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Lex Graham

Titan of Magic

Age: Really?

Eyes: Storm Grey

Class: Gunslinger/Sorcerer Gestalt to 18, Archmage 5

Hair: Silver Grey

Level: 23

Height: 510

Prestige Class:

Weight: 165lbs

Template (if any): Titan

Movement: 60ft

Languages Spoken:

STR:

43

+16

DEX:

19

+4

CON:

39

+14

INT:

26

+8

WIS:

19

+4

CHA:

34

+12

BAB

+21/+16/+11/+6

Melee

+37/+32/+27/+25

Ranged

Hit Points

463

DR

15/lawful

Regeneration

AC

Dex +4, +2 Deflection, +4 Dodge, +19 Natural, Tumble +7

Initiative

+12

Saving Throws

Base

Attribute

Fortitude

12

+14

+26

Reflex

12

+4

+16

Will

16

+4

+20

Misc

+25/+20/+15/+10

Total

(Climb, Jump Ride, Perception+2, Swim, at Level + 3) +20 skill pts


Concentration(Con) +22

Craft [weaponsmithing] (Int):+17

Craft [Mechanical] (Int): +19

Profession [Cook] (Wis) : +21

Hide (Dex): +18

Intimidate (Cha): +15

Knowledge [Arcana] (Int): +22

Move Silently (Dex): +16

Sense Motive (Wis): +19

Spellcraft (Int): +22

Survival (Wis): +14

Tumble (Dex): +22

Sleight of Hand (dex): +10

Craft: Alchemy (Int): +10

Special Abilities
Gunslinger [Pistolero archetype]
Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with
all light armor.
Gunsmithing- If you have access to a gunsmiths kit, you can create and restore firearms, craft bullets, and mix black powder for all types of
firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms- You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GMs discretion, you
can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for
every 1,000 gp of the firearms price (minimum 1 day).
Crafting Ammunition:- You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1
rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GMs
discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or
cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm:- Each day, with an hours worth of work, you can use this feat to repair a single firearm with the broken condition.
You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered
weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm
Grit (Ex): At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or
down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect
this. You restore grit by confirming critical hits against opponents greater than half your level or by reducing opponents below 0 in combat.
Deeds: Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger
can only perform deeds of her level or lower. 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): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearms 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.
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed 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. 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.
Gunslingers Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack
is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC
against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone
to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and
while carrying no more than a light load.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently
wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have
at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a
move-equivalent action instead of a standard action.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2
bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are
free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When
she does, she is considered to be proficient with the firearm as a melee weapon and
gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the
bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 and two-handed firearms deal 1d10 points of
damage (1d8 if wielded Regardless of the gunslingers size, the critical multiplier of this attack is 20/2. If the attack hits, the gunslinger can
make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be
applied to any single attack with a firearm, but the gunslinger must declare the utility
shot she is using before firing the shot.
Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC
7, and larger locks have a lower AC. On a hit, the lock is destroyed,
Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her
firearm. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shots origin. On a
miss, she damages the object normally.
Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a
bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting
the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the
air, but that shot still uses up ammunition normally.
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly
shot. When she does this, she shoots the firearm at a single target, but makes as many
attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a
full attack. If any of the attack rolls hit the target, the gunslingers single attack is considered to have hit. For each additional successful attack roll
beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm before adding any damage modifiers. If
one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus 5. For each critical threat beyond the first,

