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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.
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 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.
FEATS
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
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
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
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