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Madame Ivanja

Diyeana Stormwin's page

179 posts. Alias of Khaladon.

Full Name

Diyeana Stormwin


Skyborne Sorcerer 1/ Myterious Stranger Musket Master Gunslinger 4;


HP 46/46, AC 22/18/14, Init +8, Perception +9, F7/ R11/ W6







Special Abilities

A Lady never tells!




Not Sure


Varies, Home Base-Cygnus


Common, Free City



Strength 10
Dexterity 22
Constitution 14
Intelligence 12
Wisdom 14
Charisma 18

About Diyeana Stormwin

Hero Points:4
Perception +7
Fort:+7 ;Ref:+11 ;Will+6
AC:= 22 (10 +[4 Longcoat] +6[Dex]+1 Dodge +1 Nimble Moves/Dodge)
Touch AC [17] Flat-Footed [14] ACP [0]
HP:46 (4d10+1d6+10+2 fav class) Current HP: 46
CMD: 20
*+4 AC vs AOOs*
BAB:+4; CMB:+4; Init: +8
Speed:30 Sky Jaunt: Fly 15', 7/7 Day
Ranged: MW Rifle +12 (1d12+2/20x4, B&P) 100', Misfire 1
Ranged: MW Pistol +11 (1d8/20x4, B&P) 20' Misfire 1 w/silver bullet
Ranged:MW Dragon Pistol +11 (1d6/20x4, B&P) 20', *Scatter* 15' Cone, Misfire 1-2 w/entangling shot
Melee: Silver Short Sword +5 (1d6, 19-20/x2, P&S)
Melee: Cold Iron Dagger +5 (1d4, 19_20x2, P&S) 10'
Grit 7/7 Day
*+1 to hit/damage <30'*
*L.A. (Full Round) +2hit/+2d6 damage*
*Can load long rifle as free action*
*Can hit at Touch AC beyond 1st range increment. -1 Grit. -2 hit/range increment >1st*
*Grit > 0 can increase range increment 10'*
*Swift action +5 (1+Chr mod) to Firearm Damage for 1 round. -1 Grit*
*Grit > 0 get +2 to Init (Incl)*
*Surprise butt/handle attack, Standard acton, 1d6 or 1d10 damage 20/x2 B, CMB to knock prone as free action, -1 Grit*
*Grit > 0 can reload two-handed firearm as one-handed*
*Can draw weapon as free action. Also can draw on Init roll*
*Can move before and after ranged attack*
Feats: Gunsmithing (B), Rapid Reload (B) Point Blank Shot (*), Precise Shot (H), Dodge (H), Mobility (T), Deft Shootist (1st), Quickdraw (3rd), Extra Grit (5th), Shot On The Run (Sharpshooter 2nd)


Skill Ranks per Level: 4+ Int mod + (2 + Int mod).

SKILL RANKS: 25 = (4+1)x4+(2+1)x1 +2 Fav Class +10 GM Bonus!


12 ACROBATICS(4 Ranks +5 Dex +3 Trained Class)
10 BLUFF (3 Ranks +4 Cha +3 Trained Class)
4 CLIMB (1 Ranks +0 STR +3 Trained Class)
6 CRAFT [alchemy] (+2 Rank, +1 Int, +3 Trained Class)
10 INTIMIDATE (3 Ranks +4 Chr +3 Trained Class)
5 KNOWLEDGE [arcana] (1 Ranks +1 Int +3 Trained Class)
5 KNOWLEDGE [engineering] (1 Ranks +1 Int +3 Trained Class)
5 KNOWLEDGE (local) (1 Ranks +1 Int +3 Trained Class)
9 PERCEPTION (4 Ranks +2 Wis +3 Trained Class)
9 PROFESSION [sailor] (4 Ranks +2 Wis +3 Trained Class)
9 PROFESSION [soldier] (4 Ranks +2 Wis +3 Trained Class)
10 SLIGHT OF HAND (2 Ranks +5 Dex +3 Trained Class)
5 SPELLCRAFT (1 Ranks +1 Int +3 Trained Class)
6 SURVIVAL (1 Ranks +2 Wis +3 Trained Class)
4 SWIM (1 Ranks +0 Str +3 Trained Class)
8 USE MAGIC DEVICE (1 Ranks +4 Chr +3 Trained Class)

