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About Jezebel SavetLink to Folio scan:
Chronicle Sheets:
Jezebel Savet
Background:
Hadassah Lokrien Savet, and her twin sister, Jezebel, wer born to a small rakshasa spawn tiefling and a halfling hongal wolfrider turned circus performer. The parents of Dassah and Jezebel seemed to have generally loved each other at some point in the past, but that time is long gone. Eleanor, the mother, was a proud woman, making no apologies for her race or appearance. Neither of her parents consorted with demons, and no one really knows how far back the taint to her bloodline had occurred. As far as she was ever concerned, both her daughters were equally beautiful and miraculous. The same could not be said for Hector. He clearly favored the physically gifted Jezebel over the weaker, moderately deformed Hadassah. He would spend hours on end teaching Jezebel everything there was to know about riding, firearms, and animal husbandry. On the rare occasion when Hector would invite Hadassah to join in the practices, he was soon run out of patience. The weak blackened arms of Hadassah found it both difficult and quite painful to use any weapon, no matter how simple. Despite the disparity in treatment, Hadassah never held any ill will against her sister, perhaps because it was so obvious that she was the center of Jezebel’s universe. As much as Jezebel was Hector’s, Dassah was her mother’s. Eleanor loved the strange and quirky girl with all her heart. She would spend hours each day trying to show Dassah how the summoning arts worked. Unfortunately, for whatever reason, these lessons never really gained any traction. Whereas Eleanor was convinced that there must be something haunting her daughter, Hector was convinced that it was simply the demon spawns blood tainting his children. Eleanor was certain that there must be some gift attached, given the severity of the curses that seemed to have attached to Hadassah. Hector just blamed Eleanor. Everything slowly turned into the beast blood’s fault. She had seduced him away from fame. She deliberately refused to bare him sons. All of these Eleanor could have forgiven, but when he blamed her for Hadassah’s cursed nature, Eleanor took offense. Summoning all of her latent strength and magic, she laid him low. Hector fled, and Eleanor wept. Days later when Hector snuck back into the home and ran off into the night with the two girls, it was Hadassah who let Eleanor know the girls were safe. When he spoke of returning to the Varisian Circus, it was Hadassah, with her magic, who let their mother know what was happening. Over the years of travel, it was Hadassah who sent the constant messages to Eleanor letting her know what was happening. Eleanor, of course, never actually let Hector take her daughters away, she just found it easier for him to believe he had. She was always one of the faces in the crowd watching the young Jezebel's amazing feats of skill with firearms and riding, or more often than not, one of the lonely women visiting Hadassah's fortune teller’s tent. Months passed, but Jezebel’s constant pestering finally convinced Hector to leave his girls behind with the Temple of Shelyn in Absalom when the circus passed through. Happy to be settled down again, Hadassah took to the religious life like a fish to water. The kindly mistresses of the temple spend hours teaching both the girls to read and write, which Hadassah loved. There was finally something she was better at than her sister. One of the kinder old dowager mistresses was even able to solve the mysteries of Dassah’s cursed nature, and even teach her how to control her misfortune. Jezebel also thrived in the ranks of Shelyn’s order, though she tended to follow the more militant aspects of the faith. Jezebel soon turned her attention towards becoming a Paladin. Not wanting her sister to be sent off to die in some horrible lost land on anothers random crusade, Hadassah convinced Jezebel to join the Pathfinder Society with her. Better to be separated from her sister from time to time as they went on their individual missions than to lose her forever. Although she was disappointed to leave the ranks of the Order of Shelyn, Jezebel soon piqued a genuine interest after learning of the Silver Crusade.
Appearance:
Although she never found it particularly funny, it was often joked that Jezebel was half gnome. Unlike most of her kind, her feet are small, hairless, and always in boots. Soft black locks highlighted with lilac frames a delicate face punctuated by deep, expressive, blue eyes. Jezebel wears a plain white chemise over her leather armor and under her grey woolen bodice and full skirt. Across her chest are hung a water skin and a powder horn. A large hooded cloak of the same grey wool partially obscures a belt pouch and an odd silver tube with a wooden handle. High black riding boots and a broad brimmed hat complete her ensemble. Defense:
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
Offense:
Speed 20 ft. Base Atk +1; CMB -1;
Skills and Languages:
.
