Valda Simmons
Female Human Eldritch Gunner Spire Defender Magus 6
Neutral Good Medium Humanoid (Human, Humanoid)
Initiative; +3 Perception +9
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Defense
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AC 20 touch 16 flat-footed 14
hp 45
Fort +8, Ref +6, Will +5
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Offence
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Speed 30 ft.
Ranged
Pistol - +10 to hit - 1d6+5 - x4 Crit
UBG - +9 to hit - 2d10+6 - x4 Crit
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Magic
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Cantrips - 4 Per Day.
- Detect Magic - Allows magical auras to be seen. Further study reveals more details.
- Light - Creates a light equal to a torch.
- Read Magic - Allows magical script to be read.
- Ray of Frost - Inflicts 1d3 points of cold damage as a ranged touch attack.
Level 1 Spells - 5 Per Day.
- Snowball - Creates a small small that inflicts 1d6 points of damage per level (max 5d5). - x4
- Mudball - Blinds a target. - x1
- Shield
1st level Spells Known (7) - Disguise Weapon, Snowball, Enlarge Person, Longshot, Mudball, Shock Shield, Shield
Level 2 Spells - 4 per day.
Flesh Curdle x 3
Mirror Image x 1
2nd level spells known
Scorching Ray
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Statistics
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Str 11 Dex 17, Con 12, Int 14, Wis 10, Cha, 12
Base Atk +4; CMB +4; CMD 16
Bonus Feats
Human - Light Armour Proficiency - Allows Light Armour to be worn without penalty.
Spire Defender 1st - Combat Expertise - Allows AC to be raised in exchange for an attack penalty.
DodgeAdd +1 to AC and CMD so long as dexterity modifier is retained.
Magus 5t - Intensified Spells - Makes spells that have reached there upper limits more powerful.
Feats
1st - Rapid Reload - Reload a weapon faster than usual.
3rd - Point Blank Shot - +1 to damage and to hit within 30ft.
5th - Extra Grit - Add two points to grit.
7th - Weapon Focus (Double Hackbutt)
Traits
Unblemished Barrel - Gain a bonus to craft (alchemy) and craft (weapons), guns take 30 minutes to repair.
Threatening Defender - Reduce the penalty of Combat Expertise by 1.
Extremely Fashionable - Add +1 to Diplomacy, Bluff and Intimidate when wearing 150gp worth of jewelry and clothes. .Diplomacy becomes a class skill.
Drawbacks Overprotective - When an ally is knocked out due to hit point damage you suffer a -2 on Attack and Skills checks unless closer than 10ft.
Racial Traits
Skilled - Add 1 skill point each level.
Bonus Feat - Add one feat at the beginning of the game.
Skills Perception +9, Diplomacy +11, Craft (Alchemy) +7, Craft (Weapons) +8, Swim +5, Climb +5, Knowledge (Arcana) +9, Ride +6, Knowledge (Local) +8, Spellcraft +8, Intimidate +8, Disable Device +11, Knowledge (Engineering) +12.
Languages English, Spanish, French, Japanese.
Combat Gear Masterwork MTs 225 Sawn-down Revolver Shotgun (1d6 Damage - Scatter (20ft) - 5 shots - x4 Crit, 6lbs), Masterwork Biker Leathers with ballistics mesh (Studded Leather - +3 AC - +5 Max Dex - 0ACP - 15% Arcane Failure - DR 4 against guns - 25 lbs)
Other Gear Masterwork Backpack (4lbs), 200gp worth of jewelry
Current Weight 35lbs
Carrying Capacity Light - 43lbs, Medium - 86lbs, Heavy - 130lbs
Money, 1915gp
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Special Abilities
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Special Abilities
Ranged Weapon Bond - Gain a Bonded Item that must be a ranged weapon. Cannot be used to cast an additional spell.
Ranged Spell Combat - Allows a spell to be cast along with the normal attacks from a weapon, but at a -2 penalty to hit.
Range Spell Combat - Fire a single shot and combine it with a spell.
Bonus AC - +.5 AC each level, rounded up.
