A Chronoshift: Spelljammer Character

SCRAGGY "WANDERBLOOD" LODGERS LEVEL 8

Male werebear-kin gunslinger 6/witch 2

NG Medium humanoid (shapechanger, skinwalker)

Init +5+5 Dex; Senses low-light vision, murksight; Perception +14

 DEFENSE

AC 23, touch 18, flat-footed 16 (+5 armor, +1 deflection, +5 Dex, +2 dodge)

hp 53 (2d6+6d10+86d10 gunslinger, 2d6 witch, +0 Con, +8 Favored Class, +0 Toughness feat)

Fort +6+5 base, +0 Con, +1 cloak of resistance, Ref +11+5 base, +5 Dex, +1 cloak of resistance (+13 within 1 mile of familiar), Will +10+5 base, +4 Wis, +1 cloak of resistance

Flaws phobia (ghosts; Will DC 157 plus character level)

 OFFENSE

Speed 30 ft.30 ft. base, -0 ft. armor (6 squares)

Melee

dueling dagger +7/+2BAB plus +0 Str (1d4+0 Str plus +0 enhancement/19-20) or

blade boot -1/-6BAB plus +0 Str plus -8 off-hand (1d4+0 Str plus +0 enhancement) or

grooved masterwork dagger +8/+3BAB plus +0 Str plus +1 enhancement (1d4+0 Str plus +0 enhancement/19-20)

Ranged

battered pistol +12BAB plus +5 Dex (1d8+5+5 gun training/x4; increments 55 = thrown/early firearm | 10 = projectile; range 2020 ft. ft.; misfire 1 [5 ft.]) or

coat pistol +12BAB plus +5 Dex (1d4+5+5 gun training/x3; increments 55 = thrown/early firearm | 10 = projectile; range 1010 ft. ft.; misfire 1 [5 ft.]) or

dragon pistol +12BAB plus +5 Dex (1d6+5+5 gun training/x4; increments 55 = thrown/early firearm | 10 = projectile; range 1010 ft. ft. or 15-ft. cone; misfire 1-2 [5 ft.]) or

musket +12BAB plus +5 Dex (1d12+0/x4; increments 55 = thrown/early firearm | 10 = projectile; range 4040 ft. ft.; misfire 1-2 [5 ft.])

Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 feet, hexes (murksight, prehensile hair)

Skinwalker Spell-Like Abilities (CL 8th; concentration +12character level plus Wis modifier)

1/day—calm animals (DC 15)

Witch Spells Prepared (CL 6th2 witch levels plus 4 Improved Caster Level; concentration +8witch level plus Int modifier plus 4 Improved Caster Level; spell failure chance 10%10% mithral chain shirt)

1st—obscuring mist, touch of blindness (DC 13), web bolt (DC 13)

0 (at will)—bleed, grasp, guidance, read magic

Patron space

 STATISTICS

Str 1111 base, +0 race, +0 level, Dex 2017 base, +0 race, +1 level, +2 enhancement belt of incredible dexterity, Con 119 base, +2 race, +0 level, Int 1414 base, +0 race, +0 level, Wis 1818 base, +0 race, +0 level, Cha 1213 base, -2 race, +1 level

Base Atk +7/+2; CMB +7+7 BAB, +0 size, +0 Str; CMD 2410 +7 BAB, +0 size, +0 Str, +5 Dex, +1 deflection, +1 dodge, -0 armor check penalty

Traits Black Powder Bravado, Reviving Rest

Feats Armor Proficiency (light), Beast Leadership, Deadly Aim, Exotic Weapon Proficiency (firearms), GunsmithingB, Improved Caster Level, Martial Weapon Proficiency (all), Point-Blank Shot, Precise Shot, Rapid Shot, Simple Weapon Proficiency (all)