she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the
attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The
gunslinger must spend 1 grit point to perform this deed.
Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could
normally hit with a firearm attack. When she does, that creature becomes f lat-footed until the
start of its next turn.
Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She
gains the following effects depending on the part of the body targeted. If a creature
does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the
creature she targets. Creatures that are immune to sneak attacks are immuneto these effects.
Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslingers choice, even if the item is
wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip
attacks are immune to this effect.
Bleeding Wound (Ex): At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to
have that attack deal bleed damage is equal to the gunslingers Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1
point of Str, Dex or Con. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Expert Loading (Ex): At 11th level, whenever the gunslinger rolls a misfire with a gun that has the broken condition, she can spend 1 grit point to
keep the gun from exploding, though it retains the broken condition.
Lightning Reload (Ex): At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or twohanded firearm as a swift action once per round. If she has the Rapid Reload feat or
is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this
deed does not provoke attacks of opportunity.
Evasive (Ex): At 15th level, when the gunslinger has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved
uncanny dodge rogue class features. She uses her gunslinger level as her rogue level for improved uncanny dodge.
Twin Shot Knockdown (Ex): At 11th level, when the pistolero hits a single target with two or more one handed firearm attacks during her turn, she
can spend 1 grit point to knock the target prone. She can choose to
spend the grit point after the attacks are made. This deed replaces the menacing shot deed..
Slingers Luck (Ex): At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving
throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower.
The deeds cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed
costs.
Pistol Training (Ex): Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to
her Dexterity modifier +1 /four levels. At 13th level, a pistolero never misfires with a one-handed firearm.
[adds Dex +3 to all damage rolls]
Nimble (Ex): This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).[+4 Dodge bonus to AC)
Bonus Feats: At 4th level, and every four levels thereafter. These bonus feats must be combat or grit feats.
Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm. She gains a bonus equal to her Dexterity modifier
on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm
increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type [Revolver, Semi-Automatic
Pistol, Machine Pistol, Flintlock]
Sorcerer
*Prestidigitate/Ghost Sounds at will
*Foul is fair- May eat spoiled food or drink, it tastes as fresh and healthy as if it was perfectly fine. +1 to Fortitude saves versus food borne
poisons
*Soul Shield- Immune to 1 + Cha mod spell levels that target ME personally.[ Dispel Magic and Fireball ]
*Spellcasting Aura- Lex can introduce minor spellcasting thematic elements.
*Nemesis Energy- If Lex casts a spell with an elemental descriptor against a foe that has used a spell with an elemental descriptor in that round,
Lexs spell is automatically maximized.
*Force of Personality- Lex adds his Charisma modifier to all his caster level checks. His effective caster level check is 35+1d20
Spells Cast per day

1st

2ND

3RD

4TH

5TH

6TH

7TH

8TH

9TH

Save DC

2
4

25

26

27

28

29

30

31

32

33

Archmage
High Arcana
An archmage gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell
slot (she cannot eliminate a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell
slot level, as specified in its description. An archmage may choose to eliminate a spell slot of a higher level than that required to gain a type of
high arcana.
Arcane Fire (Su)
The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a
ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage
plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.
Arcane Reach (Su)
The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack.
Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level
spell slot.
Mastery of Counterspelling
When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell
cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.
Mastery of Elements
The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can
only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spells casting time is unaffected. The caster decides whether
to alter the spells energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.
Mastery of Shaping
The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The
alteration consists of creating spaces within the spells area or effect that are not subject to the spell. The minimum dimension for these
spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one
6th-level spell slot.
Spell Power
This ability increases the archmages effective caster level by +1 (for purposes of determining level-dependent spell variables such as
damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.
Spell-Like Ability
An archmage who selects this type of high arcana can use one of her arcane spell slots (other than a slot expended to learn this or any other type
of high arcana) to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. The archmage does not use
any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead
costs her 10 times that amount in XP. This ability costs one 5th-level spell slot.
The spell-like ability normally uses a spell slot of the spells level, although the archmage can choose to make a spell modified by a metamagic
feat into a spell-like ability at the appropriate spell level.
The archmage may use an available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the
chosen spell allows her to use the spell-like ability four times per day, and a slot six levels higher lets her use it six times per day.
If spell-like ability is selected more than one time as a high arcana choice, this ability can apply to the same spell chosen the first time (increasing
the number of times per day it can be used) or to a different spell.

Titan
Titan Weapon: 4d6+27
Titan Size: A Titan may grow to their full stature as a move-equivalent action, becoming approximately 25ft tall and weighing around 14,000lbs.
They gain reach
Darkvision 60ft
These abilities are cast as if by a 20th level sorcerer.
At will:
6th Inevitable Strike-(BOAS) Target is forced to fail a save or get hit with an attack
4th Remove Resistance (BOAS) +10 to your caster level for check. Drops SR by 1 per level and suppresses magical save bonuses.

