The Fifth Archdaemon

Vance Lodune's page

202 posts. Alias of Doomed Hero.

Full Name

Vance Lodune


HP 23/23, AC 12, CMD 13, Fort +2, Ref +3, Will +4, Init +3, Per -1


Current Spells:




NG Scorpio

Strength 10
Dexterity 16
Constitution 14
Intelligence 21
Wisdom 8
Charisma 10

About Vance Lodune

Male human Black Mage 4 (spellslinger)





At A Glance: Vance looks like the traditional black mage's boogyman. His long dark duster waves at the bottom, occasionally revealing finely made dark clothes beneath. His collar is turned up and his wide-brimmed hat pulled low. His red scarf hides most of his face, but when his blue eyes are visible they are usually full of frustration, pain and anger.

Details: Vance is tall and slender and surprisingly graceful. His face is angular and his hair is dark and cut short and simple. He wears finely cut clothes and a long dark jacket with a matching wide black hat. His scarf is red and embroidered with the crest of his family. He wears a criss-crossing belt and matching bandoleer covered in pouches and cases. At his hip is an ancient, early model pistol that looks like it's seen a lot of use.

Identifying Marks

=====Passive Scores=====


Neutral Good Medium Human Male

Speed: 30

Init +3

Perception -1


Brave 13 +1 (bonus to attacks, penalty to AC)
Faith 14 +2 (bonus to DCs/penalty to saves)

HP: 30(4d6+8+4 favored class)



12 AC (10 +3 dex, -1 Brave)

14 CMD (10 +2 BaB +3 dex, -1 Brave)

+2 Fort (1 base +2 con, -1 faith)
+3 Ref (1 base +3 dex, -1 faith)
+5 Will (4 base +3 class -1 wis, -1 faith)



BaB +2 (+1 from Brave)

CMB +1 (+1 from Brave)

Battered Pistol +6 (+7 within 30 feet), 1d8 (+1 within 30 feet), crit x4+4. 40' range. Touch Attack within the first range increment. Misfire 1.

Widowmaker +6 (+7 within 30 feet), 1d8 (+1 within 30 feet), crit x4+4. 40' range. Touch Attack within the first range increment. Misfire 1.

=====Traits and Feats=====


Magical Knack (+2 trait bonus to caster level, up to hit dice)
Bully (+1 Intimidate, always a class skill)
Killer (Add weapon's Crit mod to Crit damage)
Magic Academy Graduate (+2 Concentration on Arcane spells)
Machine Trader (+2 on checks to craft firearms)
Daredevil: You take incredible risks for little to no reason and can actually come out unscathed. You may add once per day 1d6 to any d20 roll that you have failed.
Nemesis: You have someone/thing that actively seeks to harm you at every turn and if he can end your life early.

Driven!: You will do many things to achieve you vengeance, ignore protocol or other such example, you are thinking that the end justifies the means to achieve your goal. This does not mean you don't care about things but everytime there is a chance to get you close to your objective it is very hard to control yourself to do so. You gain a +1 bonus to any rolls to resist any attempts of someone trying to dissuade you from your vengeance. You gain a -1 penalty to any rolls when you have to persuade yourself to not take advantage of a situation that will achieve your goal.
Blessed by Faia: You gain a +1 bonus on all Charisma based rolls when dealing with members of the Pharm religion and a +3 when dealing Faia clergy. Any spells with the fire description are cast at a +1 Caster Level. All fire spells deal 10% more damage (rounded down). You also gain a +1 to your spell penetration rolls.


Rapid Reload (1st)
Point Blank Shot (human bonus)
Ex. WP Firearms (wizard 1)
Gunsmith (wizard 1)
Precise Shot (3rd)



Skill Points: 32 (8-wizard, 20-int, 4-race bonus)

+7 Acrobatics (4 ranks, +3 dex)
+8 Intimidate (4 ranks, +3 class, +1 trait)
+12 Knowledge: Arcana (4 ranks, +5 int, +3 class)
+12 Knowledge Engineering (4 ranks, +5 int, +3 class)
+12 Craft: Trapmaking (4 ranks, +5 int, +3 class)
+14 Craft: Gunsmithing (4 ranks, +5 int, +3 class, +2 trait)
+12 Craft: Alchemy (4 ranks, +5 int, +3 class)
+12 Spellcraft (4 ranks, +5 int, +3 class)

=====Class Abilities=====


Arcane Gun:
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 ×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.

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.

School of the Gun
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.



x's indicate memorized spells.

Spell Penetration = Caster Level +1
Opposition Schools: Abjuration, Necromancy, Divination, Enchantment

1st level
DC 17 (10 +5 Int, +1 Faith, +1 Spell Level)
6 per day

Read Magic
Detect Magic x
Abundant Ammunition
Mage Armor
Burning Hands (+1 CL, +10% damage)
Magic Missile x x
Crafter's Fortune
Fabricate Bullets
Feather Fall x
True Strike
Color Spray x x x

2nd level. DC 18
4 per day

Create pit (ref avoids, 10x10, 10' deep per 2 levels)
Stone Call (40' radius, ref 1/2, 2d6 Bludgeoning)
Masterwork Transformation (difference in cost for mats.)
Fiery Shuriken

"Libram Zerstörung I"

Zerstörung was an ancient wizard known for his powerful lightning magicks, this being one of his diaries and stories that he left behind so those who wish to follow his path may learn from his travels, as he was never fond of having students in the normal way.

Level 1.- Shocking Grasp
Level 2.- Lightning Ray (Scorching Ray, but Electric damage instead)

Metamagic Feat:
Prismatic Spells.
Prerequisites: Knowledge Arcana 5 ranks, Spellcraft 5 ranks.
Benefit When you learn this feat, select one energy type (acid, cold, electricity, or fire). Any spell causing damage of this type can be changed into doing damage of any of the other types instead. Spell effects other than elemental damage will not change. A prismatic energy spell uses a spell slot of the spell’s normal level, modified by any other metamagic feats.



Waist: Ammo belt
Wrist: Spring loaded wrist sheathes (full of ammo)

Ammo Belt/Potion Pouches:

Leather pouches with metal cigar-box style cases able to hold up to 50 rounds of pre-packed ammo.

Spell component pouch

On Back/In Pack:

Trapmaker's tools
Alchemical supplies
Gunsmith's tools