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Iggwilv

Madeline Peshtussle's page

723 posts. Alias of Sunset.


Race

HP: 11 / 25, Init: +3, Perc: +7,

About Madeline Peshtussle

About Madeline Peshtussle

Female Half-Elf; Summoner 3/Fighter 1
NG medium humanoid
Init: +3; Senses Low Light Vision: (See twice as far as Humans in dim light) Perception +7 (+3R,+2Skill Focus,+2Racial),
Languages Common: Elven, Skald, Varisian,
---------------------------------------------
AC: 16(+3Dex,+3LeafArmour), touch: 13, flat-footed: 13
hp: 25 (4HD)

Wounds: -10

CMB: +2

CMD: 15

Fort: +3, Ref: +4, Will: +2,
Spell Resistance: -
---------------------------------------------
Speed: 30 ft.
Duelling Sword +4(Aldori/Heirloom) 1D8 19-20/X3 20 Gp (Confirm on an 18-20)
Melee: +3 (1D8 19-20/X3 {Confirm on 18-20}}
Melee: +2 (1D6 X2 Quarter-Staff)
Ranged: +5 (1D8 x-Bow) Rng Inc: 80 Ft
Face: 5 ft. Reach: 5 ft.
Base: Atk +2; CMB: +2; CMD: +15
Special Actions:,
---------------------------------------------
Known Summoner Spells: (CL 1st):

0th(Known6) - Cast(At will)
1)Acid Splash,
2)Light,
3)Read Magic,
4)Mend,
5)Detect Magic (DC )
6)Mage hand

1st(Known4) - Cast: (X), (X), (.), (.),
1)Rejuvenate Eidolon(Lesser),
2)Endure Elements,
3)Mage Armor, (DC )
4) Life Conduit

* Summon Monster 2

Bond Senses

Grit:

Points:(.]

---------------------------------------------
Abilities: Str: 10,Dex: 16,Con: 10,Int: 14,Wis: 10,Cha: 16

Ability Damage: Wisdom drain: point

Special Qualities: +2 Vs charm effects, Immune to Sleep effects.

Traits(1): Heirloom Weapon;

Spoiler:
Aldory Dueling Blade

You carry a weapon that has been passed down from generation to generation in your family.

Benefit: This heirloom weapon is of masterwork quality (but you pay only the standard cost at character creation). You gain a +1 trait bonus on attack rolls with this specific weapon and are considered proficient with that specific weapon (but not other weapons of that type) even if you do not have the required proficiencies.

Source Adventurer's Armory 30

Traits(2): Rich Parents

Spoiler:

You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances.

Benefit: Your starting cash increases to 900 gp.

Pathfinder Companion: Second Darkness Player’s Guide. Copyright 2008, Paizo Publishing, LLC; Authors: James Jacobs, F. Wesley Schneider, Amber Scott, Greg A. Vaughan.

Traits(3)Ustalavic Noble (Regional-Ustalav)

Spoiler:

You come from an aristocratic family, though your family has long since lost any power or prestige it once had.

Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.

Pathfinder Player Companion: Inner Sea Primer.

Trait(4)Anatomist

Spoiler:

You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer.

Benefit: You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.

Feats:Additional Traits,

Spoiler:

You have more traits than normal.

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a Dwarf character trait if you are an Elf, for example.

APG Pg 150

Feat (2ndLvl/Ftr1):Gunsmith; You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith’s 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 GM’s 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 firearm’s 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 GM’s 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 hour’s 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.

Feat (3rd Lvl General): Amature Gunslinger
Deed:[/d][b]Dead Eye

Feat (4ThLvl/Summoner3): [b]Bond senses


---------------------------------------------

Skills

Spoiler:

Acrobatics ,
Appraise ,
Bluff ,
Climb ,
Craft(Gunsmithing)*: +6 =(+1R,+3Cl,+2Int)
Craft(Alchemy)*: +6=(+1R,+3Cl,+2Int)
Diplomacy: +4=(+1T,+3Chr) ,
Disguise ,
Escape Artist ,
Fly* ,
Heal , +1 =(+1R,+0Wis)
Intimidate ,
All Knowledge Skills;
Knowledge(Engineering): +6 =(+1R,+2int,+3Cl)
Knowledge(Nobility): +3=(+1T,+2int)
Knowledge (History) ,
Knowledge (Planes) ,
Linguistics*:
Perception: +7 =(+3R,+2Skill Focus,+2Racial)
Perform ,
Profession*:
Ride*: +6=(+1R,+2Dex,+3Cl),
Sense Motive ,
Spellcraft*: +7 =(+2R,+3Cl+2Int)
Stealth , +4=(+1R,+3Dex)
Survival , +4 =(+1R,+3Cl,)
Swim ,
UseMagicDevice*: +7 =(+1R,+3Cl,+3Cha)

