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About Aishe DaniorStats & Saves:
Gunslinger (Bolt Ace) (5), Ranger (Guide) (12)
Base Stats (unenhanced by items, 15pt buy +2 dex (human), +3 Dex (4th, 8th, 12th), +1 con (16th), +2 con (book)) Str 10, Dex 20, Con 14, Int 12, Wis 14, Cha 10 Saving Throws
Armor Class = 27
BAB = +17/+12/+7/+2
HP = 139 (11+8+8+8+8+8+8+8+8+8+8+8+8+8+8+8+8) Initiative = +9 (Dex +7) (+2 initiative with at least 1 grit point)
Traits & Feats:
Traits Criminal (+1 Disable Device and is in-class) (social) The Word (+1 fort saves, lay hands 1/2 paladin 1x day (8th for 4d6)) (campaign) Magical Knack (Ranger) (magic) Fate's Favored (faith) Feats
Skills:
(6 class + 1 human +1 int) (Favored Class: Ranger (hp))
Acrobatics = +7* Appraise = +1 Bluff = +0 Climb = +8* (5 ranks + 3 class) Diplomacy = +0 Disable Device = +28 (17 ranks + 3 class +1 trait) (+4 with magic tools) Disguise = +0 Escape Artist = +13 (0 ranks +6 vest) Fly = +16 (9 ranks) (+8 with headband flight) Heal = +4 Intimidate = +0 Knowledge Geography = +5 (1 rank +3 class) Knowledge Local = +21 (17 ranks +3 class) Knowledge Nature = +7 (3 rank +3 class)(+3 competence with plants, seasons, or weather) Perception = +24 (17 ranks +3 class) Profession Driver = +11 (4 rank +3 class) Profession Sailor = +11 (4 rank +3 class) Ride = +15* (5 ranks +3 class) Sense Motive = +21 (17 ranks) Spellcraft = +1 Stealth = +27* (17 rank +3 class) Survival = +24 (17 rank +3 class) (+6 when tracking) Swim = +8* (5 ranks + 3 class) Wild Empathy = +12 *Armor Check Penalty -0 Languages: Common, Orc Special Abilities:
Spells (caster level 11, concentration +15, DC 14+) 1) Alarm, Keep Watch, Liberating Command 2) Bloodhound, Hide Campsite, Replay Tracks 3) Aerial Tracks, Longstrider Greater Crossbow Maven A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. Grit (Ex) In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (4). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (4), 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 Crossbow: Each time the gunslinger confirms a critical hit with a crossbow attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit. Killing Blow with a Crossbow: When the gunslinger reduces a creature to 0 or fewer hit points with a crossbow attack while in the heat of combat, she regains 1 grit point. Destroying an 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 restore any grit. Crossbow Training (Ex): A bolt ace can select one specific type of crossbow, such as hand crossbow or heavy crossbow (light crossbow). She gains a bonus on damage rolls equal to her Dexterity modifier with that crossbow. Furthermore, when she scores a critical hit with that type of crossbow, her critical modifier increases by 1 (a 2 becomes a 3, for example)(x3). Deeds
Sharp Shoot (Ex): A bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed's cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed). Vigilant Loading (Ex): As long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow. Crossbow-Whip (Ex) The gunslinger can make a surprise melee attack with the butt or handle of her crossbow as a standard action. When she does, she is considered to be proficient with the crossbow as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the crossbow. The damage dealt by the crossbow-whip is of the bludgeoning type, and is determined by the size of the crossbow (d6). One-handed crossbows deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed crossbows 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. Gunslinger Initiative (Ex) 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 crossbow is not hidden, she can draw a single crossbow as part of the initiative check. Nimble (Ex): A gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. Shooter’s Resolve (Ex): A bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot. Ranger’s Focus (Ex): Once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2 (+6). At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day (5). Track (Ex): A ranger adds half his level (+5) to Survival skill checks made to follow or identify tracks. Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level (11) and his Charisma bonus (+0) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Favored Terrain (underground +4 & urban +2) bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival Terrain Bond (Ex) When in his favored terrain (forest, underground & urban), the ranger grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks. Also, as long as they travel with him, the ranger’s allies leave no trail and can’t be tracked. The ranger can choose for the group to leave a trail, or even specific members of the group to leave a trail if he so desires. Woodland Stride (Ex): A ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him. Swift Tracker (Ex): A ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. Ranger’s Luck (Ex): Upon reaching 9th level, once per day the guide can either reroll one of his attack rolls or force an enemy who just hit him with an attack to reroll the attack roll. The ranger must take the result of the second roll even if it is worse. A ranger can use this ability once per day at 9th level, plus one additional time per day at 14th and 19th levels. This ability replaces evasion. Inspired Moment (Ex): At 11th level, the guide can have an inspired moment once per day as a free action. The ranger gains the following benefits until the end of his next turn. His speed increases by 10 feet. He can take an extra move or swift action on his turn. He gains a +4 bonus to AC and on attack rolls, skill checks, or ability checks. Finally, he automatically confirms any critical threat he scores.
