Botting Instructions: Adeah spends most rounds attacking with her musket using alchemical cartridges and the Rapid Shot feat, staying within 30 ft if possible to take advantage of Point-Blank Shot (included in combat statistics). Due to her Friendly Fire Maneuvers feat, enemies do not get soft cover from allies within Adeah's line of fire so she shoots from wherever is safest.
Alternate Racial Traits: Heritage (Plumekith)
Class archetypes: Musket Master (Gunslinger)
Initiative: +14 (+6 Dex, +2 trait, +2 Gunslinger's Initiative deed, +4 Cunning Initiative feature)
Senses: Perception +16, darkvision 60 ft
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DEFENSE
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AC: 23 (15 touch, 17 flat-footed) (+6 Dex capped at +5, +7 armor, +1 Nimble class feature)
HP: 79
Fort +12 (+2 vs evil descriptor), Ref +13 (+2 vs evil descriptor, +4 vs ally spells), Will +11 (+2 vs evil descriptor, +1 on additional saves vs compulsion effects)
Defenses: Resist acid 5, cold 5, electricity 5
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OFFENSE
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Speed: 30 ft
Melee: dagger +7, 1d4-1 (19-20)
Ranged: musket +14 touch, 1d12+15 (x4/misfire 1 or 1-2) (beyond 30 ft: -1 to attack/damage)
-----or musket +12/+12/+7 touch, 1d12+15 (x4/misfire 1 or 1-2) (beyond 30 ft: -1 to attack/damage)
(Attack: +8 BAB, +6 Dex, +2 enhancement, +1 Point-Blank Shot, -3 Deadly Aim) (Damage: +6 Dex, +2 enhancement, +1 Point-Blank Shot, +6 Deadly Aim)
Spell-like abilities:
At will - detect chaos, detect evil, detect good, detect law (CL 5)
5/day - discern lies (immediate action, DC 18)
1/day - see invisibility (CL 10)
Spells (CL 5):
0th (At will, DC 14) - create water, detect magic, detect poison, guidance, light, read magic
1st (5/day, DC 15) - cure light wounds, protection from evil, remove fear, shield of faith, true strike
2nd (3/day, DC 16) - detect thoughts, invisibility, lesser restoration
Grit: 4
Deeds:
Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment. This deed replaces the gunslinger’s dodge deed.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing 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, the 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. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunslinger 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 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 Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by 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 combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.
Liberation Domain powers:
Liberation (Su): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Other:
+2 on Constitution checks to stabilize, 1 damage to each adjacent undead or evil subtype creature each time Adeah takes bleed damage or blood drain
Nimble +1 (AC)
Musket Training (+Dex to damage with muskets)
Judgment 2/day
Monster Lore +4
Stern Gaze +2
Cunning Initiative +4
Track +2
Bane 10 rounds/day
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STATISTICS
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Str 8, Dex 22, Con 14, Int 12, Wis 18, Cha 10
Adeah was born in the unlikeliest of circumstances. Her father was an elf wizard, living in a forest near Magnimar. Her mother was a garuda, summoned to the Material Plane for reasons her father didn't like to talk about but she could guess. What her mother saw in him Adeah never knew, though she suspected some magical encouragement had been involved; her mother didn't seem to enjoy being on the Material Plane-- more like resigned to it. She returned to her own plane on Adeah's 60th birthday.
Two years later, she was sent into the Magnimar army by her father, who felt that because the city kept the woods safe, Adeah owed it a few years of her service-- which her father had done many years before. She was clumsy in hand-to-hand combat, but proved quite skilled with a musket. Still a rebellious teenager by elven standards, she hated the discipline of the army lifestyle and left during training. Not wanting to return to her father for fear that he would only send her back again, she joined the Pathfinder Society as an excuse to travel and as a source of income. She adopted the musket as her signature weapon, but because she was never much good with a longsword anyway, she took a smaller, more easily hidden blade instead.
Appearance and Personality:
From the front, Adeah appears quite elven (except for her golden eyes, with which she can see perfectly in darkness). Slender frame, pointed ears, graceful step, and long dark hair-- all traits she inherited from her father. However, her mother gave her one glaring feature that gives away her celestial heritage: large, crimson-feathered wings. Though they appear quite functional, they can't actually bear her weight and do her no real good, so she keeps them strapped to her back. However, to keep them from cramping, at the end of each day she undoes the straps and lets them unfurl. Because she was raised as an elf, she tends to display elven arrogance and is often stand-offish and blunt. Her (relative) youth makes her ambitious and, occasionally, careless.
Pending Chronicles:
Rise Of The Runelords book 4 (level 12-14, 22,500 gp)
Rise Of The Runelords book 5 (level 14-16, 37,500 gp)
Rise Of The Runelords book 6 (level 16-18, 60,000 gp)