Mai - Tengu Hexslinger
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Mai - Tengu Hexslinger
Name: Mai Shouta
Age: 101 Years Old
Height: 4 Feet 11 Inches
Weight: 108 Pounds
Eye Color: Crimson Red
Feather Color: Obsidian Black
Hair Color: Black or Pale
Alignment: Chaotic Good
Race: Tengu
Class: Hexslinger (8 Levels)
Size: Medium
HP: 49 ( 8d6 + 8 + 8 )
GP: 321
Grit: 1 per day, max at 2
Strength: 11 (+0 Mod)
Dexterity: 18 (+4 Mod) (+2 Gloves)
Constitution: 12 (+1 Mod)
Wisdom: 14 (+2 Mod)
Intelligence: 24 (+7 Mod) (+4 Hat)
Charisma: 12 (+1 Mod)
Armor Class: 15
Flat Footed AC: 11
Touch AC: 14
Flat Footed Touch AC: 10
Ring AC: 16
Base Attack Bonus: +8/+3
Hex DC: 21
Gremlin Hex Check: +15
Spell DC: 17+Spell Level (18+Spell Level for Summoning,Lightning Spells)
Spell Attack: +13
Primary Hex Gun Attack: +18 (+19 within 30ft)
Secondary Hex Gun Attack: +13 (+14 within 30ft)
Combat Maneuver Bonus: +8
Combat Maneuver Defense: 22
Hex Gun Damage: 1d10+8 (+9 within 30ft)
Fortitude: +5 (+6 with Ring)
Reflex: +10 (+11 with Ring)
Will: +6 (+7 with Ring)
Traits
Two World Magic: Gains Level 1 Spell Vanish as known spells
Alchemical Prodigy: Capable of crafting the spell Divine Favor as a potion
Graft
Elemental Arm Graft (Left Arm): A replacement arm that Mai has recently gained after losing her previous left arm to the vortex of a gate opening to the astral plane. This arm is actually parts of a lightning elemental and an air elemental bound together into a single form and directly attached onto Mai's stump to form the left arm she was missing as an entirely Elemental arm. The arm itself, tends to look like it is sparking and surging with electrical energy, and tends to look nearly translucent at random times, but functions entirely like a normal physical arm that can be used by Mai. It tends to look a little bigger than an arm should be on a Tengu. Metal bonds to the arm due to the electromagnetic energy of the elementals bound together, the metal will flow around Mai's arm anytime she enters a heightened state such as when entering combat, but otherwise will make the arm look very physical. The dark metal tends to swirl and look almost like storm clouds at times.
The arm itself actually grants Mai powers from having it grafted to her. A wind tends to flow naturally around Mai now from the power of the Air Elemental bound as her arm. This wind makes physical ranged attacks have a -2 attack penalty against her, as the winds protect her. They also guide her own physical ranged attacks, granting a +2 attack bonus to her own physical ranged attacks. The winds flowing around her naturally help with her flying increasing her flying maneuverability by one rank (Clumsy to Poor).
The cloudy electricity flowing through this new left arm, also assists Mai, allowing her to fire any spell-like ability, feat, supernatural ability, that is not an actual spell, that deals electricity damage from her arm or any weapon she is carrying in that arm, as though it were counted as a spell being fired. Doing so increases the range of the electricity attack made by 50%. However casting any spell with the Earth, Metal or Acid descriptors cannot be performed with this left arm.
Racial Powers
Low Light Vision: See normally in low levels of light
Natural Bite Attack: 1d3 damage, secondary attack
Languages: Common, Tengu, Elven, Undercommon, Draconic, Auran, Sylvan
Mystic: +2 Knowledge (Planes), Can cast Guidance once per day.
Linguist: +4 Bonus to Linguistics, Gain two languages per rank in Linguistics
Skybound: Natural Fly speed of 40ft, but any fly checks are at -4 for Poor.
Class Powers
Witch’s Familiar - Fox: +2 Reflex Save
Hex Gun: Hex Guns are in fact their magical familiar taking on a combat form, in the form of a weapon that the Hexslinger can utilize. This weapon is always a firearm of some type, either one handed or two handed, and are summoned through the power of the Hexslinger's familiar, placing a complete bond between the Hex Gun and the Hexslinger's Familiar rather than the Hexslinger and the weapon. In a Hexslinger’s hands, they both fire projectiles (bullets and pellets) like a normal firearm, but also can be used to cast magic. At 1st level, when the Hexslinger obtains their familiar, they also gain the ability to summon this Hex Gun, which can be done even in within antimagical zones (They just wouldn't be able to cast spells within it). It can only take the form of a normal firearm, generally with arcane runes of some kind across it, and often times symbols and colors of the familiar. Spells fired through the hex gun that require an attack roll have a ×3 critical hit multiplier. The summoning of a Hex Gun takes as long as it would normally to draw a weapon of the size that is not considered a hidden weapon.
