Worshipper of Cayden Cailean

Effie Gee's page

709 posts. Organized Play character for supervillan.


Full Name

Effie Gee

Race

Female Ifrit LG Gunslinger (Mysterious Stranger) 1 / Bard (Juggler) 2 / Monk (far strike) 1 / Paladin (divine hunter) 2

Classes/Levels

| AC 20 T 14 FF 16 | HP 44/44 | F +13 R +16 W +12 (+1 vs charm or compulsion); evasion | CMB +3, CMD 17 | Init +8 | Perc +3 darkvision 60' | SM -1 | Grit 4/4 | Performance 10/10 | Spells (-, 3/3) | LoH 5/5

Gender

active effects:

Size

M

Alignment

LG

Deity

Ranginori

Languages

common, ignan

Strength 8
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 8
Charisma 19

About Effie Gee

"Sharpest shot in all Varisia!"

Effie's Paladin Oaths:

  • I will strive for the freedom of Ranginori's brothers and sisters by opposing the evil lords of the elemental planes and their servants.
  • I will fight tyranny and oppression wherever I find it. I respect legitimate authority not authority claimed via violent oppression. Tyrants hold no command over me.
  • I shall open the way to the sky, so that Ranginori's gentle breeze may be felt by all who need comfort, and so that his righteous storm may strike at those who serve Evil.
  • Like the wind I shall be ever-moving. Like the wind, I will carry the word of Ranginori across the planes. Like a storm, I will bring destruction to those who will not turn away from Evil.
  • Yet the Duke of Thunder does not glory in death and violence; I will achieve my goals through peaceful means wherever possible even if I must deceive to save lives.
  • BOT ME:
    Tactics: Effie is a ranged combatant. Melee is bad. Go first, and shoot the thing dead before it closes with you. Melee is for emergencies, like when your gun misfires in combat. (Even then, if you can throw a dagger or grenade without hurting allies do that instead). She will use her gandasa if pressed into melee.

    Effie will begin most combats by starting a performance (comedy = juggling). She'll juggle her gun and take potshots at open enemies. She'll use her cantrips to advantage her team if she can't take a clear shot.

    Use you Deeds: Deadeye to attack vs touch at greater than 20' (especially if in Point Blank Shot range), Gunslinger Dodge whenever subject to a ranged attack, and Focused Aim against BBEGs.

    Note that it takes a move action to reload a pistol with a normal bullet, or a free action to reload with a paper cartridge. Effie's pistol is normally loaded with a cold iron bullet, and she reloads with paper cartridges in combat if she can usefully shoot in the same round.

    Note the "Called" trait: this lets you reroll a natural 1 on an attack roll once per day. Use it only with firearm attacks, but always use it to avoid a misfire! A 1 on a firearm attack is a misfire, and it takes an hour to repair the gun afterwards. You don't have "quick clear". You DO have the jury rig spell though for a temporary fix.

    [dice=pistol, deadly aim, rapid shot]1d20+5[/dice] [dice=damage]1d8+5[/dice]
    [dice=pistol, deadly aim, rapid shot]1d20+5[/dice] [dice=damage]1d8+5[/dice]

    Point blank shot gives +1 to hit and to damage on ranged attacks within 30'
    Focused Aim deed gives +4 damage to pistol till the end of the round.

    [dice=omg melee! gandasa w/ buckler]1d20+3[/dice] [dice=damage]2d4-1[/dice]


    Effie Gee

    Female Ifrit Gunslinger (mysterious stranger) 1 / Bard (juggler) 2 / Monk (far strike) 1 / Paladin (divine hunter) 2
    LG Medium Outsider (native)
    Init +8; Senses darkvision 60'; Perception +3

    --------------------
    Defense
    --------------------
    AC 20, touch 14, flat-footed 16 (+5 armour, +4 Dex, +1 shield)
    hp 44 (3d10+3d8+7)
    Fort +13, Ref +16, Will +12; +1 vs charm or compulsion; evasion

    --------------------
    Offense
    --------------------
    Base Atk +4; CMB +3; CMD 17
    Speed 30ft
    Melee
    gandasa, +3 2d4-1/x3
    dagger, +3, 1d4-1/19-20x2
    cestus, +3 1d4-1/19-20x2
    unarmed strike, +3 1d6-1/20x2

    Ranged
    +1 pistol, +9 1d8+1/x4
    thrown dagger, +8 1d4-1/19-20x2

    Spell-like Abilities:

    At will

    Detect Evil (CL2, concentration +8)

    1/day

    Burning Hands (CL6, concentration +12)

    Spells Known (CL 2; concentration +8):

