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Carmilla Villiers LN
Character Name Alignment
Gunslinger 9 , Incanter 9
Character Level
Aasimar M
Race Size
Female 23
Gender Age
5'4" 130lbs
Height Weight
Black Purple
Hair Eyes
Asmo (7,16,10,12,10,18)
Player
Ihmihävitys Bayt
Deity Homeland
- 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
9 -1 N/A -1
Dex
Dexterity
20 +5 N/A +5
Con
Constitution
12 +1 N/A +1
Int
Intelligence
10 +0 N/A +0
Wis
Wisdom
10 +0 N/A +0
Cha
Charisma
24 +7 N/A +7
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
99
0
20
Initiative
Dex
Modifier
+5
+5
+0
BAB
+9
ARMOUR CLASS
Total AC
Armour
Shield
Dex
18
+3
+0
+5
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
15
Flat Footed
13
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +9 +6 CON +1 +0 +2 +0
Reflex +12 +6 DEX +5 +0 +1 +0
Will +5 +6 WIS +0 +0 -1 +0
Saving Throw Notes

+2 against fear and despair effects

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+8 +9 -1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
23 10 +9 -1 +5 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
-
-
Languages

Common
Celestial
Sylvan

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +17 (DEX)  +5 +9 +3
Bluff +7 (CHA)  +7 +0 +0
Climb -1 (STR)  -1 +0 +0
  Diplomacy +18 (CHA)  +7 +9 +2
  Disguise +7 (CHA)  +7 +0 +0
  Escape Artist +5 (DEX)  +5 +0 +0
Fly +5 (DEX)  +5 +0 +0
Heal +0 (WIS)  +0 +0 +0
Intimidate +21 (CHA)  +7 +9 +5
Knowledge: Arcana +4 (INT)  +0 +1 +3
Knowledge: Dungeoneering +7 (INT)  +0 +4 +3
Knowledge: Local +4 (INT)  +0 +1 +3
Knowledge: Nature +5 (INT)  +0 +2 +3
Knowledge: Planes +5 (INT)  +0 +2 +3
Knowledge: Religion +5 (INT)  +0 +2 +3
  Perception +0 (WIS)  +0 +0 +0
Ride +5 (DEX)  +5 +0 +0
  Sense Motive +2 (WIS)  +0 +0 +2
Spellcraft* +12 (INT)  +0 +9 +3
  Stealth +5 (DEX)  +5 +0 +0
Survival +0 (WIS)  +0 +0 +0
Swim -1 (STR)  -1 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +0 (INT)  +0 +0 +0
Craft: Weapons +5 (INT)  +0 +2 +3
Handle Animal* +12 (CHA)  +7 +2 +3
Knowledge: Engineering +6 (INT)  +0 +3 +3
Knowledge: Geography +7 (INT)  +0 +4 +3
Knowledge: History +4 (INT)  +0 +1 +3
Knowledge: Nobility +6 (INT)  +0 +3 +3
Linguistics* +4 (INT)  +0 +1 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
FCB Skill x9
Feats

Occupation: Extra Magic Talent (Enhancement Sphere)
Major Drawback:Homogenous Companions(Quick Companion)

Choose one (form) or (type) talent one of your Conjuration sphere companions possesses that was not granted by a companion archetype or the free (form) or (type) talent granted to a companion when you first gain a companion. Your other companions gain the benefits of that talent if they are eligible. If any of your companions would not be eligible for the chosen talent, such as choosing a (type) talent where a companion already possesses a (type) talent, those companions do not gain any benefits until they become eligible.

Whenever you rest and regain spell points, you may change the (form) or (type) talent chosen for this feat and apply the benefits of that talent to each eligible Conjuration sphere companion.

Special: This feat can be taken once at 1st level, and again at 10th and 20th.

Flaw: Squadron Commander
Lvl 1: Rapid Reload
Lvl 1Inc: Extra Magic Talent (War Sphere)
Lvl 1Gun: Gunsmithing
Lvl 2Inc: Focused Fire Tactics
As a swift action, you may spend a spell point or expend your martial focus and designate a target. Until the beginning of your next turn, whenever a member of your squadron hits that target, all members of your squadron receive an additional +1 circumstance bonus to attack rolls and damage against that target. Members with iterative attacks can benefit from bonuses generated earlier in the same turn. This bonus stacks with itself, up to a maximum equal to your War caster level or your ranks in Diplomacy, whichever is higher.

Lvl 2Oath:Exceptional Ally
Whenever you summon a companion, you may spend one spell point to enhance them as part of the same standard action. If you do so, the enhancement lasts for the full duration of the summoning effect.