A Hexslinger can cast any single target Hex, ranged touch attack, melee touch attack, cone, line, or ray spells through their hex gun, as though they were holding nothing in their hands, so long as those spells take less than a full round action to cast. When they cast through the Hex gun, the gun’s attack bonus is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. The channeling of the spell through the barrel of the Hex gun is considered the somatic component for spells that require such a thing. The range and range increment of the Hex gun is used in place of the range of the spell, when a spell is fired in this way. Firing a spell from a hex gun takes a single standard action, and fires only the spell with no projectile.
Yet there are dangers inherent to this method. If any of the spells’ or normal weapon fire attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell cast from the Hex Gun by a target (an overload), the hex gun gains the broken condition. In the case of an overload, the Hex Gun will explode with magical power dealing 1d6 in damage per level of the spell that was saved against within any of the squares the Hex Gun occupies when it explodes. When a Hex gun gains the broken condition it reverts back to the dimension it came from, and the familiar takes the damage from being broken. The Hex Gun cannot be resummoned until the health of the familiar is 60% or above. The health of the familiar is used to determine how much health a Hex Gun has, the Normal Armor Class level of the familiar is used to determine the hardness of the Hex Gun.
A Hex Gun can be enchanted with enhancement bonus weapon enchants just like a normal weapon, regardless of if it does have any enhancement bonus the weapon is considered magical. Unlike other ranged weapons, any attacks made, whether spell or projectile, from a Hex Gun, is done so using the Intelligence modifier instead of the Dexterity Modifier, only with the Hex Gun. A Hex Gun takes a move action to reload to its full capacity, and is considered an advanced magical firearm, using only advanced firearm ammunition.
Gun Patron: At 1st level, when a Hexslinger gains their Familiar, they also gain a patron that has granted the Hexslinger the use of their familiar and Hex Gun. This patron is a vague and mysterious force, granting the Hexslinger power for reasons that they might not entirely understand. This Gun Patron does not need to be named.
At 1st level, 3rd Level, 5th Level, 7th Level, 11th Level, and 15th Level a Hexslinger's Gun Patron grants specific bonuses that help them better understand the use of their Hex Guns. However, the Hexslinger must sacrifice the two spells they could have added to their familiar as Spells Known for that level to gain the Hexslinger Gun Patron bonus, except for on the first level.
At 1st Level the Hexslinger's Gun Patron grants the Hexslinger knowledge of guns and how to use them properly. The Hexslinger gains the bonus feat Gunsmithing.
At 3rd Level the Hexslinger's Gun Patron grants the Hexslinger their very own grit and a single 1st level Gunslinger Deed. The Hexslinger gains the bonus feat Amateur Gunslinger.
At 5th Level the Hexslinger's Gun Patron grants the Hexslinger a Hex Deed.
At 7th Level the Hexslinger's Gun Patron allows the Hexslinger to perform spells while still using their gun. They gain the Hex Combat ability similar to the Magus Spell Combat class feature. Performing Hex Combat takes a full action round, and can only be used with the Hex Gun of the Hexslinger. The Hexslinger may perform any attacks they would normally be capable of with taking a full action attacking round for only their Hex Gun, within that same full attack they may also cast 1 standard action or less in casting time, spell, of their choosing that they can normally perform, just as a normal spell. When performing a Hex Combat round, all attack rolls made for that round are at a -4 penalty, additionally any spell that does not use an attack roll has their DC lowered by 4 when cast using Hex Combat.
Hex Bullets: Once per day per the Hexslinger's Intelligence Modifier, they may, as a swift action, imbue their Hex Gun with any of the Hexes they know that take less than a full action round to use and target another target. The imbuement of the barrel lasts until the end of the round in which the swift action was taken to imbue the hex. Any firearm attacks or spells used from the Hex Imbued barrel on the Hex Gun, will also impart the Hex imbued upon the target of the firearm attack or spell as a free action, so long as the firearm attack or spell lands successfully against its target. The Hex is subjected to the normal penalties and requirements that is stated in the Hex itself, and is cast just like normal (In which the target would get a save against the hex if the Hex mentions one). At the tenth level the Hexslinger can use this ability to imbue a Major Hex. A Hexslinger cannot use this ability to imbue a Grand Hex.
Hexes
Slumber: Mai can Hex a target within 30 feet of her, to fall into a deep magical sleep, as per the spell sleep. A will save is used to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to Mai's witch level. Can effect any creature regardless of HD. Creature can only be aroused by a standard action being spent to do so, or if the creature takes any damage. A creature can only be effected by this spell once per day.
Cauldron: Grants the Brew Potion Feat, and a +4 insight bonus on Alchemy Checks.
Gremlin: Mai can hex a target with an unseen force to bind them, into a grappled condition. Her CMB check to perform the grapple is used with her Hexslinger level rather than attack bonus and her intelligence modifier rather than strength. She takes no penalty for not have two hands free, and does not gain the grapple condition if her check succeeds. Provokes attack of opportunity like normal and can maintain the grapple condition on the target as a standard action unless possessing feats to change that. This hex cannot be used to damage, pin or tie up a target grappled from it.
