Othlo

Sheriff Declyn's page

65 posts. Organized Play character for Phylotus.


Full Name

Sheriff Declyn

Race

Human

Classes/Levels

Musket Master/5 Shieldmarshal/6| HP 42/82| AC 24, Touch 17, Flat Foot 18| Fort: +11, Ref: +15, Will: +10| Init: +10| Perception: +19| Grit: 5/5| Judgements: 1/2

Gender

Male

Size

6'

Age

20

Alignment

Lawful Good

Deity

Torag

Location

Alkenstar

Languages

Common, Kelish, Azlanti, Osiriani, Ignan

Occupation

Shield Marshal

Strength 13
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 16
Charisma 10

About Sheriff Declyn

Sheriff Declyn
Male human (Keleshite) gunslinger (musket master) 5/shieldmarshal 6 (Pathfinder Campaign Setting: Paths of Prestige, Pathfinder RPG Ultimate Combat 9, 50)
LG Medium humanoid (human)
Init +10; Senses Perception +19
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Defense
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AC 24, touch 17, flat-footed 18 (+6 armor, +1 deflection, +5 Dex, +1 dodge, +1 shield)
hp 82 (11d10+12)
Fort +11, Ref +15, Will +10
Defensive Abilities nimble +1; Resist negative energy 10
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Offense
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Speed 30 ft.
Melee short sword +12/+7/+2 (1d6+1/19-20) or
. . silversheen glaive-guisarme +13/+8/+3 (1d10+1/×3)
Ranged +1 merciful reliable musket +18/+13/+8 (1d12+6 nonlethal/×4 plus 1d6 non-lethal)
Special Attacks deeds (dead shot, deadeye, deadeye, fast musket, gunslinger initiative, gunslinger initiative, gunslinger's dodge, pistol-whip, pistol-whip, quick clear, quick clear, startling shot, steady aim, targeting, utility shot), grit (5)
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Statistics
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Str 13, Dex 20, Con 13, Int 14, Wis 16, Cha 10
Base Atk +11; CMB +12; CMD 29
Feats Clustered Shots[UC], Deadly Aim, Extra Grit[UC], Gunsmithing[UC], Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Weapon Focus (musket)
Traits dangerously curious, resilient
Skills Acrobatics +12, Bluff +0 (+3 in Alkenstar when you show your shieldmarshal badge), Craft (alchemy) +6, Craft (firearms) +7, Diplomacy +14 (+17 in Alkenstar when you show your shieldmarshal badge), Disable Device +21, Disguise +0 (+3 in Alkenstar when you show your shieldmarshal badge), Intimidate +9 (+12 in Alkenstar when you show your shieldmarshal badge), Knowledge (engineering) +8, Knowledge (local) +15, Linguistics +3, Perception +19 (+22 when opposed by another creature's Disguise or Sleight of Hand checks), Profession (sailor) +11, Sense Motive +18, Stealth +5 (+8 when you have cover/concealment in an Urban area), Survival +7 (+9 to avoid becoming lost), Swim +5, Use Magic Device +10 (+13 in Alkenstar when you show your shieldmarshal badge)
Languages Ancient Osiriani, Azlanti, Common, Ignan, Kelish
SQ danger sense, gunhunter, gunmarshal, gunsmith, judgment of bulletproof, judgment of destruction, judgment of evasive, judgment of justice, judgment of lucky dodge, judgment of quick recovery, judgment of sharpshooter, judgment of sure shot, labyrinthine cunning, legal judgment, musket training, urban commando
Combat Gear cold iron firearm bullet(47), mithral firearm bullet (27), mwk adamantine firearm bullet (50), potion of protection from evil (3), snapleaf, wand of cure light wounds (29 charges), acid (2), alchemist's fire (2), holy water (2), weapon blanch (ghost salt) (4); Other Gear 1,000gp worth of diamond dust, +2 mithral chain shirt, mithral buckler, +1 merciful reliable musket, alchemical cartridge (paper) (100), black powder (101), firearm bullet (ghost salted, 45), short sword, silversheen glaive-guisarme, clear spindle ioun stone, belt of physical might +2 (Dex, Con), cloak of resistance +2, dry load powder horn, endless bandolier, far-reaching sight, first aid gloves (5 charges), handy haversack, headband of inspired wisdom +2, ioun torch, lucky horseshoe, necklace of adaptation, ring of protection +1, wayfinder, bandolier, bandolier, book of puzzles, brown e-pick (5 charges), brown e-pick (10 charges), green veemod, gunsmith's kit, masterwork thieves' tools, mirror, potion sponge, powder horn, smoked goggles, soap, timeworn flashlight, timeworn veemod goggles, trail rations (10), deep platinum pendant, Nexus Crystal, Unlife Gem (5 Charges), 11,339 gp
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Special Abilities
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Clustered Shots Total damage from full-round ranged attacks before applying DR
Danger Sense (Ex) At 2nd level, a shieldmarshal gains a bonus on initiative checks equal to 1/2 his level, and can always act during a surprise round even if unaware of opponents.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunhunter +3 (Ex) A shieldmarshal is well versed in covert operations, especially in urban settings. At 6th level, the shieldmarshal can move through crowds and difficult terrain without impediment in urban terrain. He can use Stealth to hide in urban terrain even without cover or concealment; if he has cover or concealment, he gains a bonus on Stealth checks equal to 1/2 his class level.
Gunmarshal +3 (Ex) Starting at 2nd level, a shieldmarshal gains deeds as a gunslinger of half his level. If he also has gunslinger levels, these levels stack. In addition, within the Grand Duchy of Alkenstar, he gains a bonus on all Charisma-based skill checks equal to 1/2 his shieldmarshal level if he openly displays his shieldmarshal’s badge.
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Labyrinthine Cunning (Ex) At 3rd level, a shieldmarshal never becomes lost in urban terrain, and he never takes penalties to movement for poor visibility in urban terrain, even while temporarily blinded. A shieldmarshal can open or close doors as a swift action instead of a move action.
Legal Judgment (2/day) (Ex) A shieldmarshal can pronounce legal judgment upon his foes as a swift action, providing a bonus or ability based on the type of judgment made. Once activated, the ability lasts until the combat ends. If the shieldmarshal is dazed, frightened, panicked, paralyzed, stunned, unconscious, or otherwise unable to participate in combat, the effect does not end but provides no benefit until he is again able to participate in combat. As a swift action, the shieldmarshal can change his legal judgment to another type.