Skills (armor check penalty -0-0 armor, -0 shield); Acrobatics +146 ranks, +5 Dex, +3 class skill, -0 armor, Appraise +20 ranks, +2 Int, Bluff +10 ranks, +1 Cha, Climb +20 ranks, +0 Str, -0 armor, +2 racial, Craft (alchemy) +138 ranks, +2 Int, +3 class skills, Diplomacy +10 ranks, +1 Cha, Disguise +43 ranks, +1 Cha, Escape Artist +50 ranks, +5 Dex, -0 armor, Fly +50 ranks, +5 Dex, -0 armor, Heal +136 ranks, +4 Wis, +3 class skill, Intimidate +10 ranks, +1 Cha, Knowledge (arcana) +94 ranks, +2 Int, +3 class skill, Knowledge (engineering) +72 ranks, +2 Int, +3 class skill, Knowledge (history: Refugespace) +94 ranks, +2 Int, +3 class skill, Knowledge (local: Refugespace) +116 ranks, +2 Int, +3 class skill, Knowledge (nature) +94 ranks, +2 Int, +3 class skill, Linguistics +64 ranks, +2 Int, Perception +147 ranks, +4 Wis, +3 class skill, Profession (cook) +158 ranks, +4 Wis, +3 class skill, Ride +50 ranks, +5 Dex, -0 armor, Sense Motive +40 ranks, +4 Wis, Stealth +50 ranks, +5 Dex, -0 armor, Survival +40 ranks, +4 Wis, Swim +00 ranks, +0 Str, -0 armor; Racial Modifiers +2 Climb

Languages Common, Draconic, Dwarven, Gnome, Elven, Sylvan, Undercommon

SQ animal-minded, change shape, deeds (deadeye, gunslinger initiative, gunslinger's dodge, pistol-whip, quick clear, utility shot), grit (44 Wis), gunsmith, gun training (pistol +5+5 Dex), nimble +2

Combat Gear potion of cure light wounds, potion of cure serious wounds (2), potion of displacement, potion of fly (2), potion of haste (2), adamantine weapon blanche, alchemical cartridge (entangling shot) (25), alchemical cartridge (flare) (100), black powder (37 doses), candlerod (6), firearm bullets (43), iron pellet grenade (5), pellets (27 handfuls), shriek bomb (3), tanglefoot bag (2), thunderstone, tindertwig (5)

Other Gear battered pistol, blade boot, coat pistol, dragon pistol, dueling dagger, grooved masterwork dagger, musket, +1 mithral chain shirt, belt of incredible dexterity +2, cloak of resistance +1, endless bandolier, ring of protection +1, canteen, cold-weather outfit, flint and steel, manacles with simple lock and key, powder horn (6), rope (50 ft.), 1,845 pp, 7 gp, 5 sp, 6 cp

 SPECIAL ABILITIES

Black Powder Bravado 1/day—When you perform a deed requiring an attack roll and you miss, you can reroll it but must take the second result even if worse.

Change Shape (Su) As standard action, shift into bestial form taking on animalistic features. Each shift, gain +2 Wis and choose to gain bite attack (1d6 damage), two claw attacks (1d4 damage each), climb 20 ft., or scent 30 ft. As swift action, return to humanoid form. Must first return to humanoid form before changing bestial form benefits.

Deadly Aim Take -2-1 plus -1 when BAB reaches +4 and each +4 thereafter penalty on all ranged attack rolls to gain +4+2 plus +2 when BAB reaches +4 and each +4 thereafter bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll, and its effects last until your next turn. Bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Deeds (Ex) Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye (Ex) Resolve an attack against touch AC instead of normal AC when firing beyond firearm's first range increment at the cost of 1 grit per range increment beyond the first. Still take -2 penalty on attack rolls for each range increment beyond the first.

Gunslinger Initiative (Ex) As long as you have at least 1 grit, gain +2 bonus on initiative checks. Furthermore, if you have the Quick Draw feat, hands are free and unrestrained, and firearm is not hidden, draw single firearm as part of the initiative check.

Gunslinger's Dodge (Ex) When a ranged attack is made against you, spend 1 grit to move 5 feet as an immediate action and gain +2 AC against triggering attack. This movement is not a 5-foot step and provokes attacks of opportunity. Alternately, drop prone to gain +4 bonus to AC against triggering attack. Can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Pistol-Whip (Ex) As standard action costing 1 grit, make surprise melee attack with butt or handle of firearm. Considered proficient with the firearm as a melee weapon and gain bonus on attack and damage equal to enhancement bonus of firearm. Damage type is bludgeoning: 1d6 damage (one-handed firearm) or 1d10 damage (two-handed firearm). Critical multiplier is 20/x2. If attack hits, can make combat maneuver check to knock target prone as free action.

Quick Clear (Ex) As standard action, remove the broken condition from single firearm currently wielding as long as it was gained by a misfire. Must have at least 1 grit to perform. Alternately, spend 1 grit to perform as move action.

Utility Shot (Ex) If you have at least 1 grit, can perform all following utility shots. Each can be applied to a single attack with a firearm, but must declare which utility shot before the attack is made.