Misfortune: Mai can hex a target to suffer grave misfortune for 2 rounds. Anytime the misfortuned creature makes an ability check, attack roll, saving throw, or skill check, they must roll twice and take the worse result. Will Save negates this effect. Cannot effect a creature more than once per day.
Deeds
Hex Burst Deed: So long as the Hexslinger has at least 1 grit point when they score a critical threat on a target with a Hex Gun, they can cast a single target hex spell that the Hexslinger knows, as a free action. The Hex is rolled for Individually to detemine if it is applied to the target, just like a hex is normally when cast. The Critical Threat does not have to be confirmed, to use this Deed, and the Hexslinger can wait until they have scored the critical threat with an attack to determine if they want to use this deed or not. Only Hex Spells can be cast in this way, not Major or Grand Hexes.
Up Close and Deadly Deed: When the Hexslinger hits a target with a firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.
Skills
Skill Points: 54 (+16 from Hat)
3 ranks in Heal (+3 Class, +2 Wis, +2 Items) = 10
8 ranks in Fly (+3 Class, +4 Dex, -4 Race) = 11
8 ranks in Knowledge (Arcana) (+3 Class, +7 Int) = 18
8 ranks in Knowledge (Nature) (+3 Class, +7 Int) = 18
4 rank in Knowledge (Planes) (+2 Race,+3 Class, +7 Int) = 16
5 ranks in Spellcraft (+3 Class, +7 Int) = 15
3 ranks in Use Magical Device (+3 Class, +1 Cha) = 7
8 ranks in Craft (Alchemy) (+3 Class, +7 Int, +4 Insight) = 22
5 ranks in Profession (Apothecary) (+3 Class, +2 Wis) = 10
1 rank in Linguistics (+4 Race, +7 Int) = 12
0 ranks in Perception (+2 Wis) = 2
8 ranks in Knowledge (History) (+3 Class, +7 Int, +8 Ranks from Headband) = 18
8 ranks in Knowledge (Engineering) (+7 Int, +8 Ranks from Headband) = 15
Feats
Hexslinger Bonus Feat: Brew Potion (Brew Potions from your spell list)
Hexslinger Bonus Feat: Amateur Gunslinger (Gains Grit and 1 Gunslinger Deed)
Hexslinger Bonus Feat: Gunsmithing (Create Firearms, Ammunition for half price)
Campaign Freebie: Rapid Shot (+1 attack for -2 attack rolls across all attacks)
Level 1 Feat: Storm bolt (Cast at will 7d6 Lightning Bolt in line of 30 ft, +1 bonus to lightning spells)
Level 3 Feat: Point Blank Shot (+1 Attack/Damage rolls on 30 feet range target, no penalty for firing into melee)
Level 5 Feat: Focused Shot (+Int Modifier to Dmg on ranged attacks)
Level 7 Feat: Summon Elemental (Summon Medium Elemental for 6 rounds at Will, +1 bonus to Summoning Spells)
Spells Per Day
6 – 1 Level
5 – 2 Level
5 – 3 Level
3 - 4 Level
1 - 5 Level
1 - 6 Level
1 - 7 Level
Witch Familiar
Name: Kits
Animal: Fox
Fur Color: Red and White
Eye Color: Brown
Size: Tiny
HP: 24
Str: 11
Dex: 17
Con: 13
Wis: 12
Int: 9
Cha: 6
Flat Footed AC: 18
Armor Class: 21
Touch AC: 15
Flat Footed Touch AC: 12
Base Attack Bonus: +8
Fort: +3
Ref: +7
Will: +6
Abilities:
Bite - 1d3+1 Dmg
Low Light Vision
Scent
40ft Land Speed
Skills:
8 ranks in Acrobatics (+4 when jumping) (+3 Dex) (+3 Class) = 14 (18 when jumping)
8 ranks in Perception (+1 Wis) (+3 Class) (+3 Skill Focus) = 15
8 ranks in Stealth (+3 Dex) (+3 Class) = 14
8 rank in Survival (+4 Survival when scent tracking) (+1 Wis) = 9 (13 when tracking)
+2 Initiative (+3 Dex) = 5
Powers of Familiar
Grants Mai a +2 Bonus to her Reflex Save.
Hex Gun Capability: 1d10 dmg, 20/x4 Crit, 40ft Increment, 1 Misfire Range, 3 capacity, 21 Hardness, 24 Health Points, Enchanted with +1 Enhancement Bonus
Hex Gun Storage: The familiar is capable of storing the Hex Gun of the Hexslinger, although not actually stored within the familiar's body it is kept in an entirely separate dimension that only between the connection of the Hexslinger and its familiar can successfully summon it. The Hexslinger must be within Empathic Link range of their familiar to be able to summon their Hex Gun. Because of this link the Hex Gun can be summoned even when in antimagical barriers or zones. The action of summoning a Hex Gun takes the same amount of time it would for a Hexslinger to draw a non-hidden weapon. The Familiar can perform this action for the Hexslinger instead during its action round for a move action, summoning the Hex Gun right to the Hexslinger's hands.