Lvl 3:Volley Fire
You gain a +1 bonus on ranged attack rolls for each ally with this feat who made a ranged attack since the end of your last turn against a target within 15 feet of your target, to a maximum of +4. These allies don’t provide cover against your attacks.

Lvl 4Inc: Spell Attack
Lvl 5: Platoon Commander
Lvl 6Inc: Weapon Focus(Firearms)
Lvl 6Oath: Imbued Strike
Lvl 7: Champions Strike
Lvl 8Inc: Hive Mind

Special Abilities

Spheres



Casting Tradition


Type: Divine
Boons: +1 SP per Level
Drawbacks: Galvanized, Somatic Casting x2, Verbal Casting, Center of Power

Mana


Base Sphere
You learn to bend the rules of magic to your advantage. As a standard action, you may use any (manipulation) that you possess, up to a range of close. You must remain within this range when maintaining a (manipulation) through concentration. When you gain the Mana sphere, you gain the Shuffle manipulation.

Some manipulations are also marked (amp). (Amp) talents modify the nature of a sphere effect as it is cast, or amplify the next sphere effect cast that it can apply to. (Amp) talents cannot modify sphere effects that are modified by metamagic feats, and likewise a sphere effect modified by an (amp) talent cannot be modified by a metamagic feat. Only a single (amp) may affect a sphere effect at any time; if multiple (amp) effects are used on a single sphere effect, the spherecaster creating the sphere effect must decide which functions. (Amp) talents may also not be affected by other (amp) talents, nor may metamagic feats be applied to them.

Unless otherwise specified, you can activate (amp) talents as an immediate action made as part of creating a sphere effect that it can be applied to, acting as an extension to that sphere effect rather than creating two sphere effects. If you fail to cast the sphere effect, the (amp) is wasted and does not carry over to any other sphere effect you attempt to create. Alternatively, you can spend a standard action to allow a willing ally within range of your manipulate to gain the benefits of that (amp) talent on the next eligible sphere effect they cast before the start of your next turn.

Some (amp) talents reduce an effect’s caster level. If the caster level would be reduced to 0 or lower, the sphere effect fails and any spell points or actions spent are wasted. Any saving throws required by (amp) talents use your Mana sphere caster level, unless otherwise specified.

Shuffle (manipulation)
You may manipulate the rules of magic within a radius of up to 10 feet + 5 feet per 10 caster levels, centered anywhere within range, affecting all magical and supernatural effects cast within or that pass through the area for up to 1 round per caster level. You must concentrate to maintain this ability, but you may spend a spell point as a free action to allow the effect to persist without concentration for its maximum duration. The caster of an effect changed by this ability is allowed a Will Save to ignore the effects of Shuffle for that effect.

Choose one of the following effects to apply to the area at the time of casting:

Chaotic Rewiring: By actively ruining magical cohesiveness in the area of your shuffle, magic becomes trickier to control. When a spherecaster targets one of their allies with a targeted sphere effect in the area of their shuffle, it instead randomly selects a target from all targetable allies within the area, even if they are otherwise out of range. If the spherecaster targets an enemy with a targeted sphere effect, it instead targets a random targetable enemy within the area. At 10th caster level, any sphere effect that targets a creature within the area of the shuffle randomly targets an enemy or ally within the area, regardless of the original target, as long as they would otherwise be able to be targeted. If the sphere effect targets an area centered within your shuffle, it instead randomly changes its targeted location to a nearby area 10 feet away from the original point it targeted in a random direction (roll 1d8 to determine, moving clockwise). This distance increases by 5 feet for every 4 caster levels you possess.
Elemental Rewiring: Choose two energy types from the following list: acid, cold, electricity, or fire. You convert all energy damage of the first damage type into the second damage type. At 7th caster level, you add sonic to this list. At 12th caster level, you add force to this list.
Only one shuffle can be in effect in an area at a time, with any attempt to overlap areas requiring a magic skill check against the MSD of the initial shuffle effect. On success, the initial shuffle effect is dispelled, but on a failure the shuffle effect fails to cast.

Power Dynamics
You can alter the intensity of magic.