Class Skills are bold; are in blue.
Languages
Gear:
Explorer's Outfit (Free), Worn. (0 lbs.) Combat Gear
11 lbs. total Other Gear Backpack (0.5 lbs.): Worn
4.5 lbs. total Belt pouch (o.125 lbs): Worn
1.125 lbs. total Powder horn, (1 lbs):Worn
Signal whistle, Worn around neck. Waterskin, (1 lbs.) Worn 18.625 lbs. total carried, Encumbrance: Light: Up to 19.5; Medium: Up to 39.75; Heavy: Up to 90
Feats, Traits, and Special Abilities:
Feats Gunsmithing, Rapid Reload (Pistol) Traits Helpful, Hongal Bloodrider Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Buy and Sell:
Starting Gold: 150 Gold -00 GP, Explorer's Outfit (Free) = 150 GP -12 GP, Pathfinder's Kit = 138 GP -16 GP, Riding Kit = 122 GP -01 GP, 10 Bullets = 121 GP -10 GP, 10 Black Powder = 111 GP -10 GP, Leather Armor = 101 GP -05 GP, Spiked Gauntlet = 96 GP -30 GP, 5 Alchemical Cartridge (Paper) = 66 GP -15 GP, Gunsmith's Kit = 51 GP -45 GP, Pony, Combat Trained = 6 GP +22.5 GP Sell Pony, Combat Trained = 28.5 GP
- 8 GP Buy Cold Weather outfit = 28.5 GP +502 GP Complete: The Frostfur Captives (Success) = 530.5 GP - 25 GP 5x Alchemical Cartridge (Flare) = 505.5 GP
============================= Gunslinger Information:
The Gunslinger can be found on the PRD here. For ease of use, I have copied some of the more important bits of information below. Grit:
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 Firearm: Each time the gunslinger confirms a critical hit with a firearm 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 Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm 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.
Misfires:
Firearm information can be found here. Misfires: If the natural result of your attack roll falls within a firearm's misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4. Early Firearms: If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can't fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm's wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.
Reloading:
Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other—you only need to hold it in two hands to aim and shoot the firearm. Loading siege firearms requires both hands, and one hand usually manipulates a large ramrod (which can be wielded as a club in combat). The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms, but this feat does not reduce the time it takes to load siege firearms. Loading any firearm provokes attacks of opportunity. Other rules for loading a firearm depend on whether the firearm is an early firearm or an advanced firearm. Early Firearms: Early firearms are muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If an early firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed early firearm and a full-round action to load each barrel of a two-handed early firearm. It takes three full-round actions by one person to load a siege firearm. This can be reduced to two full-round actions if more than one person is loading the cannon. Mysterious Stranger:
The Mysterious Stranger Archetype can be found here. Gunslingers use a potent mixture of common sense and manual dexterity in order to control the fickle power of their weapons. But a few rare gunslingers seem to accomplish their chosen tasks purely through willpower and an unwillingness to ever give up. These mysterious strangers use their force of personality to keep going when the chips are down, often moving on from a region as soon as they accomplish their goals—hence the name. Grit (Ex): A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the gunslinger's grit class feature. Deeds: A mysterious stranger swaps a pair of deeds for the following. 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. This deed replaces the quick clear deed. Clipping Shot (Ex): At 11th level, when the mysterious stranger misses with a firearm attack, she can spend 1 grit point to deal half the damage that attack would have dealt if it were a hit (roll damage normally). She can decide to use this deed and spend the grit point after making the attack. This deed has no effect if the attack used the dead shot deed. The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. Lucky (Ex): Starting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble. Stranger's Fortune (Ex): Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action. This ability replaces gun training.
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