the blade up a cutlass, Fiarra looked up to the stars and sang away her troubles for the last time.

Perhaps it was appreciation for her voice. Perhaps it was simple pity. She would never get a straight answer from Captain Ollen.

Life aboard The Sunken Harpy was a series of hard lessons for Fiarra. She first spent time with the cook, before working for the quartermaster. She was too weak to be much use on the deck, until the crew lost their lookout. Four years she crewed with Captain Ollen; two as a slave, and another two as the ship’s bosun.

After four years, seven months, and 18 days, Fiarra finally left the crew of the The Sunken Harpy. So eager the be back on the shores of Avistan, she disembarked at the first port she could: Westcrown.


Crunch:

Female Buccaneer Bard 2
N Medium humanoid
Init +4; Senses Perception +8
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DEFENSE
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AC 16, touch 14, flat-footed 17 (Dex+4 Armor +2)
hp 15/15
Fort +1, Ref +7, Will +5
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OFFENSE
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Speed 30 ft. Land
Melee
Rapier +5 (1d6-1)
Ranged
Shortbow +5 (1d6)
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STATISTICS
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Str 9, Dex 18, Con 12, Int 12, Wis 14, Cha 15
Base Atk +1; CMB +0; CMD 14
Skills: Acrobatics +9, Bluff +7, Knowledge (geography) +6, Linguistics +6, Perception +8, Perform (sing) +7, Profession (sailor) +7
Feats: Weapon Finesse, Combat Expertise
Traits: Conspiracy Hunter, Seeker
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GEAR
Leather Armor, Buckler, Rapier, Shortbow


I would definitely be interested in submitting a character. Perhaps an illusionist or a spellslinger wizard. Maybe a Frenchman. Which might work better with the group?


GM Lari wrote:
At this point, I'm still open to new interest, though at least 5 of 6 spots are likely taken, potentially all 6 depending on a response from TigerClaw. Anyone who I can't take will be considered an alternate, and you'll get priority if I'm able to offer a similar table down the line.

I'm in, I was tossing around some ideas, I'm thinking Human Inquisitor of Abadar.


Wait, wasn't this PFS game in PBP format? ._.;

Does that mean different character creation guidelines? Because that's easily accomplished.


I would love to be a part of this, I'm an experienced tabletop player looking to dive into PbP! Tell me how I can get on board.
I'm looking at making a cat folk ninja/arcane caster.