Stable Spell (amp): You may amplify any sphere effect that deals damage or heals hit point or ability damage using d4’s or dice of a larger size. Treat any 1’s rolled with that sphere effect as if they were 2’s. If your caster level is at least 10, you may treat all 1’s and 2’s as 3’s. You may spend an additional spell point to heighten this effect, treating all 1’s, 2’s and 3’s as if they were 4’s at 20th caster level, or all 1’s, 2’s, 3’s, and 4’s as if they were 5’s at 30th caster level. This cannot cause a dice roll to be treated as higher than the maximum possible roll on the dice. Sphere effects that do not roll for damage (such as by taking the minimum possible roll) are not affected by this (amp).
Split-drain Spell (amp): You may amplify any instantaneous sphere effect that you create that deals damage by spending 1 spell point. The sphere effect only deals 75% of its damage (rounded down), but heals you for the remaining 25% of the sphere effect’s damage. At 10th caster level, you may have the sphere effect deal only 50% of its damage in order to heal for the remaining 50% damage. Only any initial damage is affected by this (amp lingering damage is not reduced but does not heal you. Note: This (amp) determines its effects at the time of creating the sphere effect; for example, if you would create a destructive blast modified by Explosive Orb and would deal 40 damage, you instead deal 30 damage and heal for 10 damage, regardless of how many creatures would be affected by the sphere effect.
Severed Spell (amp): You may amplify any sphere effect that targets a single creature and deals damage. You may reduce the sphere effect’s damage by up to 90% (in 10% increments) to redirect the remaining damage to one other creature that would have been a valid target for the sphere effect. Only damage is redirected; any other effects from the sphere effect only affect the primary target. If the sphere effect requires an attack roll or saving throw, you must succeed at an attack roll against the second target, or they must attempt a saving throw against the sphere effect as if they were the primary target in order to be affected.


Sniper


Base Sphere
Snipers specialize in making single, deadly shots, often over great distances. Practitioners of the Sniper sphere can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll. Associated Feat: Precise Shot.
All practitioners of the Sniper sphere gain the following ability:

Deadly Shot
As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack.

In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon.

Some talents are marked (snipe). These talents add additional effects when you perform a deadly shot. You may only apply the effects of one (snipe) talent to each deadly shot.

Focusing Reload
You may regain martial focus whenever you use a move, standard, or full-round action to reload a weapon you are wielding (including nocking an arrow to a bow). If you can normally reload your weapon faster than a move action, you may choose to reload as a move action to gain this benefit.


Destruction


Base Sphere
As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack.

A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level.

Focused Blast
When making a destructive blast unaltered by a (blast shape) talent, your destructive blast damage increases by +1 damage per die.

Energy Strike
As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also struck by the destructive blast. If using a scatter weapon, the blast only applies to a single target, chosen at the time of attack.

Stone Blast
You may change the damage type of your destructive blast to slashing, piercing, and bludgeoning. A stone blast ignores spell resistance, spell turning, and can penetrate a globe of invulnerability, antimagic field, or other forms of antimagic, and is not treated as a spell or magical for the purpose of bypassing damage reduction, damaging incorporeal creatures, or for creatures or classes that gain a bonus to saving throws against magic. These stones disappear after 1 minute.


Equipment


Steady Shooting
You have mastered techniques for making firearms more reliable and accurate at the expense of power. When firing a firearm as an attack action, you may ignore its misfire chance, but the weapon targets normal AC instead of touch AC. When firing a firearm in this manner, treat its range increment as 10 ft. longer than it actually is, plus an additional 10 ft. for every 4 points of base attack bonus you possess.

Huntsman Training
You gain proficiency with the atlatl, bolas, boomerang, handaxe, harpoon, longbow, net, shortbow, throwing axe, and tube arrow shooter. In addition, you only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon. Associated Feat: Far Shot.


Conjuration


Base Sphere
I can summon some goons

Greater Summoning
When you spend a spell point to allow a companion to remain for 1 minute per caster level without concentration, it instead remains for 10 minutes per caster level.

Lingering Companion(form)
When you spend a spell point to allow this companion to remain for 1 minute per caster level without concentration, you may spend an additional spell point to allow it to remain for 1 hour per level instead. If you also possess the Greater Summoning talent, your companion instead remains for 1 day or until you rest to regain spell points, whichever comes first. Once you have spent a spell point to summon such a creature for a full day, you may dismiss and re-summon this companion at will without having to spend any additional spell points that day.

Quick Companion(form)
Your companion’s Dexterity increases by 2, +1 per 2 Hit Dice.

Extra Companion
You gain an additional companion. Whenever you summon a companion, you must select only one of your companions, although you may have multiple companions summoned at once. You may select this talent multiple times. Each time it is selected, gain another companion.


Enhancement


Base Sphere
As a standard action, you may enhance a creature or object within close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration. If targeting a creature or intelligent item that does not want to be enhanced (or an item in a creature’s possession that does not want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect. Enhancements are subject to spell resistance.

