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Buzz Barton


hoverfrog

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image.jpeg.90d0f2b8143ead1b98c60af4151aac1c.jpegName: Buzz Barton - Eldritch Shooter


Age: 26

Height: 6' 1"

Weight: 120 lbs

Gender: Male

Race: Human

Class: Magus (Eldritch Archer and Hexcrafter)

Key-Modifier: DEX, INT

Alignment: Lawful Good

Homeland: Cheliax

Party Roles: Support


Proficiencies:

Languages: Common, Orcish, Draconic, Ulfen

Traits: PioneerYou have long lived in the shadow of wilderness. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition.

You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
, Magical LineageOne of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness.

Benefit: Pick one spell, Magic Missile, when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.


Magus

Hit Dice: d8

Key Ability Score - Dex/Int

Class Skills

Skill Points at each Level: + Int modifier.

Armour and Weapon Proficiencies


Base Attack Bonus: +0

Fort Save: +0

Ref Save: +0

Will Save: +0


Background

Buzz grew up in at the edge of the Stolen Lands, the son of a soldier and a servant in the Talon Army of House Medvyed. His father advanced to sergeant rank, a fusilier under Major Riklor Parne, until he was injured in an orc raid and honourably discharged. His mother was Major Parne's wife's maid. Lady Gladys Parne had not wanted to lose her maid but granted permission when Pádraic Barton approached her husband for permission.

Pádraic's injuries were not crippling, he'd lost some toes to an orc sword that meant he could no longer march with the army. Despite often being on horseback the army had rules that applied for anyone not an officer and he was mustered out. A generous pension from Major Parne allowed him to buy some land and horses and begin breeding his own stable. It was a good life to raise a family in and Pádraic and Maybelle began to do just that. Buzz, actually Pádraic Junior, was born first and quickly followed by two girls, Gladys, named after her mother's former mistress, and Blossom. A few years later another daughter joined the family, Pearle, followed by youngster Bixby.

Major and Lady Parne's generosity continued and an education was funded for each of the children. Books were sent from Brevoy with suggestions for lessons as well as regular letters. When Buzz began to display a talent for magic a spell book was dispatched for his use. In return a gift of a fine stallion was sent to the officer's own son, Percival Parne. Buzz delivered the beast and stayed on the estate for a week. The sons formed a friendship in that time and decided to seek their fortune together.

Buzz and Percy set off for adventure, straight into a nest of goblins that neither one was prepared for. Percy was gravely wounded, losing an eye and gaining an ugly scar. Buzz escaped with a greater appreciation of danger and an enemy in his former friend. Percival Parne blames Buzz for his injury and scar and his family did the same. He had no choice but to return home to his parents with the bad news.

His father was furious. Not only had their benefactor been offended but a decades long friendship had been broken by his son's irresponsibility and impetuousness. Filled with shame Buzz took his horse and travelled to the unclaimed lands, intent on starting a new life.


Personality

Buzz is a naturally kind person, some might even suggest he's a bit gullible, and it's true that he often falls for practical jokes and harmless lies. He's learned to accept this aspect of himself in good humour and laugh at his own shortcomings. Not that he doesn't have a temper but if he gave it full rein he'd always he lashing out so he keeps it under control.

He's fascinated by magic in all form and has a natural curiosity for the arcane in all its forms. He nearly became a mage in his youth but chose what he considers to be a more versatile form of magic.


Description

Buzz is tall and lean with the body of a runner and a youthful face. He has sort, dark hair and stays meticulously clean shaven and neat. His clothes are typically of good quality though he tends to keep them long past the point where they are worn out and his coat is ragged at the ends and the seams.

His weapons and armour are well maintained but inexpensive. He's saving his money for a decent revolver. Most of his money goes on caring for his horse, Wyvern, a roan stallion.


~Level 2 Advancement~

+4.5 hp

+1 BAB

+1 Fort and Will save

+2 Skill points (+3 Int, +1 Skilled): Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Perception, Ride, Spellcraft

+2 Background skills: Handle Animal, Sleight of hand

+1 cantrip and first level spell

Ranged Spellstrike (Su)At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range.

If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted.

This ability alters spellstrike.

Favoured class: +1/4 Arcane Pool


~Level 3 Advancement~

+4.5 hp

+1 BAB

+1 Arcane Pool

+1 Ref save

+2 Skill points (+3 Int, +1 Skilled): Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Perception, Ride, Spellcraft

+2 Background skills: Handle Animal, Sleight of hand

+1 first level spell

Magus ArcanaAs he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level. Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted., Wand WielderThe magus can activate a wand or staff in place of casting a spell when using spell combat.

Favoured class: +1/4 Arcane Pool

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BuzzToken.png.cb7b4380ef608aefc0b45c53815fbfe0.pngBuzz Barton • Magus (Eldritch Archer & Hexcrafter) • AC: 18 • HP: 23/23 • Speed: 30 ft • Senses: Perception +5
STR: 0 • DEX: +4 • CON: +2 • INT: +3 • WIS: -1 • CHA: -1 • Languages: Common, Orcish, Draconic, Ulfen


Feats: Precise Shot (Combat)You are adept at firing ranged attacks into melee.

Prerequisite: Point-Blank Shot.

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
, Toppling Spell (Metamagic)Your spells with the force descriptor knock the affected creatures prone.

Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response.

A toppling spell only affects spells with the force descriptor.

Level Increase: +1 (a toppling spell uses up a spell slot one level higher than the spell’s actual level.)
, Rapid Shot (Combat)You can make an additional ranged attack.

Prerequisites: Dex 13, Point-Blank Shot.

Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.
, Amateur Gunslinger (Combat)Although you are not a gunslinger, you have and can use grit.

Prerequisite: You have no levels in a class that has the grit class feature.

Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature.

At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1).

You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.

Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.
: Deadeye (Ex)At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.


Class abilities • Arcane Pool (Su)At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.

A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.

An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shot, and returning but not dancing, keen, or vorpal.

This ability modifies the magus’s arcane pool.
 • Ranged Weapon Bond (Ex)At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. • Ranged Spell Combat (Ex)At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand.

As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively.

This ability modifies spell combat.
 • Ranged Spellstrike (Su)At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range.

If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted.

This ability alters spellstrike.
 • Magus ArcanaAs he gains levels, a magus learns arcane secrets tailored to his specific way of blending martial puissance and magical skill. Starting at 3rd level, a magus gains one magus arcana. He gains an additional magus arcana for every three levels of magus attained after 3rd level.

Unless specifically noted in a magus arcana’s description, a magus cannot select a particular magus arcana more than once. Magus arcana that affect spells can only be used to modify spells from the magus spell list unless otherwise noted.
: Wand Wielder (Su)The magus can activate a wand or staff in place of casting a spell when using spell combat.


Skills: Acrobatics +4, Appraise +3, Bluff -1, Climb 0, Diplomacy -1, Disable Device +4, Disguise -1, Escape Artist +4, Fly +4, Handle Animal +2, Heal -1, Intimidate +5, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Perception +5, Perform -1, Ride +11, Sense Motive -1, Sleight of Hand +7, Spellcraft +9, Stealth +4, Survival -1, Swim 0, Use Magic Device -1


Buzz speaks in "Bold Cool 2" and thinks in Italic Cool 2


Spells

~Cantrips~

Dancing Lights

Daze

Mage Hand

Prestidigitation

~First Level~

Ray of Enfeeblement

Ray of Enfeeblement

Mage Armour

Magic Missile (Toppling Spell)

Arcane Pool: 5

Grit: 1

 

Edited by hoverfrog (see edit history)
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