Empathic Link: The master has an empathic link with their familiar to a 1 mile distance. The master can communicate emphatically 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 her familiar does.
Store Spells: Starting at 1st level, a Hexslinger's familiar stores all of the spells that the Hexslinger knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items.
Rapid Reload: Starting at the 3rd level, a Hexslinger's familiar is capable of magically assisting the Hexslinger with reloading their gun with bullets, transferring the bullets straight to the barrel. This provides the Hexslinger with the ability to reload much faster than could normally be warranted with help from the familiar. Only when reloading their Hex Gun, a Hexslinger is considered to possess the Rapid Reload Feat, dropping reloading a Hex Gun down to a swift action. Additionally the Hexslinger's familiar can reload the gun for the Hexslinger during their action phase for a move action instead.
Speak with Master: If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Hardiness: If the master is 7th level or higher, the familiar gains a bonus to its natural armor in its Familiar form by an amount equal to the Master's Intelligence Modifier. Additionally this bonus would be passed over to the Familiar's Hex Gun form in the form of its Hardness as well.
Spell Storage in Familiar
9 Level 1 Spells: Command, Vanish, Cure Light Wounds, Air Bubble, Obscuring Mist, Unseen Servant, Chill Touch, Summon Monster I, Ear Piercing Scream
5 Level 2 Spells: Frost Fall, Blood Transcription, Hold Person, Qualm, Alter Self
4 Level 3 Spells: Dispel Magic, Lightning Bolt, Fly, Speak with Dead
3 Level 4 Spells: Ice Storm, Black Tentacles, Dimension Door
1 Level 5 Spells: Hold Monster
1 Level 6 Spells: Summon Monster VI
1 Level 7 Spells: Chain Lightning
Equipment
1 Metal Wand - Level 2 See Invisibility Spell - 5 Charges - 750 GP
1 Metal Wand - Level 2 Detect Thoughts Spell - 5 Charges - 750 GP
1 Hex Gun - Enhancement bonus +1 - 2,000 GP
1 Least Crystal of Return - Attached to Hex Gun - 300 GP (Free Action draw)
1 Engagement Ring - Ring Slot - 2,000 GP (Telepathy with Orianna within 1 Mile, 2/day 3 hours of +1 Saves and AC and split damage)
1 Potion Belt - Waist Slot - 310 GP (Stores 10 Potions for Free Action Draw)
1 Hat of Disguise - Head Slot - 1,800 GP (Cast Disguise Self at Will)
1 Headband of Vast Intelligence - Headband Slot - 16,000 GP (+4 Intellect, +hit die to two skills)
1 Gloves of Dexterity - Hand Slot - 4,000 GP (+2 Dexterity)
1 Vest of Resistance - Torso Slot - 1,000 (+1 to all Saves)
1 Cloak of Resistance - Shoulder Slot - 1,000 GP (+1 to all Saves)
1 Bracers of Armor - Wrist Slot - 1,000 GP (+1 AC)
3 Potions (Crafted) - Level 1 Divine Favor - 75 GP
3 Potions (Crafted) - Level 1 Cure Light Wounds - 75 GP
2 Potions (Crafted) - Level 1 Mage Armor - 50 GP
2 Potions (Crafted) - Level 1 Vanish - 50 GP
50 Metal Cartridge Bullets - 375 GP
50 Metal Cartridge Pellets - 375 GP
10 Metal Cartridge Pitted Bullets - Rainbow Jellyfish Toxin (1 Fort DC 14, Injury, 1/round for 2 rounds, Initial staggers for 1d6 rounds, Secondary paralyzes for 1d6 rounds) - 300 GP
10 Metal Cartridge Pitted Bullets - Sassone Leaf Residue (1 Fort DC 16, Injury, 1/minute for 6 minutes, Initial deals 2d12 HP dmg, Secondary deals 1 Con dmg) - 250 GP
10 Metal Cartridge Pitted Bullets - Drow Poison (1 Fort DC 13, Injury, 1/minute for 2 minutes, Initial Unconscious for 1 minute, Secondary Unconscious for 2d4 hours) - 137 GP
1 Healer's Kit - 50 GP (+2 Circumstance check on Heal Skill)
1 Gunsmith's Kit - 15 GP (Contains all gunsmithing components)
1 Adventurer's Sash - 10 GP (Pockets containing all items not stored somewhere else)
1 Cauldron - 1 GP (Used for Cooking and Potion making)
1 Spell Component Pouch - 5 GP (Contains all spell components)
1 Scroll Case - Storing 4 Scrolls - 1 GP
Age: 101 Years Old
Height: 4 Feet 11 Inches
Weight: 108 Pounds
Eye Color: Crimson Red
Feather Color: Obsidian Black
Hair Color: Black or Pale
Alignment: Chaotic Good
Race: Tengu
Class: Hexslinger (8 Levels)
Size: Medium
HP: 49 ( 8d6 + 8 + 8 )
GP: 321
Grit: 1 per day, max at 2
Strength: 11 (+0 Mod)
Dexterity: 18 (+4 Mod) (+2 Gloves)
Constitution: 12 (+1 Mod)
Wisdom: 14 (+2 Mod)