8th Protection from Spells


5th Ring of Repulsion (BOAS) Burst, 100ft + 10/level. Bullrushes opponents with Str 15 + 1/level to spell range.
2nd Brilliant Spray (BOAS) 5d4 to 5 targets, and 5pts to all within 5ft of the target.
3rd Forceful Burst (BOAS) 5 coins or vials explode for 2d4+1/level in a 5ft radius (may throw all as one attack)
2nd Force Strike (BOAS) 1d6/level cone may be cast out to 25ft +5ft/2 levels
5th Firebrand (Magic of Faerun) 1 5ft mass/level inflicts 1d6 Fire damage/level (max 15d6)
3 x per day:
4th Sacrifice Spell- This cannibalizes a spell slot into blue-white silent energy that inflicts 1d8 per spell level. Ref Save for
2nd Mighty Blow (BOAS)
4th Scrying
8th Binding
1 per day:
7th Antimagic Fog (BOAS)- As fog cloud, but with Antimagic field properties
9th Gate
8th Steal the Thunder (BOAS)
FEATS
*indicates bonus feat from class/other source
Endurance*
*Gun Kata- +2 Deflection bonus to AC, +4 Deflection bonus vs Missile attacks, +2 to hit.
Awesome Blow*- As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow.
If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC =
damage dealt) or be knocked flying 10 feet in a direction of the attacking creatures choice and fall prone. The attacking creature can
only push the opponent in a straight line, and the opponent cant move closer to the attacking creature than the square it started in. If
an obstacle prevents the completion of the opponents move, the opponent and the obstacle each take 1d6 points of damage, and the
opponent stops in the space adjacent to the obstacle.
Blind-Fight*-Reroll your miss chances caused by concealment. While impaired visually, you may move your normal speed without
difficulty. You have Blindsense to 60ft/Tremorsense out to 120', this allows you to "see" anything within 120' that is touching the
earth. You cannot be caught flat footed
Cleave*Improved Bull Rush*- When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a
+4 bonus on the opposed Strength check you make to push back the defender.
Improved Sunder*- When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an
attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
Power Attack*Quicken Spell-Like Ability (
Quick Draw
Improved Initiative
Lightning Initiative
Point blank shot-Within 30' of your target, ranged weapons +3 to hit. Add BAB to ranged weapons within the first range increment.
No AoO when attacking with ranged.You make AoO vs opponents provoking them in 30ft (Movement doesnt provoke)
Full Attack action, you may whirlwind with ranged weapons to all foes in the first ranged increment. Make a single attack roll for the
entire round,
Speed Trigger
Two Weapon Fighting- One attack per iterative attack with your off-hand. Extra AoO per attack allotted for your BAB. + 2 Shield
bonus when using 2 weapons and not flatfooted. Feint as swift action when using two weapons. Add your enhancement bonus of
either weapon to your AC as a shield bonus
Extra grit (x 2) You gain +4 grit at the start of the day and your maximum grit is 4 higher.
Signature Deed: Deadeye- You can perform this deed for 1 fewer grit point (minimum 0). If the amount of grit
needed to perform the deed is reduced to 0, you can perform this deed for the normal action cost as long
as you have at least 1 grit point.
Signature Deed: Up Close and Deadly- You can perform this deed for 1 fewer grit point (minimum 0). If the
amount of grit needed to perform the deed is reduced to 0, you can perform this deed for the normal
action cost as long as you have at least 1 grit point.

5 Mage Feats
Gear
Weapon

Bonus

Damage

Critical

Range
Increments

Type

Size

Ammo

Notes

+3 ghost touch
penetrating Colt
Revolver

2d6+11
(+32@)

19-20, x 2

30ft

*Ignores 10pts of damage


reduction and can strike
incorporeal beings &

+3 ghost touch
penetrating Colt
Revolver

2d6+11
(+32@)

19-20, x 2`

30ft

@ Add BAB to damage


within 1st range increment

Titanium Fist

1d6+16

20,x 3

Titanium Foot

1d8 +16

20, x 3

+1 keen sure
striking Katana

1d10+16

19-20x2

will strike any foe requiring


a + to hit.

Boscoe

Housecat Familiar

Str

Dex

Con

Int

Wis

Cha

3 (-4)

15 +2

10

16 +3

12

Fortitude Save

+3

Reflex Save

+5

Will Save

+4

Hit
Dice:

Considered 23 HD (231hp)

Speed:

30ft

AC

Natural Armor +11, Dex +2

Attack
s:

2 claws +17/+12/+7/+2 melee 1d3+1, Bite +1 1d2

Space/
Reach:

Skills:

Balance +10, Climb +5, Hide +17/+21, Perception +4, Move Silently +9

Feats:

Weapon Finesse(Claws)

Specia
l
Abiliti
es

Alertness (within 5ft of master) Improved Evasion, Share Spells, Empathic Link, Speak Common, Deliver Touch Spells, SR
27,Scry on Familiar (1 per day)
Tiger FormHP- 300
Full Attack: 2 claws +23 1d8+6, and Bite +20 2d6+3
Space/Reach:

10 ft./5 ft.

Special Attacks:

Improved grab, pounce, rake 1d8+3

Special
Qualities:

Low-light vision, scent

Saves:

Fort +8, Ref +7, Will +3

Abilities:

Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6

Skills:

Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +11

Feats: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).
Improved Grab (Ex)
To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opport
Pounce (Ex)
If a tiger charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex)
Attack bonus +9 melee, damage 1d8+3.
Skills
Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8

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