Blast Lock Make an attack roll against lock within first range increment. Diminutive lock has AC 7; larger locks have lower AC. Lock gains bonus to its AC based on quality (simple: +10, average: +15, good: +20, superior: +30; an arcane lock spell adds another +10). On hit, lock is destroyed and can be opened as if unlocked. On miss, lock is destroyed but is jammed and considered locked. Can then still be opened using this deed again, using Disable Device, or with the break DC, although with +10 to AC or DC to break or disable. Key, combination, or regular mechanical method no longer opens the lock, although knock can still be employed to bypass, and creator of an arcane lock can still bypass the wards.

Scoot Unattended Object Make attack roll against Tiny or smaller unattended object within first range increment (Tiny: AC 5, Diminutive: AC 7, Fine: AC 11). On hit, does not damage object but can move it up to 15 feet farther away from the shot's origin. On miss, object damaged normally.

Stop Bleeding Make firearm attack and press hot barrel against self or adjacent creature to staunch a bleeding wound. Instead of dealing damage, ends single bleed condition. Does not have to make an attack roll when performing the deed; can instead shoot the firearm into the air, but the shot still uses ammunition.

Equipment Descriptions

adamantine weapon blanche When poured on weapon and exposed to flame for full round, allow weapon (or 10 ammunition) to overcome damage reduction as adamantine for one successful hit.

alchemical cartridge (entangling shot) Reduce reloading time of firearm by one step but increase misfire value by 2. Can only be loaded into a scatter weapon (such as blunderbuss or dragon pistol). Deals half normal cone damage but any creature hit must also succeed at DC 15 Reflex save or become entangled 2d4 rounds.

alchemical cartridge (flare) Reduce reloading time of firearm by one step but increase misfire value by 2 (only 1 for blunderbuss or dragon pistol). Deals half normal damage but creature struck is blinded for 1 round (DC Fort reduces to dazzled), and creatures within 20-ft. burst are dazzled for 1 round (DC 15 Fort negates). Also useful for sending up signal flares. Cannot be used for a scatter weapon's cone attack.

blade boot As swift action, extend blade from boot and use as an off-hand weapon. When extended, normal terrain is difficult and difficult terrain is impassable. Retracting blade is full-round action.

candlerod As standard action, strike to glow like candle (increases 5 ft. darkness to dim light) for 12 hours.

coat pistol When target is within first range increment, resolve attack against target's touch AC; not considered touch for purposes of feats or abilities such as Deadly Aim. As standard action provoking attacks of opportunity, reload. Misfire on natural roll of 1 or less; automatically misses target and gains broken condition (increase misfire by 4, or 2 if proficient). If misfire while broken, explodes in 5 ft. radius from a corner you pick of your square dealing regular damage to all (DC 12 Reflex half). Gain +2 bonus on Sleight of Hand checks to conceal on your person.

cold-weather outfit Gain +5 circumstance bonus on Fort saves against exposure to cold weather.

dragon pistol When target is within first range increment, resolve attack against target's touch AC; not considered touch for purposes of feats or abilities such as Deadly Aim. As standard action provoking attacks of opportunity, reload. Misfire on natural roll of 2 or less; automatically misses target and gains broken condition (increase misfire by 4, or 2 if proficient). If misfire while broken, explodes in 5 ft. radius from a corner you pick of your square dealing regular damage to all (DC 12 Reflex half). Has 10-ft. range increment firing bullets; can alternately fire a 15-ft. cone of pellets.

dueling dagger When wielding this weapon and fighting defensively or using Combat Expertise, AC bonuses increases by 1. If not proficient with weapon, functions only as a dagger.

endless bandolier Has six extradimensional spaces. Can hold up 60 items of approximate size and shape of a bullet or alchemical cartridge. Four pockets can hold a one-handed firearm, 1 pound of ammunition, a powder horn, or similarly sized object. Two pockets can hold a two-handed firearm or similarly sized object. Retrieving any item is same as drawing from a regular ammunition pouch or holster. Bandolier always weighs only 2 lbs.

grooved mastercraft template Poison applied to this weapon remains for two successful hits.

iron pellet grenade As move action, light fuse. As standard action, throw as splash weapon. Explodes in 1d3 rounds dealing 1d6 bludgeoning, 1d6 piercing, and 1d6 fire damage in 10-ft.-radius burst (Reflex DC 15 half).

manacles Can bind Medium creature, DC 30 Escape Artist, or break (DC 26 Str check). Has hardness 10 and 10 hp. Unlock with DC 20 Disable Device.