Intelligence: 24 (+7 Mod) (+4 Hat)
Charisma: 12 (+1 Mod)
Armor Class: 15
Flat Footed AC: 11
Touch AC: 14
Flat Footed Touch AC: 10
Ring AC: 16
Base Attack Bonus: +8/+3
Hex DC: 21
Gremlin Hex Check: +15
Spell DC: 17+Spell Level (18+Spell Level for Summoning,Lightning Spells)
Spell Attack: +13
Primary Hex Gun Attack: +18 (+19 within 30ft)
Secondary Hex Gun Attack: +13 (+14 within 30ft)
Combat Maneuver Bonus: +8
Combat Maneuver Defense: 22
Hex Gun Damage: 1d10+8 (+9 within 30ft)
Fortitude: +5 (+6 with Ring)
Reflex: +10 (+11 with Ring)
Will: +6 (+7 with Ring)
Traits
Two World Magic: Gains Level 1 Spell Vanish as known spells
Alchemical Prodigy: Capable of crafting the spell Divine Favor as a potion
Graft
Elemental Arm Graft (Left Arm): A replacement arm that Mai has recently gained after losing her previous left arm to the vortex of a gate opening to the astral plane. This arm is actually parts of a lightning elemental and an air elemental bound together into a single form and directly attached onto Mai's stump to form the left arm she was missing as an entirely Elemental arm. The arm itself, tends to look like it is sparking and surging with electrical energy, and tends to look nearly translucent at random times, but functions entirely like a normal physical arm that can be used by Mai. It tends to look a little bigger than an arm should be on a Tengu. Metal bonds to the arm due to the electromagnetic energy of the elementals bound together, the metal will flow around Mai's arm anytime she enters a heightened state such as when entering combat, but otherwise will make the arm look very physical. The dark metal tends to swirl and look almost like storm clouds at times.
The arm itself actually grants Mai powers from having it grafted to her. A wind tends to flow naturally around Mai now from the power of the Air Elemental bound as her arm. This wind makes physical ranged attacks have a -2 attack penalty against her, as the winds protect her. They also guide her own physical ranged attacks, granting a +2 attack bonus to her own physical ranged attacks. The winds flowing around her naturally help with her flying increasing her flying maneuverability by one rank (Clumsy to Poor).
The cloudy electricity flowing through this new left arm, also assists Mai, allowing her to fire any spell-like ability, feat, supernatural ability, that is not an actual spell, that deals electricity damage from her arm or any weapon she is carrying in that arm, as though it were counted as a spell being fired. Doing so increases the range of the electricity attack made by 50%. However casting any spell with the Earth, Metal or Acid descriptors cannot be performed with this left arm.
Racial Powers
Low Light Vision: See normally in low levels of light
Natural Bite Attack: 1d3 damage, secondary attack
Languages: Common, Tengu, Elven, Undercommon, Draconic, Auran, Sylvan
Mystic: +2 Knowledge (Planes), Can cast Guidance once per day.
Linguist: +4 Bonus to Linguistics, Gain two languages per rank in Linguistics
Skybound: Natural Fly speed of 40ft, but any fly checks are at -4 for Poor.
Class Powers
Witch’s Familiar - Fox: +2 Reflex Save
Hex Gun: Hex Guns are in fact their magical familiar taking on a combat form, in the form of a weapon that the Hexslinger can utilize. This weapon is always a firearm of some type, either one handed or two handed, and are summoned through the power of the Hexslinger's familiar, placing a complete bond between the Hex Gun and the Hexslinger's Familiar rather than the Hexslinger and the weapon. In a Hexslinger’s hands, they both fire projectiles (bullets and pellets) like a normal firearm, but also can be used to cast magic. At 1st level, when the Hexslinger obtains their familiar, they also gain the ability to summon this Hex Gun, which can be done even in within antimagical zones (They just wouldn't be able to cast spells within it). It can only take the form of a normal firearm, generally with arcane runes of some kind across it, and often times symbols and colors of the familiar. Spells fired through the hex gun that require an attack roll have a ×3 critical hit multiplier. The summoning of a Hex Gun takes as long as it would normally to draw a weapon of the size that is not considered a hidden weapon.