Arcane Pool - 4 Points - Add an effect to a weapon.
Arcane Augmentation - Spend a Arcane point to enhance the following skills; Acrobatics, Climb, Escape Artist, Perception, Stealth, and Swim.
Magus Arcana - Special Abilities using the Arcane Pool.
- Spell Shield - Gain a Shield bonus equal to Intelligence until the end of the turn as an Immediate Action.
Grit - Fuel special Gunslinger abilities. Gain extra on critical hits and killing blows with a gun. 5 Grit
Deeds - Special tricks a Gunslinger knows.
- Deadeye - Hit touch AC beyond first range at the cost of 1 grit.
- Quick clear - Clear a jammed gun as a standard action, or spend a grit to clear as a swift action.
- Matter over Mind - As long as at least one grit point remains add +1 to will against spells and spell like abilities.
Engineering Knowledge is Power - As a swift action, add 1 point of damage per 5 ranks of Knowledge (Engineering).
Mechanical Aptitude - Gain Disable Device as a class skill, and disable magical traps.
Spell Blending - Learn Wizard spells.
Favoured Class Bonus - +4 Skill points.
Female Human Eldritch Gunner Spire Defender Magus 6
Neutral Good Medium Humanoid (Human, Humanoid)
Initiative; +3 Perception +9
--------------------
Defense
--------------------
AC 20 touch 16 flat-footed 14
hp 45
Fort +8, Ref +6, Will +5
--------------------
Offence
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Speed 30 ft.
Ranged
Pistol - +10 to hit - 1d6+5 - x4 Crit
UBG - +9 to hit - 2d10+6 - x4 Crit
--------------------
Magic
--------------------
Cantrips - 4 Per Day.
- Detect Magic - Allows magical auras to be seen. Further study reveals more details.
- Light - Creates a light equal to a torch.
- Read Magic - Allows magical script to be read.
- Ray of Frost - Inflicts 1d3 points of cold damage as a ranged touch attack.
Level 1 Spells - 5 Per Day.
- Snowball - Creates a small small that inflicts 1d6 points of damage per level (max 5d5). - x4
- Mudball - Blinds a target. - x1
- Shield
1st level Spells Known (7) - Disguise Weapon, Snowball, Enlarge Person, Longshot, Mudball, Shock Shield, Shield
Level 2 Spells - 4 per day.
Flesh Curdle x 3
Mirror Image x 1
2nd level spells known
Scorching Ray
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Statistics
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Str 11 Dex 17, Con 12, Int 14, Wis 10, Cha, 12
Base Atk +4; CMB +4; CMD 16
Bonus Feats
Human - Light Armour Proficiency - Allows Light Armour to be worn without penalty.
Spire Defender 1st - Combat Expertise - Allows AC to be raised in exchange for an attack penalty.
DodgeAdd +1 to AC and CMD so long as dexterity modifier is retained.
Magus 5t - Intensified Spells - Makes spells that have reached there upper limits more powerful.
Feats
1st - Rapid Reload - Reload a weapon faster than usual.
3rd - Point Blank Shot - +1 to damage and to hit within 30ft.
5th - Extra Grit - Add two points to grit.
7th - Weapon Focus (Double Hackbutt)
Traits
Unblemished Barrel - Gain a bonus to craft (alchemy) and craft (weapons), guns take 30 minutes to repair.
Threatening Defender - Reduce the penalty of Combat Expertise by 1.
Extremely Fashionable - Add +1 to Diplomacy, Bluff and Intimidate when wearing 150gp worth of jewelry and clothes. .Diplomacy becomes a class skill.
Drawbacks Overprotective - When an ally is knocked out due to hit point damage you suffer a -2 on Attack and Skills checks unless closer than 10ft.
Racial Traits
Skilled - Add 1 skill point each level.
Bonus Feat - Add one feat at the beginning of the game.
Skills Perception +9, Diplomacy +11, Craft (Alchemy) +7, Craft (Weapons) +8, Swim +5, Climb +5, Knowledge (Arcana) +9, Ride +6, Knowledge (Local) +8, Spellcraft +8, Intimidate +8, Disable Device +11, Knowledge (Engineering) +12.