3 SENSE MOTIVE (1 Ranks, +2 Wis)

Untrained CLASS
1 APPRAISE (Ranks +1 Int)
2 CRAFT: (0 Ranks +1 Int)
5 FLY (0 Ranks +5 Int)
4 HANDLE ANIMAL (0 Ranks +4 Chr)
0 HEAL (0 Ranks +2 Wis)
5 RIDE (0 Ranks +5 Dex)

Untrained Non-class
4 DIPLOMACY (0 Ranks +4 Chr)
4 DISGUISE (0 Ranks + 4 Cha)
5 ESCAPE ARTIST (0 Ranks +5 Dex)
4 PERFORM _ (0 Ranks + 4 Cha)
5 STEALTH (0 Ranks +5 Dex)

Common, Free City



GRIT: 7/7Day(Chr), Regain by-Critical Hit or Killing Blow with a Firearm or a *Daring Act*? (+ Extra Grit Feat +2/Day)

-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.

-Steady Aim (Ex):At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

-Focused Aim (Ex):At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.

-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 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s 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.

-Fast Musket (Ex):At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.

Lethal Accuracy (Ex): You can aim a ranged attack with extreme accuracy if you take a little extra time. As a full-round action, you may make a single ranged attack with a ranged weapon.

This single attack is +1 to its attack rolls and deals an additional 1d6 damage of the same type as the weapon used to make the attack. These bonuses increases to +2 attack/+2d6 damage at 5th level, +3/+3d6 at 10th level, +4/+4d6 at 15th, and +5/+5d6 at 20th level.

Bonus Feat: You gain a bonus feat at 2nd, 6th, 10th, 14th and 18th levels. The bonus feat must be a combat feat and it must relate
to ranged attacks or ranged weapons.

Dextrous: The character receives a +2 training bonus to dexterity. A character must be at least 5th level before selecting this distinction.

Offensive Training[Rifle]: The character receives a +1 training bonus to attacks and damage with a single type of weapon. If a natural weapon is selected it can apply to a maximum of 2 of that kind of weapon. You can select this Distinction an additional time to apply to more of the same kind of natural weapon.

Lucky: The character receives a +1 resistance bonus to their Fortitude, Reflex, and Willpower saves.

SORCERER Bloodline-Skyborne: Command of the air and movement in the sky comes naturally to you, but you hate being confined either physically or by the rules of society.
Bloodline Arcana: Your caster level is treated as being 1 higher for spells with the air descriptor, as well as those that grant flight.

Sky Jaunt-can summon a burst of wind that will lift and carry you a very short distance. As part of the movement you take during a move action, you can fly 15 feet. This counts as 5 feet of ground movement as part of your normal move rate. At the end of this movement if you are not on solid footing, you fall. You may use this power a number of times per day equal to 3 + your Charisma bonus


Cantrips-4, 1st-2

Cantrips DC15: Balance Weapon, Detect Magic, Light, Long-Range Weapon (unlimited)
Level 1 DC16: Abundant Ammunition, Protection from Evil, (4/4 per day left)

(Plus Scrolls, Wands, Potions etc-See Gear!)

Gear on Person: Mithral Longcoat, MW Rifle, Mw Pistol, MW Dragon Pistol, Silver Shortsword, Cold Iron Dagger, Handy Haversack, Ammunition Bandoleer, Belt Pouch, Wand CLW (44), Potion CMW (x2)(Rest of Gear in Backpack)

ITEMS Prices & Abilities:

Mithral Longcoat Light armor, AC+4, Max Dex +5, ACP +0, Arcane Failure 10%, Speed 30' 10lbs
MW Rifle
Mw Pistol
MW Dragon Pistol
Silver Shortsword
Cold Iron Dagger
Handy Haversack
Ammunition Bandoleer
Belt Pouch

In Bandoleer
Cartridge, normal (12)
Cartridge, Flare (2)
Cartridge, Salt (6)
Cartridge, Metal (6)
Cartridge, Adamantium (6)

Shot, normal (8)
Shot, Dragon Breath (4)
Shot, Entangling (4)
Thunderball (4)
Bullet, Normal (8)
Bullet, Silver (8)