Each time you use enhance, you choose one enhancement to bestow. When you gain the Enhancement sphere, you gain the following enhancement:

Enhance Equipment
You may enhance a weapon, suit of armor, shield, or as many as 50 pieces of ammunition grouped together (in the same container or quiver), granting it a +1 enhancement bonus. This bonus increases by 1 for every 4 caster levels possessed (maximum +5). This does not stack with any enhancement bonus already possessed by the item.

Energy Enhancement
You may enhance a weapon, granting it the corrosive, flaming, frost, or shock weapon special abilities. The weapons deal an extra point of elemental damage for every 2 caster levels possessed.

You may also apply this enhancement to a consumable item, a splash weapon, or a dose of poison. Targets who consume the item, suffer direct or splash damage from the splash weapon, or are struck with the poison (whether or not they fail their saving throw) also suffer acid, cold, electricity, or fire damage (chosen at the time the enhancement is created) equal to your caster level.

Dual Enhancement
Whenever you use an enhancement that gives you multiple options, you may spend a spell point to select two options. For example, you could use Physical Enhancement to provide a bonus to Strength and Constitution simultaneously, or Steal Senses to steal two senses instead of one.


Life


Base Sphere
Cure
As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).

Invigorate
As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)).

Restore
As a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets.

If restoring mind, this accomplishes all of the following:

Removes the dazzled condition.
Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
Removes the staggered condition.
If restoring body, this accomplishes all of the following:

Removes the battered condition. (See Spheres of Might.)
Removes the fatigued condition or lessens exhaustion to fatigued.
Removes the sickened condition or lessens nauseated to sickened.
If restoring soul, this:

Heals 1d4 points of ability damage to one ability score of your choice.
If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.

Life Talent Types
Cure
(Cure) talents increase the healing done by your cure ability, as well as other effects.

Vitality
(Vitality) talents are benefits a caster may grant to any ally at the same time they use any other Life sphere ability on them. (Vitality) talents always have a duration of up to 1 minute starting at the time the effect was used, or until the target takes damage from either failing a saving throw or being hit with an attack roll.

If a caster possesses multiple (vitality) talents, they may only grant one to the target of their Life sphere effect, but may choose to grant different benefits to each target of a particular Life sphere ability.

A creature can benefit from a (vitality) talent attached to a Life ability, even if they do not actually gain anything from the Life ability (such as using cure on a creature at full hit points).

Restore Health(cure)
Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s body, the exhausted and nauseated conditions are completely removed rather than lessened, and you may attempt a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.


War


Base Sphere
Totem
As a standard action, you may place a totem. A totem is an effect on a 50-foot + 5 feet per 2 caster level radius area centered on you, but does not move as you do (if a totem is created entirely on top of a vehicle, it will move with that vehicle but only extend to the edge of the vehicle’s space). Creatures who leave this area lose the effects of your totem. You must concentrate to maintain a totem, but may always spend a spell point as a free action to allow a totem to remain for 1 minute per caster level without concentration.

You must remain within long range of the center of your totems when maintaining them through concentration. If you move beyond this range, the totem ends. The effects of a totem are subject to spell resistance.

When you gain the War sphere, you gain the following totem:

Totem Of War
You and your allies gain a +2 circumstance bonus to all weapon damage rolls. This bonus increases by 1 for every 5 caster levels.

Rally
A rally is a magical effect you may enact as an immediate action, targeting a creature within the area of effect of one of your totems (or with whom you share a mandate, as detailed below), granting the target bonuses or allowing them to take certain actions. You must be within long range of a target to rally that target. If a rally targets a specific creature, it is subject to spell resistance.

Some rallies can be used in response to other events, in which case the rally occurs before the triggering event completes, unless noted otherwise. Rallies that work from triggers can only be used when that trigger occurs, and can only affect those allies that the trigger applies to.

When you gain the War sphere, you gain the following rally:

Commanding Aid
You may use the aid another action on the target. You must use your caster level + your casting ability modifier in place of your melee attack bonus for this purpose, and may aid them against any creature also within range of your rally.

War Talent Types
Talents marked (totem) grant you new totems. Talents marked (rally) grant you additional rallies.

Mandate
Talents marked (mandate) grant you ways of creating mandates. Mandates are effects that exist between a pair of allies, each of whom benefits from the actions of the other. As a standard action, you can create a mandate between two allies within medium range, one of whom may be yourself. You may concentrate to maintain a mandate, or can spend a spell point to make it last 1 minute per level without concentration. A mandate only works while the two sharing the mandate are within medium range of each other, and both are conscious and able to act.

