Half-Cocked Jack
Female Human Arcane Trickster 6/Rogue 3/Wizard (Spellslinger) 3
CG Medium humanoid (human)
Init +11;
Senses Perception +13
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Defense
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AC 24, touch 17, flat-footed 19 (+7 armor, +5 Dex, +2 deflection)
hp 80 (3d8+9d6+27)
Fort +9,
Ref +14 (+1 bonus vs. traps),
Will +7
Defensive Abilities evasion, trap sense
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Offense
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Speed 30 ft.
Melee masterwork dagger +7/+2 (1d4/19-20/×2)
Ranged +1 revolver +12/+7 (1d8+1/×4)
Special Attacks sneak attack +5d6
Spell-Like Abilities
. . 3/day—
minor magic
Wizard (Spellslinger) Spells Prepared (CL 11th; concentration +17):
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Statistics
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Str 10,
Dex 20,
Con 12,
Int 22,
Wis 7,
Cha 10
Base Atk +6;
CMB +6;
CMD 23
Feats Arcane Armor Training, Great Fortitude, Gunsmithing, Improved Initiative, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness
Traits magical knack, reactionary
Skills Acrobatics +20, Appraise +13, Bluff +7, Climb +4, Diplomacy +12, Disable Device +21, Disguise +4, Escape Artist +20, Fly +10, Heal +0, Intimidate +5, Knowledge (arcana) +20, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +10, Perception +13 (+14 to locate traps), Ride +9, Sense Motive +5, Sleight of Hand +13, Spellcraft +20, Stealth +20, Survival +0, Swim +4, Use Magic Device +10
Languages Celestial, Common, Draconic, Other Language, Gnome, Orc
SQ arcane gun, impromptu sneak attack, mage bullets, opposition schools (abjuration, divination, enchantment, necromancy), ranged legerdemain, trapfinding +1, tricky spells
Combat Gear Potion of cure serious wounds, Ring of invisibility;
Other Gear +3 Mithral Chain shirt, +1 Revolver, Masterwork Dagger, Belt of incredible dexterity +4, Blessed book, Boots of speed (10 rounds/day), Cloak of resistance +2, Handy haversack (2 @ 238.96 lbs), Headband of vast intelligence +2 (Acrobatics), Ring of protection +2, Thieves' tools, masterwork, 11948 GP
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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Boots of speed (10 rounds/day) Affected by haste
Divination You must spend 2 slots to cast spells from the Divination school.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Impromptu Sneak Attack (1/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Magical Knack (Wizard [Spellslinger]) +2 CL for a specific class, to a max of your HD.
Minor Magic (Mage Hand) (3/day) (Sp) Gain the chosen cantrip as a spell-like ability.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Construction
Requirements: Forge Ring, invisibility; Cost 10,000 gp
Sneak Attack +5d6 +5d6 damage if you flank your target or your target is flat-footed.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Tricky Spells (3/day) (Su) You can cast a spell without verbal or somatic components.