    Level 0
    prestidigitation, ghost sound, daze, unwitting ally, message

    Level 1 (3/day)
    saving finale, grease, jury rig

    --------------------
    Statistics
    --------------------

    Abilities:

    Str 8 Dex 18 Con 12 Int 10 Wis 8 Cha 19

    Feats:

    Gunsmithing, Rapid Reload (pistol), Deflect Arrows, Deadly Aim, Point Blank Shot, Quick Draw, Improved Unarmed Strike, Precise Shot, Rapid Shot

    Traits:

    called (faith): once per day when you roll a natural 1 on an attack roll you may reroll.
    resolve of the rejected (combat): +1 to saves vs charms and compulsions. Once per day when you succeed at a save vs charm or compulsion regain 1 grit.

    Skills:
    24 ranks +1fcb (bard)
    [3] acrobatics 10
    [2] bluff 11
    [1] craft (alchemy) 4
    [5] diplomacy 14
    [1] escape artist 8
    [1] perception 3
    [2] perform (comedy) 11 (12)
    [6] sleight of hand 13 (14)
    [4] use magic device 13

    Languages:

    Common
    Ignan

    Equipment:

    Gear from current scenario

    Combat Gear
    pistol +1
    2 x powder horn
    17 doses black powder
    17 cold iron bullets
    5 adamantine bullets
    0 alchemical paper (steel) cartridges
    7 cold iron paper cartridges
    9 alchemical paper silver cartridges
    holy weapon balm
    gandasa
    dagger
    cestus (in haversack)
    mithral shirt +1
    masterwork buckler
    happy stick (clw)
    wand of endure elements
    tangleburn bag
    coat pistol
    holy water

    Other Gear
    endless bandolier
    handy haversack
    sleeves of many garments
    lesser circlet of persuasion
    cloak of resistance +1
    50' silk rope
    gunsmith's kit
    juggler's kit
    waterskin
    entertainer's outfit
    smoked goggles
    earplugs
    hot weather outfit
    anti-plague
    anti-toxin
    token of kobold (neck slot: +2 to diplo checks vs reptilian humanoids)
    mule w/ pack saddle

    Potions and scrolls
    scroll of remove fear
    scroll of comprehend languages
    potion of fly

    Coin
    7 CP; 5 SP; 8500GP + 2529GP + 2528GP

    current pistol load:
    empty

    coat pistol load:
    cold iron bullet + powder

    Endless Bandolier:

    Cartridge loops (60): 9 x alchemical silver cartridge, 0 x steel cartridge, 7 x cold iron cartridge
    Small pouch (a): +1 pistol
    Small pouch (b): powder horn (6 x black powder)
    Small pouch (c): 16 x cold iron bullet
    Small pouch (d): 5 x adamantine bullet
    Large pouch (e): gandasa
    Large pouch (f): powder horn (10 x black powder)

    reloading:
    With Rapid Reload, Effie's pistol can be reloaded with powder and bullet as a move action, or with a cartridge as a free action.

    Tracked Resources:

    bardic performance 10/10
    grit 4/4
    smite evil 1/1
    lay on hands 5/5
    burning hands 1/1

    gm reroll 1/1
    hypnotic reroll 1/1
    called reroll 1/1

    miracle worker 1/1

    happy stick charges 48/50
    wand of endure elements 48/50

    Special Abilities:

    racial abilities:
    Spell like ability: burning hands 1/day, CL=hit dice, Ref DC15
    Wildfire Heart: +4 racial bonus to initiative
    Hypnotic: +1DC to Effie's fascination effects, 1/day force a reroll on an enemy save vs her fascination as an immediate action.

    class abilities:
    Gunslinger
    Gunsmith
    Grit (4) - recovered with a firearm crit or killing blow, or on successful save vs charm/compulsion (1/day)

    Deeds:
    Deadeye - spend 1 grit to resolve firearm attack vs touch AC beyond 1st range increment (costs 1 grit per additional range increment)
    Gunslinger's Dodge - spend 1 grit and an immediate action to move 5 feet when subject to a ranged attack, gain +2 dodge bonus to AC vs that attack. This movement provokes AoOs. OR, can drop prone vs the attack to gain +4 AC. Can only use if wearing up to medium armour and not encumbered.
    Focused Aim - spend 1 grit as a swift action to add CHA bonus to damage on firearm attacks until end of your turn.

    Monk
    Flurry of blows: Effie can make an additional attack in a full attack action if she uses only thrown weapons. She treats her monk level as being full BAB for this purpose. She cannot flurry with any other weapons or attacks, nor can she use this with Rapid Shot.
    Unarmed Strike: Effie has monk unarmed strike for 1d6 base damage.
    Fast Thrower: Effie gains Quick Draw as a bonus feat.