A creature can be part of multiple mandates with the same or different creatures, but cannot be a member of the same mandate type talent multiple times. Bonuses granted last until the end of the next turn of the ally who received the bonus. The advantage of a mandate can be triggered over and over again, though it does not stack with itself.

Momentum
Talents marked (momentum) grant you a momentum pool, as well as a method of using it.

If you have at least one (momentum) talent, you can spend a spell point as a standard action to gain a momentum pool. This pool lasts 1 hour per caster level, and holds a number of points of momentum equal to the War caster’s caster level plus their casting ability modifier. Using this ability again refills your momentum pool; it does not create additional pools.

Allies within 30 feet of you can spend points of momentum from this pool to activate any ability from any of your (momentum) talents (using a (momentum) talent spends momentum points, not spell points). All of your (momentum) talents draw from the same pool, and using momentum is not considered a sphere ability and does not provoke attacks of opportunity.

The caster level associated with the momentum pools is that of the caster when they last filled their pool. Being knocked unconscious or made helpless makes the momentum pool inaccessible until you are conscious again.


Warp


Base Sphere
Teleport
You can spend a standard action to teleport yourself and up to a heavy load to any place within close range. Alternatively, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to medium instead of close. You must have line of sight to your destination.

Warp Talent Types
Bend Space
Talents marked (space) grant you ways of bending and folding space. Bending space requires a standard action, and you must be touching the target or location to be affected.

Bender(Drawback)
You cannot teleport, you may only bend space. You must select a (space) talent with the bonus talent gained through this drawback.

Extradimensional Storage
You gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die (or are destroyed, if you lack a Constitution score), all contents of your extradimensional space appear in your square or the nearest unoccupied space.

You may take this talent two times; when taken a second time your extradimensional space may hold an additional 15 pounds per caster level, for a total of 25 pounds per caster level. In addition, you may place or withdraw an object from your extradimensional space as a move action instead of a full-round action, which counts as drawing the equipment normally. If the object would normally be worn or have to be donned in some way (such as armor or a magic ring), you may remove or don it as part of the same action as placing or withdrawing it from storage.

Traits

Racial Traits

Ability Score Racial Traits: Choose either physical (Strength, Dexterity and Constitution) or Mental (Intelligence wisdom and Charisma) statistics these all gain +2, Choose a statistic from the group not chosen give it a +4 to one ability score and a -2 to another ability score
Languages: The Returned begin play speaking Common and one of the following; Celestial, Infernal or Abyssal. The Returned with high Intelligence scores can choose from the following: Celestial, Infernal, Abyssal, Sylvan, Draconic, Elven, Aklo.
Lucky: The Returned gain a +1 racial bonus on all saving throws.
Spell Resistance: The Returned gain spell resistance equal to 11 + their character level.
Eternal Hope: The Returned gain a +2 racial bonus on saving throws against fear and despair effects (this stacks with their lucky trait). Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result
Low-Light Vision: The Returned can see twice as far as a race with normal vision in conditions of dim light. Additional racial trait.
Weapon Familiarity: The Returned are proficient with two weapons of choice.
Ancient Foe: Choose one monster type or one subtype of the humanoid type. The Returned gains a +2 dodge bonus to AC against monsters of that type and a +2 racial bonus on combat maneuver checks made to grapple creatures of that type.


Traits:
Religion: Scar of the Unmaker
You bear a sacred scar from a significant battle or challenge. This scar grants you a +1 sacred or profane bonus on Fortitude and Will saves. This sacred scar acts as a divine focus if freely displayed.

Social: Mercenary
For everything there is a price, and you are a negotiator at heart. You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.

Combat:Black Powder Bravado
You are particularly successful when using deeds. Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.

Region:Dune Walker
You gain a +4 trait bonus on saves to avoid nonlethal damage from hot desert environments. In addition, you begin play with desert clothing and goggles at no cost.

Drawback:Vainglory
You compulsively seek recognition for your deeds, making it hard to act with subtlety. You take a -1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.

Major Drawback:Farsighted
All melee attacks you make suffer a -1 attack penalty, and you suffer a -2 penalty to sight-based Perception checks made within 10 ft. of you, and cannot take 10 on such checks.

Flaw:Weak Will
You take a -3 penalty on Will saves.


Oaths


Oath of Honor
Oath: You have sworn to uphold your good name and maintain an air of dignity in your actions. You must select a code of honor and maintain an honor score (see Ultimate Campaign) of at least 3 x your character level at all times. When you first swear this Oath or when you level up, your honor score is increased to 3 x your character level if it is lower.