A Hexslinger can cast any single target Hex, ranged touch attack, melee touch attack, cone, line, or ray spells through their hex gun, as though they were holding nothing in their hands, so long as those spells take less than a full round action to cast. When they cast through the Hex gun, the gun’s attack bonus is a bonus to the spell’s attack rolls or to the spell’s saving throw DCs. The channeling of the spell through the barrel of the Hex gun is considered the somatic component for spells that require such a thing. The range and range increment of the Hex gun is used in place of the range of the spell, when a spell is fired in this way. Firing a spell from a hex gun takes a single standard action, and fires only the spell with no projectile.
Yet there are dangers inherent to this method. If any of the spells’ or normal weapon fire attack rolls result in a natural 1 (a misfire), or a natural 20 is rolled on any saving throw made against the spell cast from the Hex Gun by a target (an overload), the hex gun gains the broken condition. In the case of an overload, the Hex Gun will explode with magical power dealing 1d6 in damage per level of the spell that was saved against within any of the squares the Hex Gun occupies when it explodes. When a Hex gun gains the broken condition it reverts back to the dimension it came from, and the familiar takes the damage from being broken. The Hex Gun cannot be resummoned until the health of the familiar is 60% or above. The health of the familiar is used to determine how much health a Hex Gun has, the Normal Armor Class level of the familiar is used to determine the hardness of the Hex Gun.
A Hex Gun can be enchanted with enhancement bonus weapon enchants just like a normal weapon, regardless of if it does have any enhancement bonus the weapon is considered magical. Unlike other ranged weapons, any attacks made, whether spell or projectile, from a Hex Gun, is done so using the Intelligence modifier instead of the Dexterity Modifier, only with the Hex Gun. A Hex Gun takes a move action to reload to its full capacity, and is considered an advanced magical firearm, using only advanced firearm ammunition.
Gun Patron: At 1st level, when a Hexslinger gains their Familiar, they also gain a patron that has granted the Hexslinger the use of their familiar and Hex Gun. This patron is a vague and mysterious force, granting the Hexslinger power for reasons that they might not entirely understand. This Gun Patron does not need to be named.
At 1st level, 3rd Level, 5th Level, 7th Level, 11th Level, and 15th Level a Hexslinger's Gun Patron grants specific bonuses that help them better understand the use of their Hex Guns. However, the Hexslinger must sacrifice the two spells they could have added to their familiar as Spells Known for that level to gain the Hexslinger Gun Patron bonus, except for on the first level.
At 1st Level the Hexslinger's Gun Patron grants the Hexslinger knowledge of guns and how to use them properly. The Hexslinger gains the bonus feat Gunsmithing.
At 3rd Level the Hexslinger's Gun Patron grants the Hexslinger their very own grit and a single 1st level Gunslinger Deed. The Hexslinger gains the bonus feat Amateur Gunslinger.
At 5th Level the Hexslinger's Gun Patron grants the Hexslinger a Hex Deed.
At 7th Level the Hexslinger's Gun Patron allows the Hexslinger to perform spells while still using their gun. They gain the Hex Combat ability similar to the Magus Spell Combat class feature. Performing Hex Combat takes a full action round, and can only be used with the Hex Gun of the Hexslinger. The Hexslinger may perform any attacks they would normally be capable of with taking a full action attacking round for only their Hex Gun, within that same full attack they may also cast 1 standard action or less in casting time, spell, of their choosing that they can normally perform, just as a normal spell. When performing a Hex Combat round, all attack rolls made for that round are at a -4 penalty, additionally any spell that does not use an attack roll has their DC lowered by 4 when cast using Hex Combat.
Hex Bullets: Once per day per the Hexslinger's Intelligence Modifier, they may, as a swift action, imbue their Hex Gun with any of the Hexes they know that take less than a full action round to use and target another target. The imbuement of the barrel lasts until the end of the round in which the swift action was taken to imbue the hex. Any firearm attacks or spells used from the Hex Imbued barrel on the Hex Gun, will also impart the Hex imbued upon the target of the firearm attack or spell as a free action, so long as the firearm attack or spell lands successfully against its target. The Hex is subjected to the normal penalties and requirements that is stated in the Hex itself, and is cast just like normal (In which the target would get a save against the hex if the Hex mentions one). At the tenth level the Hexslinger can use this ability to imbue a Major Hex. A Hexslinger cannot use this ability to imbue a Grand Hex.
Hexes
Slumber: Mai can Hex a target within 30 feet of her, to fall into a deep magical sleep, as per the spell sleep. A will save is used to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to Mai's witch level. Can effect any creature regardless of HD. Creature can only be aroused by a standard action being spent to do so, or if the creature takes any damage. A creature can only be effected by this spell once per day.
Cauldron: Grants the Brew Potion Feat, and a +4 insight bonus on Alchemy Checks.
Gremlin: Mai can hex a target with an unseen force to bind them, into a grappled condition. Her CMB check to perform the grapple is used with her Hexslinger level rather than attack bonus and her intelligence modifier rather than strength. She takes no penalty for not have two hands free, and does not gain the grapple condition if her check succeeds. Provokes attack of opportunity like normal and can maintain the grapple condition on the target as a standard action unless possessing feats to change that. This hex cannot be used to damage, pin or tie up a target grappled from it.
