Jharuh

Acelyn Chasseur's page

48 posts. Organized Play character for PJP.


Full Name

Acelyn Chasseur

Race

Undine

Classes/Levels

Bolt Ace (Gunslinger) 1 HP: 1/10 | AC: 16 (14 Tch, 12 Fl) | CMD: 14 | F: +2, R: +6, W: +3 | Init: +6 | Perc: +7, SM: +3 | Active conditions: none

Gender

Male

Size

Medium

Age

23

Languages

Common, Aquan, Auran, Ignan

Strength 8
Dexterity 19
Constitution 10
Intelligence 12
Wisdom 16
Charisma 10

About Acelyn Chasseur

#150786-31
XP 2 / PP 2 / FP 4

CN Male Undine Gunslinger(Bolt Ace) 1
Faction Grand Lodge
Languages Common, Aquan, Auran, Ignan
Initiative +6 (+2 trait +4 Dex)
Darkvision 60'

DEFENSE
AC 16 (+4 Dex +2 Armor), touch 14, flat-footed 12
CMD 14 (+1 BAB -1 Str +4 Dex)
HP 10 (10 +0 Con)

Fort +2 (+2 gunslinger +0 Con)
Ref +6 (+2 gunslinger +4 Dex)
Will +3 (+3 Wis)

Defensive Abilities
none

OFFENSE
Speed 30 ft
Base Attack +1; Melee Touch +2; Ranged Touch +6
CMB +2

Melee
Dagger Att: +0 (+1 BAB -1 Str)
Damage: 1d4-1 P/S 19–20/×2 Range: 10 ft.

Ranged
MW Heavy Repeating Crossbow Att: +6 (+1 BAB +4 Dex +1 MW)
Damage: 1d10 P 19–20/×2 Range: 120 ft.

+1 for 30' or less (Point Blank Shot)
+4 Att while Prone (+4 AC ranged, -4 AC melee)
1 grit = touch AC instead of normal AC within 1st range increment

Grit: 3 of 3 remaining

STATISTICS
Abilities Str 8 (-1), Dex 19 (+4), Con 10 (+0), Int 12 (+1), Wis 16 (+3), Cha 10 (+0)

SKILLS (4 +1 Int +1 FC)
Acrobatics* +4 (+4 Dex)
Appraise +1 (+1 Int)
Bluff* +0 (+0 Chr)
Climb* -1 (-1 Str)
Diplomacy +0 (+0 Chr)
Disguise +0 (+0 Chr)
Escape Artist +4 (+4 Dex)
Fly +4 (+4 Dex)
Heal* +3 (+3 Wis)
Intimidate* +4 (1 rank +0 Chr +3 class)
Linguistics* +6 (1 rank +1 Int +3 class +1 trait)
Perception* +7 (1 rank +3 Wis +3 class)
Ride* +4 (+4 Dex)
Sleight of Hand* - (+4 Dex)
Sense Motive +3 (+3 Wis)
Stealth* +8 (1 rank +4 Dex +3 class)
Survival* +7 (1 rank +3 Wis +3 class +1 trait)
Swim* +3 (1 rank -1 Str +3 class)

COINS
PP 0
GP 705
SP 9
CP 6

EQUIPMENT
Lamellar cuirass (15 gp, 8 lb)
Masterwork Heavy Repeating Crossbow (12 lbs, free)
Crossbow bolts (30) (3 gp, 3 lb.)
Dagger (2 gp, 1 lb)
Wand, CLW (50 charges)

Backpack, masterwork 50 gp 4 lbs.
Caltrops 1 gp 2 lbs.
Chalk 1 cp
Chronicler's kit 40 gp 4-1/2 lbs
Earplugs 3 cp
Everburning torch 110 gp 1 lb.
Flint and steel 1 gp
Pathfinder's kit 12 gp 10 or 22 lbs.
Silk rope 10 gp 5 lbs.

