Caraswen

Caraswen

Fluff

Race: Elf
Age: 57
Height: 5'5"
Weight: 97 lbs
Hair: Straight black hair, cropped to less than an inch long and occasionally singed.
Skin: Unusually pale for an elf, often showing smears of oil or powder burns
Eyes: Almond shaped, with huge steel-grey irises.
Religion: Nethys, Brigh, Torag, Desna, Calistria, Iomedae, Shelyn, Cayden Cailean, Sarenre, Yuelral, Abadar, Findeladlara

Mechanics

Alignment: Neutral Good
Class: Wizard (Spellslinger)
Level: 1
EXP: 369

Str: 10 +0
Dex: 18 +4
Con: 10 +0
Int: 20 +5
Wis: 13 +1
Cha: 13 +1

HP: 6

AC: 14

Initiative: +6

Fortitude: +1
Reflex: +4
Will: +3 (+2 vs Enchantment)

Concentration:
Spell Penetration: +3

Attacks
Pistol: +4 1d8P x4 20'
Melee Dagger: +0 1d4S 19-20/x2
Thrown Dagger: +4 1d4P 19-20/x2

Skills:

Appraise +9 (1)
Craft: Alchemy (+Weapons) +9 (1)
Knowledge: Arcana (+Engineering, History) +9 (1) (+1 on Arcana and History checks)
Linguistics +9 (1)
Spellcraft +9 (1) (+2 to Identify Magic Items)

(Useful untrained skills)
Climb +0
Diplomacy +1 (+2 to Gather Information)
Intimidate +1
Perception +1
Ride +4
Sense Motive +1 (+2 to get a hunch in a Social situation)
Stealth +4
Survival +1
Swim +0

Feats:

Exotic Weapon Proficiency: Firearms
Gunsmithing
Rapid Reload: Pistols

Prepared Spells

1st Level
Magic Missile, Mage Armor, Magic Weapon

Traits

Forlorn: Having lived outside the Elven community most of her life, she knows the cruelty and tragedy of the world. +1 to Fortitude
Mathematical Prodigy: Mathematics comes easily, and it is simple to “see the math” in the magical and physical world. +1 to Knowledge (Arcana) and Knowledge (Engineering) checks.
Outlander (Exile): Left her home in Absalom at a run, and hasn’t stopped running since. Fears something or someone is following her, possibly even here at the back end of the world. +2 to Initiative

Racial Features

Gain +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Urbanite: Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Languages: Common, Kelish, Elven, Celestial, Draconic, Gnome, Goblin, and Sylvan. (From Linguistics) Hallit

Class Features

Arcane Gun: Attune one gun as an Arcane Gun. Cast Ranged Touch, Cone, Line, and Ray seplls through the gun to add the enhancement bonus to the spell's attack rolls or saving throw DC. Natural 1s on the attack roll or natural 20s on the saving throws result in a missfire.
Gunsmith: Gain the Gunsmithing feat, and able to fix starting firearm for 300 gp to a Masterwork weapon.
Mage Bullets: Transform un-cast spells into enhancements on my Arcane Gun. Level of Bonus = Level of Spell, lasts 1 minute per level of spell. Lose Cantrips, but can cast Detect Magic and Read Magic as 1st level spells
School of the Gun: Opposition Schools: Abjuration, Enchantment, Illusion, Necromancy
Spellcasting and Spellbook

Spellbook

1st Level - Detect Magic, Read Magic, Shield, Mage Armor, Burning Hands, Magic Missile, Fabricate Ammunition, Magic Weapon, Jury-Rig, Longshot

Equipment

Battered Pistol
27 Firearm Bullets
3 Powder Horns (27/30 Black Powder Doses)
2 Daggers
Wizard's Spellbook
Spell Component Pouch
Explorer's Outfit
Winter Outfit
Jewelry (Silver earrings (six pairs), other assorted stuff)
Leather necklace with tiny wooden holy symbols of her various gods
Gunsmith's Kit
Backpack, Common
Flint and Steel
10 days Trail Rations
Waterskin
50' Silk Rope
5 Sunrods
Blanket
Bedroll
Soap
Wooden Comb
16gp, 1sp, 7cp

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