Misfortune: Mai can hex a target to suffer grave misfortune for 2 rounds. Anytime the misfortuned creature makes an ability check, attack roll, saving throw, or skill check, they must roll twice and take the worse result. Will Save negates this effect. Cannot effect a creature more than once per day.
Deeds
Hex Burst Deed: So long as the Hexslinger has at least 1 grit point when they score a critical threat on a target with a Hex Gun, they can cast a single target hex spell that the Hexslinger knows, as a free action. The Hex is rolled for Individually to detemine if it is applied to the target, just like a hex is normally when cast. The Critical Threat does not have to be confirmed, to use this Deed, and the Hexslinger can wait until they have scored the critical threat with an attack to determine if they want to use this deed or not. Only Hex Spells can be cast in this way, not Major or Grand Hexes.
Up Close and Deadly Deed: When the Hexslinger hits a target with a firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.
Skills
Skill Points: 54 (+16 from Hat)
3 ranks in Heal (+3 Class, +2 Wis, +2 Items) = 10
8 ranks in Fly (+3 Class, +4 Dex, -4 Race) = 11
8 ranks in Knowledge (Arcana) (+3 Class, +7 Int) = 18
8 ranks in Knowledge (Nature) (+3 Class, +7 Int) = 18
4 rank in Knowledge (Planes) (+2 Race,+3 Class, +7 Int) = 16
5 ranks in Spellcraft (+3 Class, +7 Int) = 15
3 ranks in Use Magical Device (+3 Class, +1 Cha) = 7
8 ranks in Craft (Alchemy) (+3 Class, +7 Int, +4 Insight) = 22
5 ranks in Profession (Apothecary) (+3 Class, +2 Wis) = 10
1 rank in Linguistics (+4 Race, +7 Int) = 12
0 ranks in Perception (+2 Wis) = 2
8 ranks in Knowledge (History) (+3 Class, +7 Int, +8 Ranks from Headband) = 18
8 ranks in Knowledge (Engineering) (+7 Int, +8 Ranks from Headband) = 15
Feats
Hexslinger Bonus Feat: Brew Potion (Brew Potions from your spell list)
Hexslinger Bonus Feat: Amateur Gunslinger (Gains Grit and 1 Gunslinger Deed)
Hexslinger Bonus Feat: Gunsmithing (Create Firearms, Ammunition for half price)
Campaign Freebie: Rapid Shot (+1 attack for -2 attack rolls across all attacks)
Level 1 Feat: Storm bolt (Cast at will 7d6 Lightning Bolt in line of 30 ft, +1 bonus to lightning spells)
Level 3 Feat: Point Blank Shot (+1 Attack/Damage rolls on 30 feet range target, no penalty for firing into melee)
Level 5 Feat: Focused Shot (+Int Modifier to Dmg on ranged attacks)
Level 7 Feat: Summon Elemental (Summon Medium Elemental for 6 rounds at Will, +1 bonus to Summoning Spells)
Spells Per Day
6 – 1 Level
5 – 2 Level
5 – 3 Level
3 - 4 Level
1 - 5 Level
1 - 6 Level
1 - 7 Level
Witch Familiar
Name: Kits
Animal: Fox
Fur Color: Red and White
Eye Color: Brown
Size: Tiny
HP: 24
Str: 11
Dex: 17
Con: 13
Wis: 12
Int: 9
Cha: 6
Flat Footed AC: 18
Armor Class: 21
Touch AC: 15
Flat Footed Touch AC: 12
Base Attack Bonus: +8
Fort: +3
Ref: +7
Will: +6
Abilities:
Bite - 1d3+1 Dmg
Low Light Vision
Scent
40ft Land Speed
Skills:
8 ranks in Acrobatics (+4 when jumping) (+3 Dex) (+3 Class) = 14 (18 when jumping)
8 ranks in Perception (+1 Wis) (+3 Class) (+3 Skill Focus) = 15
8 ranks in Stealth (+3 Dex) (+3 Class) = 14
8 rank in Survival (+4 Survival when scent tracking) (+1 Wis) = 9 (13 when tracking)
+2 Initiative (+3 Dex) = 5
Powers of Familiar
Grants Mai a +2 Bonus to her Reflex Save.
Hex Gun Capability: 1d10 dmg, 20/x4 Crit, 40ft Increment, 1 Misfire Range, 3 capacity, 21 Hardness, 24 Health Points, Enchanted with +1 Enhancement Bonus
Hex Gun Storage: The familiar is capable of storing the Hex Gun of the Hexslinger, although not actually stored within the familiar's body it is kept in an entirely separate dimension that only between the connection of the Hexslinger and its familiar can successfully summon it. The Hexslinger must be within Empathic Link range of their familiar to be able to summon their Hex Gun. Because of this link the Hex Gun can be summoned even when in antimagical barriers or zones. The action of summoning a Hex Gun takes the same amount of time it would for a Hexslinger to draw a non-hidden weapon. The Familiar can perform this action for the Hexslinger instead during its action round for a move action, summoning the Hex Gun right to the Hexslinger's hands.
