Female Human Eldritch Gunner Spire Defender Magus 6
Neutral Good Medium Humanoid (Human, Humanoid)
Initiative; +3 Perception +9
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Defense
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AC 20 touch 16 flat-footed 14
hp 45
Fort +8, Ref +6, Will +5
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Offence
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Speed 30 ft.
Ranged
Pistol - +10 to hit - 1d6+5 - x4 Crit
UBG - +9 to hit - 2d10+6 - x4 Crit
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Magic
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Cantrips - 4 Per Day.
- Detect Magic - Allows magical auras to be seen. Further study reveals more details.
- Light - Creates a light equal to a torch.
- Read Magic - Allows magical script to be read.
- Ray of Frost - Inflicts 1d3 points of cold damage as a ranged touch attack.
Level 1 Spells - 5 Per Day.
- Snowball - Creates a small small that inflicts 1d6 points of damage per level (max 5d5). - x4
- Mudball - Blinds a target. - x1
- Shield
1st level Spells Known (7) - Disguise Weapon, Snowball, Enlarge Person, Longshot, Mudball, Shock Shield, Shield
Level 2 Spells - 4 per day.
Flesh Curdle x 3
Mirror Image x 1
2nd level spells known
Scorching Ray
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Statistics
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Str 11 Dex 17, Con 12, Int 14, Wis 10, Cha, 12
Base Atk +4; CMB +4; CMD 16
Bonus Feats
Human - Light Armour Proficiency - Allows Light Armour to be worn without penalty.
Spire Defender 1st - Combat Expertise - Allows AC to be raised in exchange for an attack penalty.
DodgeAdd +1 to AC and CMD so long as dexterity modifier is retained.
Magus 5t - Intensified Spells - Makes spells that have reached there upper limits more powerful.
Feats
1st - Rapid Reload - Reload a weapon faster than usual.
3rd - Point Blank Shot - +1 to damage and to hit within 30ft.
5th - Extra Grit - Add two points to grit.
7th - Weapon Focus (Double Hackbutt)
Traits
Unblemished Barrel - Gain a bonus to craft (alchemy) and craft (weapons), guns take 30 minutes to repair.
Threatening Defender - Reduce the penalty of Combat Expertise by 1.
Extremely Fashionable - Add +1 to Diplomacy, Bluff and Intimidate when wearing 150gp worth of jewelry and clothes. .Diplomacy becomes a class skill.
Drawbacks Overprotective - When an ally is knocked out due to hit point damage you suffer a -2 on Attack and Skills checks unless closer than 10ft.
Racial Traits
Skilled - Add 1 skill point each level.
Bonus Feat - Add one feat at the beginning of the game.
Skills Perception +9, Diplomacy +11, Craft (Alchemy) +7, Craft (Weapons) +8, Swim +5, Climb +5, Knowledge (Arcana) +9, Ride +6, Knowledge (Local) +8, Spellcraft +8, Intimidate +8, Disable Device +11, Knowledge (Engineering) +12.
Languages English, Spanish, French, Japanese.
Combat Gear Masterwork MTs 225 Sawn-down Revolver Shotgun (1d6 Damage - Scatter (20ft) - 5 shots - x4 Crit, 6lbs), Masterwork Biker Leathers with ballistics mesh (Studded Leather - +3 AC - +5 Max Dex - 0ACP - 15% Arcane Failure - DR 4 against guns - 25 lbs)
Other Gear Masterwork Backpack (4lbs), 200gp worth of jewelry
Current Weight 35lbs
Carrying Capacity Light - 43lbs, Medium - 86lbs, Heavy - 130lbs
Money, 1915gp
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Special Abilities
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Special Abilities
Ranged Weapon Bond - Gain a Bonded Item that must be a ranged weapon. Cannot be used to cast an additional spell.
Ranged Spell Combat - Allows a spell to be cast along with the normal attacks from a weapon, but at a -2 penalty to hit.
Range Spell Combat - Fire a single shot and combine it with a spell.
Bonus AC - +.5 AC each level, rounded up.
Arcane Pool - 4 Points - Add an effect to a weapon.
Arcane Augmentation - Spend a Arcane point to enhance the following skills; Acrobatics, Climb, Escape Artist, Perception, Stealth, and Swim.
Magus Arcana - Special Abilities using the Arcane Pool.
- Spell Shield - Gain a Shield bonus equal to Intelligence until the end of the turn as an Immediate Action.
Grit - Fuel special Gunslinger abilities. Gain extra on critical hits and killing blows with a gun. 5 Grit
Deeds - Special tricks a Gunslinger knows.
- Deadeye - Hit touch AC beyond first range at the cost of 1 grit.
- Quick clear - Clear a jammed gun as a standard action, or spend a grit to clear as a swift action.
- Matter over Mind - As long as at least one grit point remains add +1 to will against spells and spell like abilities.
Engineering Knowledge is Power - As a swift action, add 1 point of damage per 5 ranks of Knowledge (Engineering).
Mechanical Aptitude - Gain Disable Device as a class skill, and disable magical traps.
[i]Spell Blending - Learn Wizard spells.
Favoured Class Bonus - +4 Skill points.