---------------------------------------------
Possessions:

Gnomish PistonMaul (1D10/X2) (With Thunderstone does +4 Dam) 70 Gp
Thunderstone(X5): 150 Gp
Elvish Leaf Armour: (+3AC) 500 Gp
ChainShirt: (+5AC) 100 Gp
Adventuring Clothing(X2Make/Fem): 40 Gp
Traveling Clothing(X2Male/Fem): 4 Gp
Scholars Clothing: 10 Gp
Chest; 4 Gp

X-Bow (X2) 1D8 Rng Inc 80 Ft: 70 Gp
100 Bolts: 10 Gp

Pony: 35 Gp
Bit/Bridle: 4 Gp
Saddle(Pack): 15 Gp

Duelling Sword (Aldori/Heirloom) 1D8 19-20/X3 20 Gp

New: Various rope, sacks, oil, torches, bandages and other dungeon exploring items.

Long bow
Quiver with
~10 normal arrows
~12 Silver tipped
~10 +1 Arrows
~5 +1 Ghost bane
~2 +1 undead bane

Gold Remaining: 64 Gp

---------------------------------------------

Smith

NG Eidolon, Class Level: 1
Init: +1; Senses, Darkvision, Perception: +12 (+1R,+3Cl,+8Evolution)
-----------------------------------------------------------------
AC: 15 (+4Natural armour,+1Dex) Touch: 14, Flat-footed: 11
HD: 2 Hp 12,

CMB: +4
CMD: 15

Wounds:-7
Fort +3, Ref +1, Will +2
-----------------------------------------------------------------
Speed: 30 Ft
Melee: +5 (Claws,1d4+3)
Melee: +5 (QuarterStaff,1D6+3)
Melee: +5 (Gnomeish Piston-Maul,1D10+3) (+4 additional with Thunderstone)
Ranged: +1 (X-Bow,1D8)
Face: 5Ft, Reach: 5 Ft
Base Atk: +1; CMB: +4,CMD: 15,
------------------------------------------------------------------
Ability Scores: Str: 16, Dex: 12, Con: 13, Int: 7, Wis: 10, Cha: 11,

Ability Damage: Wisdom drain: -1 Point

Special Qualities: -

Feat:Exotic Weapon Proficiency; Gnomeish Piston-Maul
Feat:Evasion

------------------------------------------------------------------
Free Evolutions: Claws, Limbs (arms), Limbs (legs),
Evolution Pool: 5(4+1From Summoner Half-Elf)
1 Improve Natural: Amour +2 AC
2 Weapon Training: Gain Skills in all Simple Weapons.
1 Skilled: +8 to one skill (Perception)
1 Energy Resistance 'Fire' 5/-
---------------------------------------------------------------------
Skills:

Spoiler:

Bluff*:
Climb: +7=(+1R,+3Cl,+3Str)
Craft*(GunSmithing):
Craft*(Alchemy):
Diplomacy: +1=(+1T,+0Cha)
Knowledge*(Planes):
Perception*: +13=(+2R,+3Cl,+8Evolution)
Sense Motive*: +3=(+1R,+3Cl,+0Wis)
Stealth*:
Swim: +7=(+1R,+3Cl,+3Str)

Acrobatics()():
Appraise()():
Bluff()():
Climb()():
Craft()():
Diplomacy()():
Disable Device()():
Disguise()():
Escape Artist()():
Handle Animal()():
Heal()():
Intimidate()():
Knowledge (Arcana()()):
Knowledge(Architecture/Engineering()()):
Knowledge(Dungeoneering()()):
Knowledge(Engineering()()):
Knowledge(Geography()()):
Knowledge(History()()):
Knowledge(Local()()):
Knowledge(Nature()()):
Knowledge(Noble()()):
Knowledge{Religion()()):
Linguistics()():
Perception()():
Perform()():
Profession()():
Ride()():
Sense Motive()():
Sleight Of Hand()():
Spell Craft()():
Stealth()():
Swim()():
Survival()():
Use Magical Device()():



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