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Pathfinder Character Sheet

Basic Character Info

Name
Premizzek Preval
Race
Tengu
Gender
Female
Height
4’4
Weight
79
Age
21
Alignment
Neutral
Deity
None
Background Occupation
Wizarding Student (drop-out)
Languages
Common, Tengu
Parent
Rodolf (adopted)
Size Bonus
0

Character Stats

!StatTotalModifierBaseInherentEnhanceMisc
#Strength5-35
#Dexterity14214
#Constitution12112
#Intelligence7-27
#Wisdom20520
#Charisma7-27
!TotalBaseMisc
#Initiative422

Class

!HPHDClass NameBABSkillsFortRefWillLevels
17d10Gunslinger343303
8d10Fighter122021
TotalsFavored Class
#25465324
!HPHDClass NameBABSkillsFortRefWillLevels
7d6Empyereal Sorc.120033
2d6Spellslinger020021
Totals
#9140054
!HPHDClass NameBABSkillsFortRefWillLevels
#34d10Gestalt447552
Experience9001300
ClassWeaponsArmors
GunslingerSimple, martial, two-handed firearmsLight armor
Wizard/SorcClub, dagger, heavy/light crossbowNone
quarterstaff, firearms
FighterSimple, martialAll
NameDescription
GunsmithingWith a gunsmith’s kit you can create/restore firearms,
craft bullets, and mix black powder, this does not require a craft check.
Can craft guns at half cost, 1000gp = 1 day of work. Crafting bullets is
1/10 the cost, can do alchemical cartridges with 1 rank in craft alchemy.
Can restore a broken firearm with 1 hour of work.
Gunslingers can restore their initial firearm with 300gp and 1 day of work
(this makes the gun masterwork).
Rapid Reload (musket)Reduce reload time 1 level. Fullround -> standard -> move -> free
Precise shot+1 to attack and damage with ranged weapons when within 30ft.
Eschew MaterialsCan ignore material components up to 1gp
Precise ShotIgnore the -4 for shooting into combat
Rapid ShotFull round at (-2) to all for extra shot at max BAB
NameDescription
Sneaky+2 racial to perception and stealth
GlideDC15 fly check to fall safely from any height.
An additional fly check (DC15) may be used to
move 5ft laterally for every 20ft dropped.
Claw attackTwo primary claw natural attacks (1d3).
You count as having Improved Unarmed Strike
Natural WeaponsYou have a bite attack that deals 1d3.
SensesLow-light vision
NameDescription
Magical Knack+2 to sorcerer caster level up to hit die.
Numerological gift (adopted Dhampir)Once per day when an 8 is rolled
you may treat it as a natural 20.
Never stop shootingMay act as disabled at zero or lower but only
to: draw, shoot, or reload a firearm. If you
have diehard you can use Wis instead of Con
to determine death.
NameDescription
GunsmithBegin with a battered musket. All others treat the gun as broken.
You gain gunsmith as a bonus feat.
GritYou have grit points equal to your wisdom at the start of each
day. It is regained by bringing an enemy below 0 hp, confirming
a critical hit, or performing a daring act. These do not apply if
they have less than half your hit dice.
DeedsDeadeye: You can resolve an attack against touch ac at any range
by spending a single grit point.
Steady Aim: While you have at least one grit point you can take a
move equivalent action to increase your range increment by 10ft.
This stacks with all other abilities that increase range increment.
Quick clear: Can remove the broken condition from a firearm so
long as it was caused by a misfire so long as you have at least one
Grit point. A grit point can be spent to go from a standard to a move.
Rapid ReloaderYou gain rapid reload (muskets) as a bonus feat.
Nimble+1 dodge bonus to AC
NameDescription
SpellsGets casting as a wizard. No cantrips, but can cast detect magic/read magic as 1st.
Arcane GunCan cast a spells that are ranged touch attacks, cones, lines, or rays through the
gun. If they have an attack roll they get a x3 crit modifier. The spell gains
the gun’s enhancement bonus to either the attack roll or DC. On a natural 1 or
if the target rolls a 20 on the save the gun gains the broken condition or
explodes if it already was broken. The damage for this blast is has the energy
type of the spell and deals 1d6 per caster level. DC is the same as the spell used.
You can only attune a single arcane gun at a time.
Mage BulletsAs a swift action you can sacrifice a spell to add an enhancement bonus 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 as the level of the spell. This lasts a number of minutes
equal to the spell level or until used again.
School of the gunChoose four opposition schools. abjuration, divination, evocation, transmutation
Heavenly Fire (Su)30ft ranged touch attack ray that deals 1d4+(1 per 2 sorc levels) damage to evil
healing to good. Can only affect with healing once per day used 3+wisdom per day.
NameDescription
Range/PenetrationAttacks resolve against touch AC in the first range increment
but do not count as a touch attack for the purpose of feats
or abilities. You cannot fire beyond 5 range increments.
Loading2 handed firearms default to full-round action to load.
MisfireIf your attack is in the misfire range it misses and gains the
broken condition and increases the misfire range by 2
If it misfires again it explodes and affects those within
the blast radius as if they’d been shot. DC12 for half