Languages English, Spanish, French, Japanese.
Combat Gear Masterwork MTs 225 Sawn-down Revolver Shotgun (1d6 Damage - Scatter (20ft) - 5 shots - x4 Crit, 6lbs), Masterwork Biker Leathers with ballistics mesh (Studded Leather - +3 AC - +5 Max Dex - 0ACP - 15% Arcane Failure - DR 4 against guns - 25 lbs)
Other Gear Masterwork Backpack (4lbs), 200gp worth of jewelry
Current Weight 35lbs
Carrying Capacity Light - 43lbs, Medium - 86lbs, Heavy - 130lbs
Money, 1915gp
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Special Abilities
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Special Abilities
Ranged Weapon Bond - Gain a Bonded Item that must be a ranged weapon. Cannot be used to cast an additional spell.
Ranged Spell Combat - Allows a spell to be cast along with the normal attacks from a weapon, but at a -2 penalty to hit.
Range Spell Combat - Fire a single shot and combine it with a spell.
Bonus AC - +.5 AC each level, rounded up.
Arcane Pool - 4 Points - Add an effect to a weapon.
Arcane Augmentation - Spend a Arcane point to enhance the following skills; Acrobatics, Climb, Escape Artist, Perception, Stealth, and Swim.
Magus Arcana - Special Abilities using the Arcane Pool.
- Spell Shield - Gain a Shield bonus equal to Intelligence until the end of the turn as an Immediate Action.
Grit - Fuel special Gunslinger abilities. Gain extra on critical hits and killing blows with a gun. 5 Grit
Deeds - Special tricks a Gunslinger knows.
- Deadeye - Hit touch AC beyond first range at the cost of 1 grit.
- Quick clear - Clear a jammed gun as a standard action, or spend a grit to clear as a swift action.
- Matter over Mind - As long as at least one grit point remains add +1 to will against spells and spell like abilities.
Engineering Knowledge is Power - As a swift action, add 1 point of damage per 5 ranks of Knowledge (Engineering).
Mechanical Aptitude - Gain Disable Device as a class skill, and disable magical traps.
Spell Blending - Learn Wizard spells.
Favoured Class Bonus - +4 Skill points.
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Magic
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A tall, dark skinned woman, Valda is lithe without much muscle on her build. She has strong features and laughter lines at the corners of her eyes and mouth despite being reasonably young. A large tattoo in a strange, runic tongue runs down her left arm and over part of her shoulder in white and silver, forming flowing, sensuous lines.
Her dark hair is trimmed into a short buzzcut, revealing a small scar on the back of her neck just below the hairline, and her eyes are a dark brown. Valda prefers to wear makeup in shades of purple and blue. Her voice is a throaty contralto and she favours cherry scented perfume.
Valda is typically dressed in her specially made biker gear, mostly black leather with blue and purple teams logos on the back and shoulders, with heavy boots. Underneath it she typically wears light clothing to prevent overheating. In social situations she tends to dress casually, often in long dresses, blouses and sandals. She usually wears a variety of white gold and sapphire rings, nose studs and necklaces as well.
Magic
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A tall, dark skinned woman, Valda is lithe without much muscle on her build. She has strong features and laughter lines at the corners of her eyes and mouth despite being reasonably young. A large tattoo in a strange, runic tongue runs down her left arm and over part of her shoulder in white and silver, forming flowing, sensuous lines.
Her dark hair is trimmed into a short buzzcut, revealing a small scar on the back of her neck just below the hairline, and her eyes are a dark brown. Valda prefers to wear makeup in shades of purple and blue. Her voice is a throaty contralto and she favours cherry scented perfume.
Valda is typically dressed in her specially made biker gear, mostly black leather with blue and purple teams logos on the back and shoulders, with heavy boots. Underneath it she typically wears light clothing to prevent overheating. In social situations she tends to dress casually, often in long dresses, blouses and sandals. She usually wears a variety of white gold and sapphire rings, nose studs and necklaces as well.