Wild Elf

Vyshaan's page

2 posts. Alias of Viscount K.


Full Name

Vyshaan the Tattooed

Race

Elf

Classes/Levels

Wizard (Spellslinger)/1

Gender

Male

Age

170

Alignment

NE

Deity

Lissala

Location

The Green Belt

Languages

Common, Elven, Draconic, Gnomish, Infernal, Celestial, Dwarven, Abyssal, Goblin

Occupation

Mad Inventor

Strength 8
Dexterity 16
Constitution 10
Intelligence 20
Wisdom 10
Charisma 10

About Vyshaan

Ten Minute Background:

Background and concept elements important to Vyshaan.
1)A true scholar at heart, Vyshaan has dedicated himself to the pursuit of arcane knowledge, no matter how obscure. All he truly seeks is a place to continue his research, and increase his own power in the process, but he knows very well that such things do not come free. Vyshaan joined Hargan Stonebound's cult out of a hope of chaining himself to a power that would enable him to find the resources necessary to continue his research.
2)Despite his zeal to further his work, Vyshaan desperately keeps all aspects of his knowledge about the art of Spellslinging jealously guarded. In his distorted view, he has become absolutely certain that his is the only mind that can bring the great work together, and sharing it with others will only lead to disaster.

3)In years gone past, Vyshaan studied the ancient Thassilonian ways of magic, and was a devout believer in the power of runes. He combined a Varisian discipline, that of the magic tattoo, with his own sporadic knowledge of runecraft, and decorated his skin with all manner of designs, some filled with magical power, others not. They are a work of art, but a disturbing one; a patchwork of tattoos and ritualistic scars in the Lissalan mode, they seem to move in the corner of one's vision, or draw the eye in a hypnotic fashion. Feat: Inscribe Magical Tattoo

4)Formerly a devout worshiper of Nethys, God of Magic and Knowledge, Vyshaan was thrown into disfavor within the faith for his questionable experiments. Very little is taboo within the church of the All-Seeing Eye, but Vyshaan had sought to instill greater magical ability within one of his fellow apprentices. The experiment, to grant the woman a measure of dragon blood, had disfiguring side effects and almost no gain, and was deemed to be a cruel and frivolous attempt. Vyshaan protested, claiming that one could not make progress without risks, but his protests were ignored. Later, when Vyshaan heard of the cult of Lissala, he sought it out and enthusiastically joined her worship, yearning to learn the secrets of once-great Thassilon.

5)Although young for an elf, Vyshaan has walked the world for quite some time. Over his span of years, his interest in acquiring knowledge of all kinds has led him to expand his studies away from only the arcane. One never knows what might come in handy in the next project. Feat: Breadth of Experience

Goals important to Vyshaan.
1)Above all else, Vyshaan seeks to perfect the combined arts of technology and arcane might (in the form of Spellslinging), believing that such a fusion would be the ultimate expression of progress. He refuses to let anything stand in the way, but knows all too well that ignoring the world at large only leads it to intrude. And so, he works with his allies and compatriots in an attempt to get himself into a position so untouchable that his work can be completed in peace.

2)The tattooed wizard would like to establish a center of learning and enlightenment. Not for any particularly altruistic reason, but more because he feels that a firm network underneath him would allow for much more personal growth.

Memories, mannerisms or quirks Vyshaan possesses.
1)Much of the time, Vyshaan can be friendly - bubbly, even. Glad to discuss minutiae of almost any topic, he possesses a wealth of knowledge that he is more than glad to show off. He is also easily distracted by insignificant details, which can often make him seem absent-minded. This would be an endearing trait, except that, seemingly at random, he can grow snappish and withdrawn, even paranoid, as if you were attempting to pry out his deepest secrets.

2)Vyshaan is nearly always fiddling with some tiny device or other. He is not quite the craftsman that his former partner was, and he is continually concerned that his clockwork creations will be insufficient to keep his devices running smoothly. Even when not actively working on his research, he usually has some little trinket with him that he can examine the workings of, or disassemble.

3)As part of keeping his crafting secrets safe, Vyshaan has a tendency to set traps on nearly all his belongings, at great risk to life and limb of those who might investigate. Given his choice, nearly everything he owns would be under triple lock and key with nasty traps, magical and otherwise, all along the way.

Defense:


Offense:


Feats:

Gunslinger Bonus - Gunsmith
Level 1 - Breadth of Experience: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Level 3 - Craft Wondrous Item
Wizard 5 Bonus - Inscribe Magical Tattoo
Level 5 - Martial Weapon Proficiency (Piston Maul?)

Skills:

40 skill points total (5 from Favored Class).
Appraise :9 = 1 (Rank) + 3(Class) + 5(Int)
Craft (Tattoo) :13= 5 (Rank) + 3(Class) + 5(Int)
Craft (Gunsmithing) :12= 4 (Rank) + 3(Class) + 5(Int)
Fly :7 = 1 (Rank) + 3(Class) + 3(Dex)
Knowledge (Arcana) :15= 5 (Rank) + 3(Class) + 5(Int) + 2(Feat)
Knowledge (Dungeoneering):11= 1 (Rank) + 3(Class) + 5(Int) + 2(Feat)
Knowledge (Engineering) :14= 4 (Rank) + 3(Class) + 5(Int) + 2(Feat)
Knowledge (Geography) :11= 1 (Rank) + 3(Class) + 5(Int) + 2(Feat)
Knowledge (History) :11= 1 (Rank) + 3(Class) + 5(Int) + 2(Feat)
Knowledge (Local) :11= 1 (Rank) + 3(Class) + 5(Int) + 2(Feat)
Knowledge (Nature) :11= 1 (Rank) + 3(Class) + 5(Int) + 2(Feat)
Knowledge (Nobility) :11= 1 (Rank) + 3(Class) + 5(Int) + 2(Feat)
Knowledge (Planes) :11= 1 (Rank) + 3(Class) + 5(Int) + 2(Feat)
Knowledge (Religion) :11= 1 (Rank) + 3(Class) + 5(Int) + 2(Feat)
Linguistics :9 = 1 (Rank) + 3(Class) + 5(Int)
Profession :6 = 1 (Rank) + 3(Class) +0(Wis) + 2(Feat)
Spellcraft :13= 5 (Rank) + 3(Class) +5(Int)
Disable Device :7 = 4 (Rank) + 3(Dex)
Use Magic Device :0 = 1 (Rank) - 1(Cha)

Spells:

Prohibited Schools : Divination, Necromancy, Enchantment, Illusion
Spellbook
No cantrips

1st-Level

  • Detect Magic
  • Read Magic
  • Mage Armor
  • Shield
  • Burning Hands
  • Feather Fall
  • Liberating Command
  • Grease
  • Magic Missile
  • Shocking Grasp
  • Mount
  • Color Spray

2nd-Level

  • Scorching Ray
  • Fire Breath
  • Resist Energy
  • Fox's Cunning

3rd-Level

  • Mad Monkeys
  • Lightning Bolt


Class Abilities:

Arcane Gun (Su)

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 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.

This ability replaces arcane bond.

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.

Mage Bullets (Su)

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

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.


Equipment:

Weapon:
Armor:
Shield:
Head:
Eyes:
Neck:
Cloak:
Waist:
Body:
Vest:
Wrist:
Hands:
Ring:
Ring:
Feet: