Thrune Agent

Yumiko Kita's page

94 posts. Alias of Dementrius (RPG Superstar 2010 Top 16).


Full Name

Yumiko Kita

Race

Tiefling (oni/tian-min)

Classes/Levels

Wizard (spellslinger) 1 (HP 7/7 AC:15 T:13 F:12 Sves F:+1 R:+3 W:+2 CMB:-1 CMD:12 Init:+3 Perc: +5) ; Itchy (-2 Dex, -2 Cha)

Gender

Female

About Yumiko Kita

Female Tiefling (oni/tian-min) Wizard (spellslinger) 1
N Medium outsider (native) / humanoid (human)
Initiative +3 (+3 Dex)
Senses Perception +5; darkvision 60ft.

DEFENCE
Armour Class 15 (+3 Dex, +2 armour [leather]), touch 13, flat-footed 12; 10% arcane spell failure
Combat Manoeuvre Defence 12 (+0 BAB, -1 Str, +3 Dex)
Hit Points 7 (1d6+1)
Fort Save +1 (+0 class, +1 Con); Ref Save +3 (+0 class, +3 Dex); Will Save +2 (+2 class, +0 Wis)
Resist fire, cold, electricity 5

OFFENCE
Speed 30 ft
Melee
Dagger -1 melee (1d4-1; 19-20/x2)
Ranged
Musket +3 (1d10)
Attack Options Rapid Reload, Arcane Gun, Mage Bullets
MAGIC
At Will deathwatch
1st ray of sickening (DC 15), ray of enfeeblement (DC 15)
Spellbook
1st gravity bow, mage armour, ray of enfeeblement, ray of sickening, reduce person, shield, snowball

STATISTICS
Strength 8 (-1); Dexterity 16 (+3); Constitution 12 (+1); Intelligence 18 (+4); Wisdom 10 (+0); Charisma 8 (-1)
Base Attack Bonus +0; Combat Manoeuvre Bonus -1 (+0 BAB, -1 Str)

SKILLS, FEATS AND TRAITS
Feats Exotic Proficiency (firearms)(B), Gunsmithing(B), Rapid Reload
Traits family ties (drawback), friend of the family(+1 Perception, Perception as a class skill), silent hunter (+1 Stealth, Stealth as Class skill)
Languages Celestial, Common, Draconic, Giant, Tian
SQ arcane gun, fiendish resistance, gunsmith, mage bullets, pass for human, school of the gun, skilled, soul seer
Skills Bluff +1 (-1 Cha, +2 racial), Craft (alchemy) +8 (1 rank; +4 Int, +3 class) (B), Knowledge (arcana) +8 (1 rank; +4 Int; +3 class), Knowledge (geography) +8 (1 rank; +4 Int; +3 class) (B), Knowledge (local) +8 (1 rank; +4 Int; +3 class) (B), Knowledge (planes) +8 (1 rank; +4 Int; +3 class), Perception +5 (1 rank; +0 Wis; +3 class, +1 trait), Spellcraft +8 (1 rank; +4 Int; +3 class), Stealth +10 (1 rank; +3 Dex; +3 class; +2 racial; +1 trait)
Deity Calistria
Favoured Class Witch
EQUIPMENT
alchemical cartridge (16), battered musket, bedroll, blanket, dagger, explorer's outfit, gunsmith's kit, leather armour, powder horn, spell component pouch, spellbook, sunrods (3), trail rations (10 days)
TREASURE
7 gp, 4 sp
XP
299
Special Abilities
Arcane Gun (Su)

Spoiler:
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
Spoiler:
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)
Spoiler:
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 (Opposition schools: Divination, Enchantment, Evocation, Illusion)
Spoiler:
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.

Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Pass for Human:
Spoiler:
Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren't often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn't need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling's type, subtype, and languages

Soul Seer deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.