In Haversack
-Wand of Silence (10) 900gp
-Bag, waterproof
Bedroll 5sp
-Blanket, winter
-Caltrops (2)
Candle (2) 2cp
Chalk (2) 2cp
Charcoal 5sp
-Compass (+2 Survival for lost & Knowledge (dungeoneering) to navigate)
Crowbar 2gp
Fishhook 1sp
Flint & Steel 1gp
Grappling hook 1gp
Hammer 5sp
Hammock 1sp
Iron Spike (4) 15cp
Small Steel Mirror 10gp
Parchment (2) 4sp
Trail Rations (20) 25sp
-Signal whistle DC5 Perform to use. DC0 to hear half mile. +1 each 1/4 mile
Silk Rope 50' (x2) 20gp
Sack 1sp
-Tent (medium)
Torch (3) 3cp
Whetstone 2cp

-Portable Alchemists Lab (+2 to Craft checks)
-Acid (1 flask)
-Alchemical Grease (2)
-Alchemical Solvent
-Alchemist's fire (2 flask)
-Antitoxin (vial) (2)
-Flash Powder (3)
-Fuse Grenade (2)
-Smoke Pellet (2)
-Sneezing Powder (2 packet)
-Tanglefoot bag (1)
-Thunderstone (1)
-Smokestick 20gp
-Thunderstone 30gp
-Tindertwing (2) 2gp

-Garlic (10)
-Holy symbol, wooden (Desna)
-Wooden Stake (5)

In Belt Pouch

Total Spent:

Load: ?lbs=Light Load (up to 33lbs)

Current Wealth: 724gp 8sp 6cp


Diyeana was, quite literally, born to sail the skies. From childhood Diyeana evidenced traits which showed she was not your average child. This was not surprising in any way to her family at all though as for generations now, every fifth 1st daughter born showed the signs. Many were the stories and opinions as to where these abilities came from, but the most prevalent was that, somewhere in the families past, their bloodline had become intermixed with that of the fabled Djinn. Whatever the source of the these abilities, Diyeana had them.
One of the earliest manifestations was her invisible friend. While many children have such a playmate, Diyeana could actually, physically, play with hers. It was when her parents 'saw' this invisible playmate going and fetching things at her command, or carrying her about even before she could walk herself, that they knew for certain their daughter had inherited the gift.

The girl seemed to take her gifts for granted though, and did not practice with them over much. It was not until she joined the airborne marines when she was older, and was there introduced to firearms that she truly began to show an interest in something. Something about guns just really seemed to excite the beautiful young woman and she took to them instantly, showing an ability far beyond her years or experience.

Her skill and natural talents with all things related to air and the sky helped her rise quickly though the ranks, yet her lackadaisical nature and lack of respect for authority and discipline held her back from rising as high as she otherwise might have. One thing was certain though, she was a born gunslinger and and a great asset to Cygnus' fighting force. When her time of service is/was up, her superiors will be/are sad to see her go.

(The backstory will be spiced and spruced up a fair bit once I know a bit more about Cygnus, the military there, what's going on and what we PCs we'll be up to. Really hope I' get into this game, it's looking to be Great!)





Notes on Helpful Spells and/or Wands/Wcrolls wanted:

Prot. from Chaos / Evil / Good / Law
Comprehend Languages
True Strike
*Feather Fall
Protection From Arrows DR10/magic vs ranged
*Resist Energy
Mirror Image
Cat's Grace
Rope Trick
Aspect of the Falcon
Lessor Restoration
Chameleon Stride
Askew Balance
Double Take
Unarm Foe
Reactive Armor
Air Blast
True Shield
Unseen Servant
Obscuring Mist
Unerring Weapon
Mafic Weapon
Enlarge Person
Expeditious Retreat
Alter Winds
Animate Rope

Combat Template:

[ooc ][b ]Round 0, Init 26[/b]
AC 21, HP 38/38
Buffs: Balance Weapon, Long-Range Weapon
Grit: 4/5
Spells: Lvl 1: 3/4[/ooc]


Concentration Magic Missile DC17:[dice]1d20+15[/dice]
Spell Strike Attack:[dice]1d20+14[/dice] to Hit [dice]1d6+4+1d6+7d6[/dice] Damage
Melee Attack:[dice]1d20+14[/dice] to Hit [dice]1d6+4+1d6[/dice] Damage
Hasted extra melee attack:[dice]1d20+14[/dice] to Hit [dice]1d6+4+1d6[/dice] Damage

Spell Penetration vs SR19:[dice]1d20+7[/dice]


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