Shelyn

Tenobia Covalestra's page

36 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Tenobia Covalestra

Race

Human

Classes/Levels

Gunslinger/Arcane duelist Gestalt 1

Gender

F

Size

5'10" 157lbs

Age

25

Alignment

NG

Occupation

Sable company Elite unit Second in Command

Strength 14
Dexterity 18
Constitution 16
Intelligence 15
Wisdom 14
Charisma 19

About Tenobia Covalestra

Max 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
Touch:14
Flat footed: 13

Armor

Spoiler:

Black Studded Leather +3 AC Max Dex +5 Check penalty 0(trait)

Speed: 30

Offense
BAB: +1

Melee: Rapier +5 damage 1d6+5 18-20
Pistol +3 damage 1d6+2
Knife +3 damage 1d4+2 19-20

Ranged: Pistol +5 damage 1d8 x4 50 rounds ammunition

CMB: +3 CMD:17

Initiative +4

Fort: +2 Reflex: + 6 Will: +4

Special Abilities

Spoiler:

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:

Spoiler:

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:

Spoiler:

Arcane strike*, Rapid Reload, Expanded Arcana

Grit:
Total: 4 Current:4

Traits:

Spoiler:

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.
Benefit: You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons.

Spells

Spoiler:

Known 0-4 per day- unlimited
Message, Mage hand, Light, Prestidigitation

Known 1st-2 per day- 3
Comprehend languages, Touch of Gracelessness, Chord of Shards (dance)

Equipment (lbs)

Spoiler:

50ft rope
Gunsmithing Kit
Backpack
Bedroll
Waterskin
Uniform

Capacity:

Spoiler:

Light: lbs
Medium: lbs
Heavy: lbs

Background

Spoiler:

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

Spoiler:

Wealth
Spoiler:

pp gp sp cp
gems

Ability details

Spoiler:

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
At 1st level, a bard can use his performance to 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 check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous 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 check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Inspire courage
A 1st level 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.

Fascinate
At 1st level, 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 the ability from working. For every three levels a 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 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.

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 and dangerous nature of firearms simply prune
the unlucky and careless from their ranks. Whatever the
case, all gunslingers have grit. In game terms, grit is a
fluctuating measure of the gunslinger’s ability to perform
amazing actions in combat, both offensive and defensive.
At the start of each day, a gunslinger gains her Charisma
modifier (minimum 1) in grit points. Grit goes up or down
throughout the day, but usually cannot go higher than
the gunslinger’s Charisma 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 a gunslinger
confirms a critical hit with a firearm attack, she regains
1 grit point. Such a critical hit must be conf irmed in the
heat of combat. Confirming a critical hit on a helpless
or unaware creature, or a creature that has fewer Hit
Dice than half the gunslinger’s character level does not
regain grit.

Killing Blow with a Firearm: The first time a gunslinger
reduces a creature to 0 or fewer hit points with a firearm
attack during the course of a day, she regains 1 grit point.
Such a killing blow must occur in the heat of combat.
Destroying a target or other 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 regain grit.

Daring Act: Each time a gunslinger performs a daring act,
she regains 1 grit point. As a general guideline, a daring act
should have around or less than a 50% chance of success.
Leaping a large chasm, rushing forward and avoiding
attacks of opportunity in order to grab a crucial item or
confront a dangerous foe, or sliding down a banister in
order to save the prince are all possible daring acts. The
GM is the final arbiter of what is considered a daring act.

Deeds: Gunslingers spend grit points to accomplish
deeds. Most deeds grant the gunslinger some momentary
bonus or effect, but there are some that provide longerlasting
effects. Some deeds stay in effect as long as a
gunslinger has at least 1 grit point. The following is the list
of base gunslinger deeds. A gunslinger can only perform
deeds of her level or lower. Unless otherwise noted, a
deed can be performed multiple successive times,
as long as any appropriate grit is spent to perform
the deed.

Leap for Cover (Ex): At 1st level, when a
creature makes a ranged attack
against the gunslinger, she can
drop prone as an immediate
action, gaining the +4 bonus to AC.
She applies the bonus retroactively
to the triggering attack.

Deadeye (Ex): At 1st level, a gunslinger
can target touch AC beyond her firearm’s
first range increment. Performing this
deed costs 1 grit point per range increment
beyond the first. The gunslinger still
takes the –2 penalty on attack rolls
for each range increment beyond the
first when she performs this deed.

Quick Clear (Ex): At 1st level, as
a standard action, a gunslinger can
remove the broken condition from a single
firearm she is currently wielding, as long as
that condition was gained by a firearm misfire. This deed
costs 1 grit point to perform.

Pistol-whip (Ex): At 3rd level, a gunfighter can make
a surprise melee attack with the butt or handle of her
firearm as a standard action. When she does, she is
considered to be proficient with the firearm as a melee
weapon (gaining a +2 bonus on the attack roll) and
gains a bonus on the attack and damage rolls equal to
the enhancement bonus of the firearm. The damage
dealt by the pistol-whip is of the bludgeoning type, and
is determined by the size of the firearm. One-handed
firearms deal 1d6 points of damage (1d4 if wielded by
size Small creatures) and two-handed firearms deal 1d10
points of damage (1d8 if wielded by size Small creatures).
Regardless of the gunslinger’s size, the critical multiplier
of this attack is 20/×2. If the attack hits, the gunslinger
can make a CMB check to knock the target prone as a free
action. Performing this deed costs 1 grit point.