Rogue

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About Vaite Belleran

Vaite Belleran Build
Vaite Belleran

Background:

Bacstory

CG Male Elf
Wizard Spellslinger 1
Magus Eldritch Archer Kensai 12
Init +17; low-light vision; Perception +0
DEFENSE
AC 27, Touch 24, flat footed 15 (+3 armor, +6 Dex, +2 deflection, +6 dodge)
hp 113 (10d8 +1d6 +39 Con)
Fort +17, Ref +13, Will +17
OFFENSE
Speed 30 ft.
+3 Reliable Pistol +17/+17/+12 (1d8+6/19-20x2)
+5 Distance Reliable Pistol +19/+19/+14 (1d8+8/19-20x2)
Deadly Aim: -3 atk/+6 dmg
BTS = reduce penalties by 3
Space 5ft.; Reach 5ft.
STATISTICS
Str 10, Dex 22, Con 16, Int 22, Wis 18, Cha 7 [20 Point Buy]
Base Attack +9/+4; CMB +12; CMD
CLASS ABILITIES:

Spellslinger
- 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.
- 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.
- 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.
- 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.
Eldritch Archer
- Improved Spell Combat: At 8th level, the magus’s ability to cast spells and make melee attacks improves. When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
- Arcane Pool 10/day: At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: distance, flaming, flaming burst, frost, icy burst, nimble shot, returning, shock, shocking burst, or speed.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
- Ranged Weapon Bond: At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.
MAGUS ARCANA
- Spell Shield (1 point): as an immediate action add your intelligence bonus as a shield bonus to your AC
- Empowered Magic: cast a prepared spell as Empowered 1/day
- Reach Spellstrike: the range of any touch spell becomes close
- Critical Strike (1 point): when you score a critical, you can cast a touch spell as an immediate action
- Maximized Magic: cast a prepared spell as Maximized 1/day
- Still Magic: cast a prepared spell as Still 1/day

- Ranged Spell Combat: Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively.
- Ranged Spellstrike: At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted.
- Perfect Strike: At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don’t roll for damage—the weapon deals maximum damage. This affects only the weapon’s base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon’s critical multiplier by 1.
- Fighter Training: Starting at 7th level, a kensai counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack), but forfeits the benefit of such feats with weapons other than his favored weapon.
- Iaijutsu: At 7th level, a kensai applies his Intelligence modifier as well as his Dexterity modifier on initiative rolls (minimum 0). A kensai may make attacks of opportunity when flat-footed, and may draw his favored weapon as a free action as part of taking an attack of opportunity.
- Critical Perfection: At 9th level, a kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai’s favored weapon.
- Superior Reflexes: At 11th level, kensai can make a number of attacks of opportunity in a round equal to his Intelligence modifier (minimum 1). This effect stacks with the Combat Reflexes feat.

FEATS
Racial: Run
Bonus: Weapon Focus
1st Level: Point-Blank Shot
3rd Level: Rapid Shot
5th Level: Precise Shot
Bonus: Weapon Specialization
7th Level: Point-Blank Master
9th Level: Rapid Reload
11th Level: Snap Shot
Bonus: Improved Critical
13th Level: Improved Snap Shot

CLASS SKILLS:

Appraise (Int), Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (all), Linguistics (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha)

Skill Points Total: 7
Appraise +21 (13 rank +5 Int +3)
Escape Artist +21 (13 rank +5 Dex +3)
Fly +21 (13 rank +5 Dex +3)
Kn. (arcana) +21 (13 rank +5 Int +3)
Kn. (nature) +21 (13 rank +5 Int +3)
Kn. (planes) +21 (13 rank +5 Int +3)
Spellcraft +21 (13 rank +5 Int +3)


TRAITS:

1st : Reactionnary
You gain a +2 trait bonus to Initiative
2nd: Arcane Revitalization
Any time you score a critical hit against an enemy you regain 1 arcane pool point
3rd: Magical Knack
Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

DRAWBACK
Meticulous: You take a –2 penalty on skill checks for skills with which you’re untrained.


LANGUAGES:

Common, Elven, Draconic, Abyssal, Celestial, Undercommon

RACIAL TRAITS:

- Fleet-footed: Gain the Run feat and +2 to Initiative
- Elven Immunities: Immune to magical sleep effects, +2 on Will saves against enchantments
- Elven Magic: +2 on CL checks to bypass spell resistance, +2 on spellcraft checks to identify a magic item
- Low-Light Vision: Can see twice as far as humans in conditions of low light

GEAR:

Combat Gear
belt +4 dex, +4 con
headband +4 Int, +4 Wis
+3 reliable pistol
bracers of armour +3
ring of protection +2
cloak of resistance +3
jaunt boots
3 burrowing bullets
Survival Gear
stuff from kits and other stuff

SPELLS:

Wizard (3) Shield
Concentration bonus +16
SR bypass bonus +13

- 0th 4/day, DC 0: Acid Splash, Detect Magic, Light, Prestidigitation

- 1st 6/day, DC 0: (2) Magic Missiles, (2) Shocking Grasp, (2) Blade Tutor’s Spirit

- 2nd 5/day, DC 0: (2) Frigid Touch, (2) Scorching Ray, Mirror Image (2)

- 3rd 3/day, DC 0: Fly (2) , (2) Haste

- 4th 1/day, DC 0: (3) Shout