Defiance Penalty: Your dishonorable actions weigh physically on you. You are constantly considered sickened, and this effect ignores any immunity to the sickened condition you may possess.

Atonement: You must see your honor restored in the face of your community, and must reach an honor score of at least 4 x your character level.

Special: Codes of honor and honor scores are detailed in Ultimate Campaign.
Chivalric Code
Oath of Ritual
Oath: You must perform a specific physical or magical ritual every day to maintain your abilities. This ritual takes one hour to perform and can be performed anywhere, but requires that you either spend 5 gp per character level or reduce your maximum hit points by an amount equal to your character level for 24 hours every time you perform the ritual.

Defiance Penalty: Any day which you do not perform the ritual, all of your ability scores are treated as being 2 lower for all purposes.

Atonement: To atone, you must perform the ritual once again every day for at least 3 days, making an additional sacrifice worth 100 gp x your character level squared on one of those days.

Oath of Candor
Oath: Your words will betray no falsehood. You are not allowed to deliberately speak any lies, including bluffing, stating half-truths or concealed truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm, you can remain silent.

Defiance Penalty: Your broken Oath visits its wrath upon you by muddling truth and lie, causing you to take a penalty on all Charisma-based, Intelligence-based, and Wisdom-based rolls as well magic skill checks and saving throws equal to half your character level (minimum 1).

Atonement: Atonement for breaking your Oath requires you to attempt to correct any falsehoods that your words might have spread. Alternatively, you may donate your wealth to some cause as an offering and assurance that you will not again go against your word. The total value of donated materials must be worth at least 100 gp x your character level squared.


Boon: Bonus feat gained at levels 2, 6, 10, 14, and 18.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Rifle +16 {20}x4 Piercing 80ft 1 1d10+6
Rifle Snipe +16 {20}x4 Piercing 80ft 1 3d10+6
Snipe Blast Shot Rifle +16 {20}x4 Piercing 80ft 1 9d6+3d10+6+9+4
Talent Progression

Casting Tradition


Mana Sphere
Conjuration Sphere

Martial Tradition


Sniper Sphere
Focusing Reload
Huntsman Training
Steady Shooting

Gunslinger


Lvl 1: Destruction Sphere
Lvl 1Gun: Power Dynamics
Lvl 1Gun: Energy Strike
Lvl 2: Extra Companion
Lvl 3: Warp Sphere (Bender, Extradimensional Storage)
Lvl 4: Extra Companion
Lvl 5: Hindering Projectiles
Lvl 6: Targeted Assault
Lvl 7: Unblockable
Lvl 8: Life Sphere

Incanter


Lvl 1: Extra Companion
Lvl 1Inc: Greater Summoning
Lvl 2: Lingering Companion
Lvl 3: Quick Companion
Lvl 3Inc: Elemental Enhancement
Lvl 4: Lingering Companion
Lvl 5: Lingering Companion
Lvl 5Inc: Lingering Companion
Lvl 6: Stone Blast
Lvl 7: Focused Blast
Lvl 7Inc: Dual Enhancement
Lvl 8: Restore Health

Gunslinger Deeds

Elemental Bullets

The spellshot can spend a spell point to infuse her firearm for 10 minutes per class level as a swift action. This causes her ranged attacks with her bonded firearm to deal additional damage equal to her casting ability modifier. Additionally, when infusing her firearm, she may choose acid, cold, electricity or fire. The bonus damage dealt by this ability is changed to that energy type. This does not stack with other abilities that would add her casting ability modifier to damage such as the Primal Blast feat.

Thermoarcanic Powder
As long as the spellshot has at least 1 spell point, they may magically manifest ammunition as they reload their weapon, requiring no physical ammunition to reload and treating all of her firearm attacks as magical.

This ammunition can only be utilized by the spellshot’s bonded firearm. Additionally, the spellshot may spend 1 spell point to enhance their bonded firearm for 10 minutes per spellshot level as a standard action, granting it a +1 enhancement bonus, increasing by 1 at 5th level and every four levels thereafter. If the spellshot possesses the Deep Enhancement talent, the duration increases to 1 hour per spellshot level.

This replaces the deadeye deed at 1st level.

Gunslinger's Dodge
At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Gunslinger Initiative
At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Illusory Rifling
The spellshot can spend a spell point as a swift action to quickly feign attacking a creature with illusory bullets. This causes her target to be treated as if the spellshot successfully feinted them, unless they succeed at a Will save (DC equal to 10 + 1/2 the spellshot’s level + her casting ability modifier). If the creature possesses any ability that allows them to deflect or negate a ranged attack (such as Deflect Arrows), they automatically use that ability on the illusory bullet, wasting it.