Equipment & Wealth:
Comfortable Loose fitting Clothing Graveward Shirt: (+4 undead defiant mithral shirt, Protection from Evil 2x day, +1 luck bonus to saves) (+8AC, -0ACP, MaxDex +6, 13#) Morning Star (8gp)(6#) Dagger, +1 (1#) Light Crossbow, +2, holy (4#) Efficient Quiver x2 (see character spoiler for current stock) Holy Symbol to Abadar, wooden (nicely carved scroll work) (5gp) Belt of Incredible Dexterity +4 (1#) Tlil Mask Headband of Aerial Agility (wisdom) (Fly (3/3, 8m, Good maneuverability, +8 total to fly) Cloak of Resistance with raven feathers, +5 Ring of protection +2 Ring of feather falling Vest of Escape Swarmbane Clasp (worn) Golumbane Scarab Verdant Boots Cap of the Free Thinker Vambraces of Defense Snapleaf x2 First Aid Gloves (10/10) Spring Loaded Wrist Sheath: Scroll of Inspiring Recovery (12) Handy Haversack (5#)
Weight: 30# (medium >33#, heavy > 66#)
Appearance:
Aishe Danior is a relatively young man in his thirties with oily skin and a relaxed look about him. He may wear loose fitting clothes, but they’re of fine homespun cotton and clean. He seems to do what he can to keep himself clean as well, paying particular attention to his nails which are very smooth and fine. Though he sports a morning star and a dagger, it’s clear from the position on his belt, that he favors a light crossbow nicely strung at his hip. Background:
Aishe has been slumming around Taldor for a while, spending most of his time in Oppara where he’s originally from. As a youth on the streets, he struggled to get by, often stealing what he needed to in order to feed himself, and his mates. He got good at it, and attracted the attention of a kindly local priestess named Rilete, of Abadar.
She turned the young man’s head in more ways than one, and though she never reciprocated his love, she did care for the lost waif deeply. In many ways, she taught him right from wrong, and taught him how civilization is superior to lawlessness - in all its forms. He thrived. He learned what he could, and though he did not lean toward the priesthood, it was a close thing. In the end, he felt some of the rules to be a bit too stifling. Too formal. Civilization is important, but there is a limit to his lawfulness. When undead overran a simple operatic theater he was enjoying he decided it was time to move on. Sure it was an odd occurrence, likely the fault of those Pathfinders, and unlikely to recur, but he felt the signs. He said his goodbyes, mostly to Rilete, and travelled along the coast hiring on as a cavern driver and enjoying the small towns and villages as they passed. For you see, Aishe is a lover of civilization, even when it bites him on the hand (he rubs an old injury thoughtfully). Civilization is what the world is coming to, slowly, and in some areas haltingly to be sure, but eventually the world will be civilized, and maybe even under Taldan rule! Won’t that be nice. He kept going until he reached very nearly the end of civilization itself… Roslar’s Coffer. He arrived just after the last raid, as the citizens were rebuilding some ten years ago. Now here is civilization in the making! he thought, and stayed to help the kind and sturdy folk. He hired on first as a watchman. He was somewhat perceptive, and his criminal background helped him understand them. He enjoyed the work well enough, but he enjoyed travel, and the uncertainty of the road. The thrill of a new, chance, encounter. So he scraped up some cash, and bought himself a simple wagon and an old horse to pull it. He drives wagon loads of goods from Roslar’s Coffer to Three Pines Ford along the Tourondel River. He’s usually able to make a decent profit on each run, provided he brings something back of course. But this last run was unlucky, and now he doesn’t know what he’ll do next. But he still has the wagon.
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