Acid 10 gp 1 lb
Acid 10 gp 1 lb
Alchemist's fire 20 gp 1 lb
Alchemist's fire 20 gp 1 lb

Light: 26 lbs. or less Med: 27–53 lbs. Heavy: 54–80 lbs.

FEATS
Point Blank Shot (1st level)

TRAITS
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Weathered Emissary: Your travels in the wildlands gave you insight into how to survive their dangers and communicate with their inhabitants. You gain a +1 trait bonus on all Linguistics and Survival checks, and Linguistics is always a class skill for you.

SPECIAL ABILITIES
The gunslinger's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Crossbow Maven: A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger’s weapon proficiencies and replaces gunsmith.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. 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 maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a any kind of crossbow: Each time the gunslinger confirms a critical hit with a crossbow attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.

Killing Blow with a any kind of crossbow: When the gunslinger reduces a creature to 0 or fewer hit points with a crossbow attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. 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. A bolt ace can perform the following deeds with a crossbow instead of a firearm: gunslinger initiative, pistol-whip, dead shot, targeting, bleeding wound, death's shot, and stunning shot.

Gunslinger's 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.

Sharp Shoot (Ex): At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed replaces deadeye.

Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow. This deed replaces quick clear.

Not yet:

Shooter's Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot. This deed replaces utility shot.

Crossbow Training (Ex): Starting at 5th level, a bolt ace can select one specific type of crossbow, such as hand crossbow or heavy crossbow. She gains a bonus on damage rolls equal to her Dexterity modifier with that crossbow. Furthermore, when she scores a critical hit with that type of crossbow, her critical modifier increases by 1 (a ×2 becomes a ×3, for example).

Undine Racial Traits
+2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force.

Native Outsider: Undines are outsiders with the native subtype.

Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.

Darkvision: Undines can see in the dark up to 60 feet.

Spell-Like Ability: Hydraulic push 1/day (caster level equals the undine's level).

Energy Resistance: Undines have cold resistance 5.

Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.

Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

DESCRIPTION

BACKGROUND

BOONS

HISTORY
1.1 The Consortium Compact (+1XP/+2PP/+2FP/+430GP) Start: 130 End: 560
1.2 The Wounded Wisp (+1XP/+2PP/+2FP/+430GP) Start: 560 End: 990
-- Spent 2 PP on Wand, CLW (50 charges)
1.3 The Confirmation (current) Start: 990 End: ??
-- Spent: 284.04 on gear

Planning:

S 0 -2 8 -1
D 13 +2 19 +4
C 0 10 +0
I 2 12 +1
W 5 +2 16 +3
Ch 0 10 +0

Bolt Ace 5/Inquisitor 7 planned - Monster hunter

Need: Rapid Shot, Precise Shot?, Rapid Reload and then Crossbow Mastery. Deadly aim for more damage.
After 5 levels, switch to Emp. Sorcerer (Wis based) and Gravity bow

Crossbow, heavy 50 gp 1d8 1d10 19–20/×2 120 ft. 8 lbs. P —
Bolts, crossbow (10) 1 gp — — — — 1 lb. — —
Crossbow, light 35 gp 1d6 1d8 19–20/×2 80 ft. 4 lbs. P —
Bolts, crossbow (10) 1 gp — — — — 1 lb. — —
Crossbow, hand 100 gp 1d3 1d4 19–20/×2 30 ft. 2 lbs. P —
Bolts (10) 1 gp — — — — 1 lb. — —
Crossbow, repeating heavy 400 gp 1d8 1d10 19–20/×2 120 ft. 12 lbs. P —
Bolts (5) 1 gp — — — — 1 lb. — —
Crossbow, repeating light 250 gp 1d6 1d8 19–20/×2 80 ft. 6 lbs. P —
Bolts (5) 1 gp — — — — 1 lb. — —
Tube arrow shooter 3 gp 1d3 1d4 ×2 40 ft. 1/2 lb. P —
Bamboo shaft (10) 1 gp — — — — 1/2 lb. — —