pistol When target is within first range increment, resolve attack against target's touch AC; not considered touch for purposes of feats or abilities such as Deadly Aim. As standard action provoking attacks of opportunity, reload. Misfire on natural roll of 1 or less; automatically misses target and gains broken condition (increase misfire by 4, or 2 if proficient). If misfire while broken, explodes in 5 ft. radius from a corner you pick of your square dealing regular damage to all (DC 12 Reflex half).

musket When target is within first range increment, resolve attack against target's touch AC; not considered touch for purposes of feats or abilities such as Deadly Aim. As standard action provoking attacks of opportunity, reload. Misfire on natural roll of 1-2 or less; automatically misses target and gains broken condition (increase misfire by 4, or 2 if proficient). If misfire while broken, explodes in 5 ft. radius from a corner you pick of your square dealing regular damage to all (DC 12 Reflex half).

powder horn Hold up to 10 doses of black powder safe from exposure to fire, electricity, firearm misfires, and water.

shriek bomb As move action, light fuse. As standard action, throw as splash weapon. Explodes in 1d3-1 rounds (0 means end of your turn) dealing 2d6 sonic damage in 10-ft.-radius burst (Fortitude DC 15 half). Thrown as splash weapon with range of 10 feet.

tanglefoot bag Throw as ranged touch with range increment of 10 ft. against Large or smaller target. Target hit takes -2 penalty on attack rolls and -4 penalty to Dex and must make DC 15 Reflex save or be glued to floor, unable to move. On successful save, move only half speed. Winged flying creature is not stuck to floor but must make DC 15 Reflex save or be unable to fly and fall to ground.

thunderstone Throw as ranged attack with range increment of 20 ft. When striking hard surface (or is struck), each creature in 10-ft.-radius must make DC 15 Fort save or be deafened for 1 hour. Aiming at a particular 5-ft. square is against AC 5.

Grit (Ex) At start of each day, grit points equal Wisdom modifier. Spend grit to accomplish deeds. Regain grit in following ways:

Critical Hit with Firearm Regain 1 grit when confirming critical hit with firearm, unless target is helpless, unaware, or possesses fewer than half your Hit Dice.

Killing Blow with Firearm Regain 1 grit when reducing a foe to 0 or fewer hit points with a firearm, unless target is helpless, unaware, or possesses fewer than half your Hit Dice.

Gun Training (Ex) Select specific type of firearm and gain bonus equal to Dex modifier on damage rolls. Furthermore, when misfire value increases by 2 instead of 4 when misfiring that type of firearm.

Hexes Unless otherwise noted, standard action that does not provoke attack of opportunity.

Murksight (Su) Can see through natural fog, mist, and rain without penalty, ignoring any concealment. If effect is created by magic, can see up to 15 ft. without penalty; normal penalties and effects apply beyond that distance. Ability functions underwater and can see through murky water as clear. Does not allow sight of things you normally couldn't see, such as invisible creatures.

Prehensile Hair (Su) Can instantly cause hair, eyebrows, moustache, or beard to grow 10 ft. or shrink to normal length and can manipulate as a limb with Strength equal to Int score. Hair has 10 ft. reach and can make secondary attack (-5 attack, 1d3 damage [1d2 Small]). Can manipulate objects (but not weapons) like a hand. Hair cannot be sundered or attacked as separate creature. Pieces cut away shrink away to nothing. Using hair does not harm head or neck, even when lifting something heavy. Can use 1 minute per witch level, but minutes need not be consecutive (spent in 1-minute increments).

Improved Caster Level Effective caster level in all spellcasting classes increased by 4 but no higher than character level. Does not affect number of spells prepared or known.

Nimble (Ex) Gain dodge bonus to AC while wearing light or no armor. Anything that causes you to lose Dexterity bonus to AC causes you to lose this dodge bonus.

Phobia In any situation wherein your object or situation of phobia is present, make Will save or suffer shaken effect (-2 penalty on attack rolls, saving throws, skill checks, and ability checks).

Precise Shot Shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Rapid Shot As full-attack action with a ranged weapon, fire one additional time this round at your highest attack bonus with that weapon, but that attack and all others take a -2 penalty to hit.

Reviving Rest When you undergo complete bed rest for 24 hours, recover amount of hp equal to triple character level.