This replaces the utility shot deed at 3rd level.

Infused Magnetism
The spellshot can spend a spell point as part of making a firearm attack to magnetize her bullet. If the creature is wearing metal armor or is largely composed of metal, she gains a +2 competence bonus on the attack. If the attack strikes, the magnetized bullet lodges within the creature until removed. Any attacks made with metal-tipped weapons or firearms against that creature gain a +2 competence bonus to the attack roll as long as the bullet is still lodged. Removing the bullet requires a standard action and a DC 15 Heal check. The bonus provided by this deed increases by 1 at 7th level and every 4 levels thereafter.

This replaces the pistol-whip deed at 3rd level.

Startling Shot
At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.

Supernatural Sniping
If the spellshot possesses the Sniper sphere, she may spend a spell point as part of utilizing a sphere effect with a strike talent to treat that attack as a deadly shot, treating the sphere effect as if it were a (snipe) talent. If the spellshot has the Spell Attack feat, she may utilize this deed without spending a spell point.

This replaces the deadshot deed at 7th level.

Targeting
At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Arms & Equipment

Starting Equipment:
Rifle (8800gp)
Cleric's Vestments (5gp)
Masterwork Backpack (50gp)
Bracers of Armor +3 (9000gp)

Class Features

Incanter



Weapon and Armor Proficiency
An incanter is proficient with all simple weapons.


Casting
An incanter may combine spheres and talents to create magical effects. An incanter is considered a High-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)


Spell Pool
An incanter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.


Magic Talents
An incanter gains 1 magic talent every level, according to Table: The Incanter. The incanter also gains a bonus magic talent at every odd incanter level.


Bonus Feat
At 1st, 2nd, and every 2 levels thereafter, an incanter gains a bonus feat. This may be spent to gain an extra magic talent, drawback, proxy, and theurge feats, or any feat which has casting as a prerequisite (item creation feats, metamagic feats, Sphere Focus, Circle Casting, etc.).


Gunslinger (Spellshot Engineer)



Proficiencies
Spellshots are proficient with simple weapons, all firearms, and light armor. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.


Casting
The spellshot may combine spheres and talents to create magical effects. The spellshot is considered a Low-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)

This replaces the grit class feature.


Spell Pool
At 1st level, the spellshot gains a small reservoir of magical energy she can use to create truly wondrous effects, called a spell pool. This pool contains a number of points equal to her level + her casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest. The spellshot may spend spell points as though they were grit points when using any of her deeds or other abilities (such as feats) that require grit. For the purpose of feat requirements, the spellshot satisfies the requirements as if she were a grit or panache user.


Blended Training
A spellshot gains a combat or magic talent every time she gains a class level. A spellshot uses their casting ability modifier as their practitioner modifier.

This replaces gun training 1, 2, 3, and 4 and bonus feats.


Magical Firearm Tinkerer
A spellshot is a magical engineer who has mastered the fusion of technology and magic.

At 1st level, they gain the Gunsmithing feat and a battered firearm as normal, but they additionally form a magical bond with their firearm. They may modify their firearm as if they possessed all item creation feats (such as by enhancing it, or adding weapon special abilities) using their spellshot levels in place of their caster level, and they become capable of channeling their sphere effects through the firearm, detailed below. The bonded firearm is never destroyed due to a misfire, although its misfire range can never be reduced below 1.

The bonded firearm serves as both a weapon and a magical implement. As part of casting any sphere effect that requires a ranged touch attack or affects a burst-, cone- or line-shaped area, the spellshot can channel the magic through her bonded firearm if it is currently in hand. Channeling the magic through her firearm grants the sphere effect an enhancement bonus equal to the firearm’s enhancement bonus to the caster level of the sphere effect (up to a maximum of +1, increasing by 1 at 5th level and every four levels thereafter). This only affects the sphere effect cast through the firearm, not other sphere effects potentially modifying it (such as dual-sphere feats or (amp) effects). The firearm may have implement special abilities applied to it as well as weapon special abilities.

The firearm does not have a specific affiliated sphere for the purpose of any implements that require one to be applied, but otherwise functions as normal. If the implement special ability alters sphere effects cast, they only alter sphere effects channeled through the firearm.

If the spellshot has any strike talents, she may channel them through her firearm as normal, and doing so causes the sphere effect to deal x3 damage on a successful critical hit. Using this ability is particularly dangerous, and if any attack rolls related to the sphere effect are a natural 1, or any saving throws are a natural 20, the bonded firearm misfires. If the spellshot’s firearm has the broken condition when being used to channel a sphere effect, that sphere effect suffers a -2 penalty to the caster level. This penalty cannot reduce the sphere effect’s caster level below 1.

