Lirianne

Rana Cassady's page

4 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


About Rana Cassady

Female Human Magus (Black Powder Magus) 1
CG Medium humanoid (human)

Init +2; Senses ; Perception +0
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Defense
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AC 15 touch 12, flat-footed 13 (+2 Dex, +3 armor)
Armor Studded leather
hp 11 (1d8 +2 CON +1 FCB ) Current 11
Fort +4, Ref +2, Will +2 (+4 Enchantment)
Defensive Abilities

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Offense
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Speed 30 ft.
Initiative +2
Arcane Pool: 5/5
Ranged Masterwork Double barreled pistol +3 1d8 /x4 b/p 20ft misfire 1-2
Ranged (Arcane enhancement) Masterwork Double barreled pistol +4 1d8+1 (magic) /x4 b/p 20ft misfire 1-2
Ammunition: 30 firearm bullets

Ranged Spell (varies)
Melee Rapier +2 1d6 18-20/x2 piercing
Melee Warhammer +0 1d8 x3 bl
Melee Dagger +2 1d4 19-20/x2 sl

Special Attacks
Spell combat: Cast and shoot in same round (-2)

Magus Spell-Like Abilities (CL 1; concentration +5)
. . At will— Read Magic
Magus Spells Prepared (CL 1 ; concentration +5)
. . 1st (1/day)— Shield,
. . 0 (at will)—(4) Prestidigitation, Dancing Lights, Mage hand
Magus Spells Known
. . 1st (7)— Chill touch, Color Spray, Shield, Shocking Grasp, Vanish, Burning hands, True Strike,
. . 0 (all)—Acid splash, Arcane Mark, Dancing lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
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Statistics
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Str 10, Dex 14 , Con 14, Int 18, Wis 10, Cha 14
Base Atk +0; CMB +0 ; CMD12
Feats Quickdraw (racial bonus), Gunsmithing (1st level class bonus), Precise Shot,

Traits
Inexplicably expelled
+1 to any one Craft skill (Firearms), and treat a single Craft skill as a Class Skill

Alchemical Adept
You are skilled in creating alchemical items.
Benefits: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don’t roll a natural 1, you don’t ruin any raw materials or have to pay that cost again.

Primary Skills Acrobatics +2, *Climb +, *Craft (Alchemy) +10, *Craft (Firearms) +9, *Fly +, *Intimidate +2 , *Knowledge Arcana +9 , *Knowledge Dungeoneering +5, *Knowledge Engineering +9 , *Knowledge Geography +, *Knowledge Local + , *Knowledge Nature+ , *Knowledge Nobility + ,*Knowledge Planes +1 , *Knowledge Religion +1, Perception +0 , Sense motive +0, *Ride +2, Stealth +3, *Spellcraft +8, *Swim +0, Survival + , *UMD +6 ;

Background Skills *Knowledge History +8, Linguistics +5, Handle Animal +, Sleight of Hand +2

Racial Modifiers
• •Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS
AD
• Bonus Feat: Humans select one extra feat at 1st level.
• Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled. Source PZO9280

Languages Common, Elven, Draconic, Dwarven, Gnoll, Gnome

Gear/ Possessions:

Magus’ kit : This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin, 50 ft rope, Spellbook, extra waterskin
Gunsmith’s Kit
Grooming Kit: This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Disguise kit.
Outfit, Explorer’s, Leather armor, rapier, double-barreled pistol, masterwork artisan’s tools, powder horn

Magical Gear

Belt
Body
Chest
Eyes
Feet:
Hands:
Head:
Headband
Neck:
Ring 1
Ring 2
Shoulders:
Wrists:

Slotless

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Special Abilities
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Skills
A black powder magus gains Knowledge (engineering) as a class skill, but does not gain Swim as a class skill.
This ability modifies the magus’ class skills
Weapon Proficiency
Black powder magi are proficient with all simple and martial weapons, one-handed firearms, and light armor. This modifies the standard magus weapon proficiencies.
Spells
A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus’s spell is 10 + the spell level + the magus’s Intelligence modifier.
A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Magus. In addition, he receives bonus spells per day if he has a high Intelligence score.
A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare.
Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spellbooks: A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.
A magus can learn spells from a wizard’s spellbook, just as a wizard can from a magus’s spellbook. The spells learned must be on the magus spell list, as normal. An alchemist can learn formulae from a magus’s spellbook, if the spells are also on the alchemist spell list. A magus cannot learn spells from an alchemist.

Diminished Spellcasting
A black powder magus has one fewer spell slot of each level than a regular magus. If this reduces his number of spell slots of a particular level to zero, he can cast spells of that level only if his Intelligence allows bonus spells of that level.
This ability alters the magus’s spellcasting.

Arcane Gun (Ex)
At 1st level, a black powder magus gains a unique, magically bonded pistol as per the wizard’s arcane bonded object. Unlike a standard bonded item, the arcane pistol can’t be used to cast a spell once per day. Wielding or holding her arcane pistol does not prevent the black powder magus from providing somatic components for her spells.
Initially, this arcane pistol is a battered weapon, albeit inscribed with arcane runes, that only she knows how to use properly. All other creatures treat her weapon as having the broken condition. Should it already have the broken condition, the weapon will not fire for anyone other than the black powder magus.
Additionally, the black powder magus gains Gunsmithing as a bonus feat.

Arcane Pool /Arcane Grit (Su)
At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

A black powder magus is a rare breed, carving a path through history with a mystical blend of arcane knowledge and reckless daring. These rare individuals possess a unique talent for pulling off exceptional deeds of both a mystical and dynamic nature by drawing upon a pool of arcane grit. In game terms, arcane grit acts as both grit and the magus’ arcane pool, for the purpose of interacting with magus arcana, weapon enhancement, and selecting gunslinger deeds. This ability automatically fulfills the prerequisite for any ability requiring an arcane pool or the grit class feature.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
A black powder magus’ choices of weapon special abilities to apply with arcane grit at 5th level include distance, nimble shot, and seeking but not dancing, keen, or vorpal.
This ability modifies the magus’s arcane pool.
Ranged Spell Combat (Ex)
Instead of a light or one-handed melee weapon, a black powder magus must use a firearm for spell combat. She doesn’t need a free hand for ranged spell combat. The black powder magus cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively.
This ability modifies spell combat.

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Description
Rana
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Personality
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Background
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A once-in-a-generation prodigy in both alchemy and the far more obscure field of the arcane arts, Rana was the pride of her well-to-do family, when she gained acceptance into Blythir College, excelling in both practical design and theory, she was on the verge of realizing her magnum opus, a unique style of blending gunplay and combat magic with remarkable potential when her entire world fell out from under her.

Immediate expulsion, based on trumped-up charges of theft of both intellectual and physical property, ruined her life, her reputation, and her work all in an instant. With no recourse to defend herself against the well-crafted charges, she fled, a wanted criminal, determined to find out, not only who was behind this, but also to clear her name. In the absence of academics, her keen mind focused on the task of ferreting out her hidden enemies, following a trail of money and influence to a disreputable financier by the name of Ambrost Mugland, an outright bastard who had somehow come across her research and for whatever reason, deemed it in his best interest to sabotage.

His mistake. Rich and powerful as he might be, the bastard didn’t realize that he now had an enemy that was infinitely smarter than her was, and fueled by anger and desperation to destroy the man who’d ruined her future.
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Motivation
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Find a way to destroy Ambrost Mugland, and if possible clear her name. Continue her research and development of gun magic.

Wealth: 22 gp