Empathic Link: The master has an empathic link with their familiar to a 1 mile distance. The master can communicate emphatically 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 her familiar does.
Store Spells: Starting at 1st level, a Hexslinger's familiar stores all of the spells that the Hexslinger knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items.
Rapid Reload: Starting at the 3rd level, a Hexslinger's familiar is capable of magically assisting the Hexslinger with reloading their gun with bullets, transferring the bullets straight to the barrel. This provides the Hexslinger with the ability to reload much faster than could normally be warranted with help from the familiar. Only when reloading their Hex Gun, a Hexslinger is considered to possess the Rapid Reload Feat, dropping reloading a Hex Gun down to a swift action. Additionally the Hexslinger's familiar can reload the gun for the Hexslinger during their action phase for a move action instead.
Speak with Master: If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Hardiness: If the master is 7th level or higher, the familiar gains a bonus to its natural armor in its Familiar form by an amount equal to the Master's Intelligence Modifier. Additionally this bonus would be passed over to the Familiar's Hex Gun form in the form of its Hardness as well.
Spell Storage in Familiar
9 Level 1 Spells: Command, Vanish, Cure Light Wounds, Air Bubble, Obscuring Mist, Unseen Servant, Chill Touch, Summon Monster I, Ear Piercing Scream
5 Level 2 Spells: Frost Fall, Blood Transcription, Hold Person, Qualm, Alter Self
4 Level 3 Spells: Dispel Magic, Lightning Bolt, Fly, Speak with Dead
3 Level 4 Spells: Ice Storm, Black Tentacles, Dimension Door
1 Level 5 Spells: Hold Monster
1 Level 6 Spells: Summon Monster VI
1 Level 7 Spells: Chain Lightning
Equipment
1 Metal Wand - Level 2 See Invisibility Spell - 5 Charges - 750 GP
1 Metal Wand - Level 2 Detect Thoughts Spell - 5 Charges - 750 GP
1 Hex Gun - Enhancement bonus +1 - 2,000 GP
1 Least Crystal of Return - Attached to Hex Gun - 300 GP (Free Action draw)
1 Engagement Ring - Ring Slot - 2,000 GP (Telepathy with Orianna within 1 Mile, 2/day 3 hours of +1 Saves and AC and split damage)
1 Potion Belt - Waist Slot - 310 GP (Stores 10 Potions for Free Action Draw)
1 Hat of Disguise - Head Slot - 1,800 GP (Cast Disguise Self at Will)
1 Headband of Vast Intelligence - Headband Slot - 16,000 GP (+4 Intellect, +hit die to two skills)
1 Gloves of Dexterity - Hand Slot - 4,000 GP (+2 Dexterity)
1 Vest of Resistance - Torso Slot - 1,000 (+1 to all Saves)
1 Cloak of Resistance - Shoulder Slot - 1,000 GP (+1 to all Saves)
1 Bracers of Armor - Wrist Slot - 1,000 GP (+1 AC)
3 Potions (Crafted) - Level 1 Divine Favor - 75 GP
3 Potions (Crafted) - Level 1 Cure Light Wounds - 75 GP
2 Potions (Crafted) - Level 1 Mage Armor - 50 GP
2 Potions (Crafted) - Level 1 Vanish - 50 GP
50 Metal Cartridge Bullets - 375 GP
50 Metal Cartridge Pellets - 375 GP
10 Metal Cartridge Pitted Bullets - Rainbow Jellyfish Toxin (1 Fort DC 14, Injury, 1/round for 2 rounds, Initial staggers for 1d6 rounds, Secondary paralyzes for 1d6 rounds) - 300 GP
10 Metal Cartridge Pitted Bullets - Sassone Leaf Residue (1 Fort DC 16, Injury, 1/minute for 6 minutes, Initial deals 2d12 HP dmg, Secondary deals 1 Con dmg) - 250 GP
10 Metal Cartridge Pitted Bullets - Drow Poison (1 Fort DC 13, Injury, 1/minute for 2 minutes, Initial Unconscious for 1 minute, Secondary Unconscious for 2d4 hours) - 137 GP
1 Healer's Kit - 50 GP (+2 Circumstance check on Heal Skill)
1 Gunsmith's Kit - 15 GP (Contains all gunsmithing components)
1 Adventurer's Sash - 10 GP (Pockets containing all items not stored somewhere else)
1 Cauldron - 1 GP (Used for Cooking and Potion making)
1 Spell Component Pouch - 5 GP (Contains all spell components)
1 Scroll Case - Storing 4 Scrolls - 1 GP
Mai- Posts : 31
Join date : 2011-09-18
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