Height 6'2"; Weight 210 lbs.; Hair Brown, Shaggy, and Unkempt; Eyes Deep Black Beedy; Skin Caucasian; Age 26; Religion None; Homeland Realmspace; Favored Class Gunslinger, Witch

Defeated Enemies Gray Scavver, Ogrillon Pugilist (2)

Defining Characteristic Scraggy is always looking forward and trying not too dwell on hist past. He loves food and being around his pal. He quickly grows close to animals and people alike. But overall he is a laid back person that likes to Smoke, Drink and Eat. He loves to share that with his pals as well.

History Started life in a small coven with his mother. Learned some things about being a Witch from her as he grew older. Wasn't always a fan. Turns out bandits in the area like to burn witches. Came back to see the horrifying scene of all that he knew was burned. So orphaned at the young age he finds a companion while traveling to nearby cities looking for gold and food. His best bud became a Blink dog he called Ruby Rue. He learned to pick up new skills and found he had a penchant for using guns and started to really like the smell of gun powder. He begins to put his past behind him and move forward to enjoying life and making sure him and his bud have the best food and comforts in the world. Keeping a few guns and other wordly magic around to keep them safe is good for him. Plus all they want is a good meal. Every few hours...

Future Level-Up Plans: I believe I am going to get witch up one more level to obtain the Familiar ability to deliver spells from the familiar such as touch. Going to be looking to add more feats when available. Probably stay pretty low with witch and keep going gunslinger.


RAPPY RUE

Dog familiar

NG Tiny magical beast (augmented animal)

Init +2+2 Dex; Senses Perception +11

DEFENSE

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)

hp 26 (2d82d8 witch class levels; hp equal half master's)

Fort +6+5 base equal to master, +1 Con, Ref +7+5 base equal to master, +2 Dex, Will +6+5 base equal to master, +1 Wis

Defensive Abilities improved evasion

OFFENSE

Speed 40 ft.40 ft. base, -0 ft. armor

Melee bite +11/+6BAB plus +2 Dex plus +2 size (1d3-1-1 Str)

Space 2 1/2 ft.; Reach 0 ft.

STATISTICS

Str 99 base, +0 race, +0 level, Dex 1515 base, +0 race, +0 level, Con 1313 base, +0 race, +0 level, Int 66 base, +0 race, +0 level, Wis 1212 base, +0 race, +0 level, Cha 66 base, +0 race, +0 level

Base Atk +7/+2equal to master's BAB; CMB +7+7 BAB, -2 size, +2 Dex (Tiny animal); CMD 1610 +7 BAB, -2 size, -1 Str, +2 Dex, +0 deflection, +0 dodge

Feats Skill Focus (Perception)B

Skills Acrobatics +116 ranks, +2 Dex, +3 class skill, -0 armor (+19 when jumping), Appraise -20 ranks, -2 Int, Bluff -20 ranks, -2 Cha, Climb +20 ranks, +2 Dex (tiny familiar uses Dex instead of Str), -0 armor, Craft (alchemy) +68 ranks, -2 Int, Diplomacy -20 ranks, -2 Cha, Disguise +13 ranks, -2 Cha, Escape Artist +20 ranks, +2 Dex, -0 armor, Fly +20 ranks, +2 Dex, -0 armor, Heal +76 ranks, +1 Wis, Intimidate -20 ranks, -2 Cha, Knowledge (arcana) +24 ranks, -2 Int, Knowledge (engineering) +02 ranks, -2 Int, Knowledge (history: Refuge) +24 ranks, -2 Int, Knowledge (local: Refuge) +46 ranks, -2 Int, Knowledge (nature) +24 ranks, -2 Int, Linguistics +24 ranks, -2 Int, Perception +117 ranks, +1 Wis, +3 class skill, Profession (cook) +98 ranks, +1 Wis, Ride +20 ranks, +2 Dex, -0 armor, Sense Motive +10 ranks, +1 Wis, Stealth +141 ranks, +2 Dex, +3 class skill, +8 size, -0 armor, Survival +21 ranks, +1 Wis (+6 tracking by scent), Swim +20 ranks, +2 Dex (tiny familiar uses Dex instead of Str), -0 armor; Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

SQ alertness, empathic link, share spells

SPECIAL ABILITIES

Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link (Ex) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Share Spells The witch may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself even if the spell does not normally affect magical beasts.

Stored Spells 0-level—arcane mark, bleed, dancing lights, daze, detect magic, detect poison, grasp, guidance, keep dry, light, mending, message, purify food and drink, read magic, resistance, spark, stabilize, touch of fatigue. 1st—air bubble, burning hands, ear-piercing scream, mage armor, mirror strike, obscuring mist, touch of blindness, web bolt.


SESSION NOTES
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