Defense

!Saving ThrowsTotalBaseAbilityEnhanceMisc
#Fortitude871
#Reflex752
#Will954
#Base34
Temporary HP-10
#Total34
!TypeTotalBaseArmorShieldDexSizeDodgeNaturalDeflectMisc
#AC15102020100
#Touch1310N/AN/A201N/A0
#Flat-foot12102N/AN/A0N/A00
!TotalBaseBABDexStrSizeMisc
#CMD171042-304
Damage Reduction
Spell Resistance

Attacks

!TotalBase Attack BonusAbilitySizeMisc
#Melee14-30
#Ranged6420
#CMB14-30
!WeaponEnhanceAttack ModifiersDamageCritRangeSizeTypeNotes
Masterwork Musket+11d12x440MB/PMisfire 1-2(5ft)

Skills

!TRAPClassSkillStatTotalRanksAbilityTrainedMisc
#11AcrobaticsDex6123
#1AppraiseInt-2-2
#1BluffCha-2-2
#11ClimbStr-3-3
#1Craft (Alchemy):Int21-23
#DiplomacyCha-2-2
#11Disable DeviceDex-2
#DisguiseCha-2-2
#1Escape ArtistDex22
#11FlyDex9423
#11Handle AnimalCha--2
#1HealWis752
#1IntimidateCha-2-2
#11Knowledge: ArcanaInt--2
#11Knowledge: DungeonInt--2
#11Knowledge: EngineerInt--2
#11Knowledge: GeographyInt--2
#11Knowledge: HistoryInt--2
#11Knowledge: LocalInt--2
#11Knowledge: NatureInt--2
#11Knowledge: NobilityInt--2
#11Knowledge: PlanesInt--2
#11Knowledge: ReligionInt--22
#11LinguisticsInt--2
#1PerceptionWis111532
#Perform:Cha-2-2
#11Profession:Wis-5
#11RideDex22
#Sense MotiveWis55
#111Sleight of HandDex-2
#11SpellcraftInt--2
#1StealthDex422
#1SurvivalWis9153
#11SwimStr-31-3
#1Use Magic DeviceCha--2
#Total:9

Inventory

Equipment

!NameQuantityEffective WeightActual Weight
Old Musket199
Lamellar Cuirass188
Spell component pouch122
Backpack (Masterwork)122
Gunsmith’s kit122
Flint and steel1
Bedroll155
Torch511
Soldier’s Uniform155
Bullets27
Black Powder27
Paper Cartridge8
Powder Horn311
Silk Rope50ft55
Cure Mod Pot.1
#Total Weight:3535
Head
Face
Throat
Shoulders
Body
Torso
Arms
Hands
Ring
Ring
WaistBeneficial Bandolier
Feet
!TypeNameEnhanceACMax DexPenaltySpell Fail (%)TypeSizeMaterial
ArmorLamellar Cuirass2405%LightM
#Totals:12400.05

Wealth

Platinum
Gold310.92
Silver
Copper

Bags and Containers

ContainerVolumeWeight
Backpack2ft^32

Spells

#Casting StatWis5
!Save DCSpell LevelTotalClass BonusAbilityMiscTotal Known
#0004
#1616423
#162541
#173431
#184431
#195441
#206330
#217220
#228110
#23900
Caster Level4
!TotalBaseAbilityMisc
#Concentration945
#Close30
#Medium120
#Long480
# PreparedLevelNameDescriptionSave DC
0Detect Magic14
0Dancing Lights14
0Prestidigitation14
0mage hand14
1Reduce Person15
1Abundant Ammunition15
1Burning Hands15
1Snowball15
1Bless
1Magic Missle
# PreparedLevelNameDescriptionSave DC
1Read Magic9
1Detect Magic9

Transients

4/4 grit rds abundant ammuntion 24 rds of breath 4 spells remain 10 rds of resistance

Loot

Silversheen Transport token Masterwork bastard sword Other treasure (Gorloth) magic belt cure moderate wounds potion 2x cure light wounds potion scroll of inflict light wounds hand of the mage bone dice 42 copper pieces