Judgements:

Judgment of Bulletproof (DR 3/- vs. ranged attacks) (Ex) Gain DR 3/- vs. ranged attacks, while wearing armor or a shield.
Judgment of Destruction +2 (Ex) Gain a bonus on firearm/light blade attacks, doubled to confirm crits when active.
Judgment of Evasive (Ex) Gain Evasion and Improved Uncanny Dodge when active.
Judgment of Justice +3 (Ex) Gain a bonus on firearm/light blade damage when active.
Judgment of Lucky Dodge +2 (Ex) Gain a dodge bonus to AC when active.
Judgment of Quick Recovery (Fast Healing 2) (Ex) Gain the listed amount of Fast Healing when active.
Judgment of Sharpshooter (Ignore 6 AC from cover) (Ex) Ignore the listed amount of AC from cover when active.
Judgment of Sure Shot (-15%) (Ex) Reduce miss chance due to concealment with firearms when active.

Musket Training (+5, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev
Nimble +1(Ex) +1 AC while wearing light or no armor.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Urban Commando +2 (Ex) At 5th level, a shieldmarshal treats urban areas as his favored terrain, as the ranger class feature. At 10th level, his favored terrain bonus increases to +4 but he does not gain a second favored terrain. If he already has a favored terrain bonus in urban terrain from another class, these bonuses stack but do not affect bonuses in other terrain types.