    Bard
    Combat juggling (3 hands); sleight of hand check needed whenever a concentration check would be apt.

    Bardic performance, 10 rounds/day, standard action to start:
    countersong

    Spoiler:
    (Effie is not trained in the relevant Performance skills to use this ability but can make an untrained perform check): Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

    distraction
    Spoiler:
    counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

    fascinate
    Spoiler:
    a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

    inspire courage
    Spoiler:
    a bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

    Paladin:
    Detect evil (at will)
    Aura (Good)
    Smite evil (1/day, +CHA to AC and attack, +2 to damage)
    Lay on hands (5/day, 1d6 positive energy healing/damage, swift or standard action)
    Divine Grace

    retraining:
    At the end of level 3, Effie retrained Point Blank Shot into Rapid Reload (Pistol); cost 5PP and 150gp.

    chronicles:

    XP: 17 Fame: 34 Prestige: 21

    1. The confirmation: 1xp, 2PP
    2. Wounded Wisp: 1xp ,2PP
    3. Destiny of the Sands 2: race to seeker's folly: 1xp, 2PP
    4. Shores of Heaven: 1xp, 2PP
    5. The Unseen Inclusion: 1xp, 2PP
    6. Wrath of the Fleshwarped Queen: 1xp, 2PP
    7. Sewer Dragons of Absalom: 1xp, 2PP
    8. The Voice in the Void: 1xp, 2PP
    9. The Wardstone Patrol: 1xp, 2PP
    10. Tyranny of Winds 1, the Sandstorm Prophecy: 1xp, 2PP
    11. Tryanny of Winds 2, Secrets of the Endless Sky: 1xp, 2PP
    12. Tyranny of Winds 3, Caught in the Eclipse: 1xp, 2PP
    13. You Only Die Twice: 1xp, 2PP
    14. The Ghenett Manor Gauntlet: 1xp, 2PP
    15. Clash in Kaimuko Wood: 1xp, 2PP
    16. Cairn of Shadows: 1xp, 2PP
    17. Weapon in the Rift: 1xp, 2PP

    boons:

    Confirmed field agent: qualify for cheaper wayfinder
    Explore, Report, Cooperate: 2 only, ask GM for a clue as to secondary success condition
    Friend of Janira Gavix: +1 to knowledge checks in the Grand Lodge
    Prized Find: 1 only, when you would receive less PP due to failing a success condition, gain 1PP.
    Heaven's Redemption: free changes if you go Lawful Good
    Heavenly Scholar: 2 only, add +1d6 to a trained Know.Religion roll or make a Know.religion roll as if trained; you can spend both uses on one roll.
    Sacred Champion: 1 only, use Lay on Hands as a standard action as though you were a paladin of your character level.
    Debt to the Scarred Sage
    Runewardens Teachings
    Thassilonian archivist: 3 only, add 1d4 to a knowledge check. If if's a check regarding Thassilon, sin magic, fleshwarping or similar, add 1d8 instead.
    Contraband dividends: free item (tangleburn bag)
    Koboldfriend: token of kobold (see equipment)
    Hero of the Inheritor: 3 only; While in Mendev, you may purchase the following spellcasting services at half the normal price: cure light wounds, cure moderate wounds, cure serious wounds, make whole, remove blindness/deafness, remove curse, remove disease, remove paralysis, or lesser restoration.
    Mendevian Commendations (2): +2 to CHA checks vs Mendevian crusaders.
    Air Affinity 3
    Genie Heritage: expands bloodline benefits for elemental outsider PCs
    Oread's Favour
    Uneasy Alliance
    Miracle Worker: 1/adventure use Lay on Hands as a paladin (lvl5)
    Foe of all Winds: +2 diplo and intimidate vs natives of Plane of Air; 3 only, cast Gust of Wind (CL6), Wind Wall (CL8) or Air Walk (CL10) as SLA.
    Adaptable blades: can purchase a light or heavy blade weapon with a different specific magic quality.
    Champion of Mercy: 1 only, remove the fatigued, shaken or sickened condition from a target with a standard action touch, as the paladin's Mercy class feature.
    Return the Favour: 1 only, have your body and possessions recovered by the Pathfinder Society at no cost.
    Champion of Ghalcor's Legacy: Halve the cost of Silver Crusade faction vanities you purchase with Prestige Points (maximum discount 4 PP). In addition, reduce the Fame requirement for qualifying for the Silver Crusader vanity to 30.
    Ghalcor's Spellcraft: (no additional effect, earned already)