The spellshot can change her bonded weapon as part of an 8 hour ritual if her bonded weapon is ever lost or destroyed.

This alters gunsmith.


Theory of Maximized Risk
At 1st level, the spellshot must select the Mana sphere as their first talent, as well as the Incongruent drawback, picking any one (amp) talent of her choice as the talent chosen from the drawback. If she already possesses the Mana sphere, she instead gains one (amp) talent as a bonus talent and no drawback. If she has a drawback preventing the use of (amp) talents, she buys it off instead. The spellshot uses her class levels in place of her Mana sphere caster level when utilizing (amp) talents, stacking with other sources normally.

When the spellshot fires an amplified sphere effect through her firearm, she gains a +1 competence bonus to her caster level with that sphere effect for every (amp) used in the sphere effect.

At 11th level, when applying an (amp) effect to a sphere effect channeled through her bonded firearm, she may spend a spell point to apply two (amp) effects instead of just one. This bypasses the normal rule for how many (amp) effects can apply to one sphere effect. This causes her firearm to automatically misfire if all creatures affected by the sphere effect succeed at their saving throws, or she misses on all attack rolls as part of the sphere effect.

At 19th level, she may instead apply three (amp) effects by spending two additional spell points. This causes her firearm to automatically misfire after resolving the attack and sphere effect.

This replaces nimble.


True Spellshot
The spellshot gains a bonus talent at 1st level, although this bonus talent may only be used to select a strike talent from a sphere she already possesses. She may change this talent to a different strike talent each time she gains a new spellshot level.


Jampacked Arcane Rifling
The spellshot gains access to the Packed Spell (amp) at 1st level, the Chockablock Spell (amp) at 11th level, and the Hellfire Spell (amp) at 19th level:

Packed Spell (amp): You may amplify a sphere effect that uses a strike talent using a firearm. The misfire range of the firearm is reduced by 1 (minimum 0) and the range increment of the firearm is increased by 50% while making attacks as part of the amplified sphere effect. This amp is gained at 1st level.
Chockablock Spell (amp): You may amplify a sphere effect that uses a strike talent using a firearm by spending a spell point. The firearm’s misfire range increases by 2, and in addition to the sphere effect the firearm shoots out a line, covering all squares in the direction of the target of the amplified sphere effect, with a range equal to the firearm’s range increment. All creatures the affected squares suffer fire damage equal to 2 per die of damage rolled as part of the amplified sphere effect. A Reflex save against your Mana sphere DC negates this extra damage.
Hellfire Spell (amp): You may amplify a sphere effect that uses a strike talent using a firearm. For each spell point used in any (amp) talents as part of the amplified sphere effect, as well as for each spell point used on the sphere effect itself, the firearm deals an additional 1d12 damage. Half of this damage is dealt to the spherecaster that created the sphere effect.
This replaces the gunslinger’s dodge deed, the bleeding wounds deed and the death’s shot deed.

Creatures & Mounts

Mythic


Spheremaster

Mythic Gunsmith
The gunslinger can cast make whole on a firearm at will. Once per round, any firearm she holds that is damaged receives a make whole as a free action.

Sphere Mastery
At 1st tier, you gain one mythic sphere mastery (see the Mythic Sphere Talents tab). You must know the base sphere associated with it.

Hard to Kill
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Possessions & Property

Honor


Current Honor: 27

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

CR

Carmilla's Soldier

Conjuration Companion 3 LN M Outsider, Native
Initiative: +4

Defense

AC: 20, 15 touch, 15 flatfooted (+5 dex, +5 natural)
HP: 66 3d10+3
Fortitude: 6 Reflex: 7 Will: 5

Offense

Speed: 30ft
Ranged: +2 Rifle 1d20+11 ( 1d10 20)
Space: 5ft

Statistics

Str 12, Dex 20, Con 13, Int 7, Wis 10, Cha 11
Base Attack: +6 CMB: +7 CMD: 16
Feats: Eternal Transformation, Volley Fire,
Skills: Perception +6

Created with Talents: Battle Creature x2 Lingering Companion Quick Companion


Talents:   Martial Tradition: Sniper Sphere Focusing Reload Steady Shooting Firearm Proficiency   HD2: Expert Reloading HD4: Hindering Projectiles HD6: Barrage Sphere(Cautious Fire) Bonus: Close Combat Specialist

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

LE_Asmodeus.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed