About Tenobia CovalestraMax HP:12 Current HP:12 STR 14(+2) DEX 18(+4) CON 15(+2) INT 16(+3) WIS 14(+2 ) CHA 19(+4) Defense AC: 17
Armor
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Black Studded Leather +3 AC Max Dex +5 Check penalty 0(trait) Speed: 30 Offense
Melee: Rapier +5 damage 1d6+5 18-20
Ranged: Pistol +5 damage 1d8 x4 50 rounds ammunition CMB: +3 CMD:17 Initiative +4 Fort: +2 Reflex: + 6 Will: +4 Special Abilities
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Bonus feats, Bardic performance 8/day (Rallying cry, Fascinate, Inspire courage+1, Distraction), cantrips, Deeds, Firearm, Grit (4) Languages: Common, Giant, Sylvan, Infernal, Draconic Skills:
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Acrobatics + 8 Appraise + 3 Bluff + 4 Climb +2 Craft (Gunsmithing) +7 Diplomacy +4 Disguise +4 Escape Artist +8 Jump +2 Intimidate +8 Knowledge Dungeoneering +3 Knowledge Engineering +3 Knowledge Arcana +7 Knowledge Knowledge Linguistics +6 Perception +2 Perform +8 Profession (Sable company Elite) +6 Ride +3 Sense Motive +2 Sleight of Hand +4 Spellcraft +7 Stealth +7 Swim +2 Survival +2 UMD +8 Feats:
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Arcane strike*, Rapid Reload, Expanded Arcana Grit:
Traits:
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Weapon Bond (Rapier) Select a single simple, martial, or exotic weapon from. You are automatically proficient with this weapon, even if your class does not normally grant access to it. You feel so comfortable with the weapon, it feels like an extension of your body, personality, and intellect. You may choose an ability score other than Strength to modify your attacks and damage with the bonded weapon; consider the chosen ability score’s bonus your Strength bonus for these purposes. For example, you still gain 1.5 times the ability’s bonus to damage when using a two-handed weapon. You do not gain the bonus for Strength and your chosen ability when using your bonded weapon type. You gain the benefits of only one of them, and you may switch between the two as a free action. Fencer You trained long hours as a youth with blades, either taking lessons in the genteel art of fencing from tutors paid for by your parents or by being taken under the wing of a disenfranchised fencer who may have turned to a life of crime.
Spells
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Known 0-4 per day- unlimited Message, Mage hand, Light, Prestidigitation Known 1st-2 per day- 3
Equipment (lbs)
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50ft rope Gunsmithing Kit Backpack Bedroll Waterskin Uniform Capacity:
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Light: lbs Medium: lbs Heavy: lbs Background
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Decended from a line of Korvosan nobility tracing back to ancient Thassilon, Tenobia, the only daughter of her family, was trained in both the arts of courtly behavior and swordplay at an early age. She excelled at the sword, impressing her master, the wandering bravo who had selected Korvosa as a place to settle for a while, outclassing her brothers in a matter of months, to become something of an oddity (or minor celebrity depending on who was asked), the young, lady who would challenge any man to a duel to first blood. Fencer It was after one of these duels with the son of a reknowned Hellknight, that her master truly saw that she was the student her had been seeking, a passionate soul to whom the blade was lover, protector, and friend. He taught her both as his regular duty and in secret, teaching her the greater arts of the sword, the blending of blade dancing and magic, an art created from the beautiful movements of only the most skilled of warriors. Weapon Bond: Rapier Her dazzling looks made her a prime candidate for those seeking to marry thier sons to a powerful house, yet young Tenobia spurned the offers of many a nobleman, considering the foppish activities of those who had lived an easy life, far beneath her notice. Her soul screamed for adventure, and at the age of 19 on the eve of her bethrothal to a powerful merchant's son, she left Korvosa in the dead of night, secretly aided by her twin brother. Her travels took her far and wide, eventually landing on the continent of Garund, where she found her next great love, the way of the gun. The city state of Alkenstar was to her a wonder beyond all else, the home of weapons beyond imagination, independent of magic, thrumming with power. Seeking those who lived the life of adventure, she came across masters of the strange new weaponry, gunslingers, who seeing her energy, enthusiasm and natural skill wer happy to welcome her into their ranks, initiating her into the glory of black powder. After a few years, six months of which she spent with a gun-marshal, she returned to her homeland, much the same yet changed, a woman who could not live without danger. Seeking adventure she entered the Korvosan military, her skills and experiences along with her use of unconventional weapons, resulting in a rapid rise and her selection for the experimantal special operations unit of the Sable company. A highly skilled unit, the group became her family for the next few years, their leader occasionally fulfilling a special spot in her life. During the revolution caused by the actions of the b$&@# queen Iolosa, the unit suffered an attack that opened a rift in reality itself, stranding them in a foreign land.
Description
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pp gp sp cp gems Ability details
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Rallying Cry (Su): At 1st level, an arcane duelist can use performance to rally dispirited allies. Each round he makes an Intimidate check. Any ally (including the bard) within 30 feet may use this check in place of his own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the bard’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components. This performance replaces countersong. Distraction
Fascinate
Grit (Ex): A gunslinger makes her mark upon the world
Critical Hit with a Firearm: Each time a gunslinger
Killing Blow with a Firearm: The first time a gunslinger
Daring Act: Each time a gunslinger performs a daring act,
Deeds: Gunslingers spend grit points to accomplish
Leap for Cover (Ex): At 1st level, when a
Deadeye (Ex): At 1st level, a gunslinger
Quick Clear (Ex): At 1st level, as
Pistol-whip (Ex): At 3rd level, a gunfighter can make
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