Iggwilv

Amber Di' Glaeys's page

84 posts. Alias of Sunset.


Full Name

Amber Di' Glaeys

Race

Human (Ryn)

Classes/Levels

GunMage: 1/Witch: 1

Gender

Female

Size

M

Age

23

Alignment

Chaotic neutral

Languages

Llaeless, Scharde, Cygnaran,

About Amber Di' Glaeys

Background:

The Di' Glaeys fortunes had been in decline socially for decades within Llaeles court circles.

With the history of a wastrel Uncle, the rather scandalous death of an Aunt, a variety of business enterprises that have turned sour and other taxes and tarrifs which have been chipping away yet more of the Di Glaeys family fortune it such that a young Amber found herself on the fringes of polite society.

Amber's inquisitive nature couldn't leave the family history alone, and so it was she stumbled upon rather troubling missives left over from other fmaily members pasts that showed her the very dark heart of llaeless politics. The Aunt's death was scandalous only in that the Lady of some dueling reknown was gunned down in a duel with a nefarious creature form the nether world known as a "Pistol Wriath." The wasterl Uncle, the husband of the desceased Aunt, fell into a deep depression and seemd to lose himself within gambling, drinking and other debauchery. The mystery of why a second duel with a Pistol Wraith also lead to the Uncles demise was something the family had swept under the carpet.

During Amber's diggings her actions became known to those within llaeless society who's role in the countries relations with Khardor were definately of a questionably nature. Such that the young Llaeles noble woman soon found not just her personal fortunes but her very life at risk. It was during one such seemingly 'random' street encounyter with some rather well equiped thugs that the girls talents for the drwawing of pistols became known.

Her other 'talents' were arts she had delved into far more secretly, both the better to gather the infrometaion she sought in relation to her families background and to survive the itrigues in which she found herself getting deeper and deeper enveloped in.

It is in such troubling times that Amber has fled south to the Cygnaran city of Corvis. Such a city would enable her to both hide and still be in a position to seek the knowledge about the many tangles ensaring her life, as well as that of her family, as well as engaging in such actvities as to revitaize both the families fortunes and her own.

Current HP: 11

Height:
Weight: 5' 4"
Hair Colour: Black
Eye Colour: Light Brown

Stats:

Spoiler:

Strength: 10 (+0)
Dexterity: 19 (+4)
Constitution: 10 (+0)
Intelligence: 14 (+2)
Wisdom: 9 (-1)
Charisma: 19 (+4)

Combat:

Initiative: +10 (+4 dex, +2 trait, +4 feat)
Speed: 30 ft.
HP: 11 (Gun Mage Max: 8. Witch Average: 3. Con: 0)
AC: 18/22(Mage Armor) ( Leather armor: +2, Dex: +4, Great Coat: +2, Mage Armor: +4)
Touch: 12/16(Mage Armor), Flat-footed: 14
Saves:
Fort: +0, Ref: +6, Will: +5
BaB: +0, CMB: +0, CMD: 14
Weapons
Military Pistol: +6 (+1 Accuracy mod, +1 MstWk, +4 Dex) *Mage Lock
Damage: 2d6+1 Class bonus), 19-20/x3 (piercing)
Rapier: +4, (+4 Dex Weapon Finesse)
Damage: 1d6, x2 (Peircing)
Dagger: +4, (+4 Dex Weapon finesse)
Damage: 1d4, 19-20/x2 (slashing, piercing)

Skills:

Spoiler:

Acrobatics(Dex){GM}:
Appraise(Int):
Bluff(Cha)(GM):
Climb(Str):
Craft(Int)(GM); Demolitions: +6=(+1Skill, +3Class, +2Int)
Craft(Int)(GM); Gun Smith: +6=(+1 Skill, +3Class, +2Int)
Craft(Int)(W); Alchemy): +11=(+2 Skill, +3Class, +2Int, +4Insight)
Diplomacy(Cha):
Disable device(Dex):
Disguise(Cha)(GM): +8=(+1Skill, +3Class, +4Cha)
Escape Artist(Dex):
Fly(Dex)(W):
Handle Animal(Cha):
Heal(Int):
Intimidation(Cha):
Know Arcana(Int)(W):
Know History(Int)(W):
Know Nature(Int)(W):
Linguistics(Int):
Perception(Wis)(GM): +4=(+1Skill, +3Class, +0Wis)
Perform(Cha):
Profession(Wis); Gambling: +4=(+1Skill, +3Class, +0Wis)
Ride(Dex):
Sense Motive(Wis)(GM): +4=(+1Skill, +3Class, +0Wis)
Sleight of hand(Dex):
Spell-craft(Int)(W): +5=(+2Skill, +3Class, +0Wis)
Stealth(Dex)(GM/W)): +7=(+3Familiar, +4Dex)
Survival(int):
Swim(Str):

traits & feats:

Spoiler:

Trait 1: Ritch Parents; Begin game with +900 Gp
Trait 2: Reactionary; Gain a +2 bonus to Initiaitve

Feat(General 1Lvl):
Feat(Ryn 1lvl): Improved innitative; +4 innitaitve
Feat(Outcast 1Lvl): Weapon Finesse; May use Dexterity instead of Str to determin To Hit bonuses.
*Oucast 1Lvl: Procifient with any one Martial Weapon; Rapier
Feat(Witch 1lvl): Hex; Cauldron Gain +4 insight into alchemy skills and can craft potions as of curent level
Feat(Witch): Cantrips; Can prepare (3) OLvl Spells a day, but can use indefinately
Feat(Witch) Familiar; Cat, An anial within which the character stores her spells and gains +3 bonus to Stealth checks

Spells:

Spoiler:

Gun Mage Spells:
Known: 0Lvl = 4
1)Prestdigitation
2)Arcane bullet
3)Ray of frost
4)Gun Craft (No Quarter Vol 6) Allows weilder to cast spell and clean fire arm. Also allows gun weilder to prepare ammunition.

Cast: 3/day

Witch Spells:
Know all OLvl Spells;
Cast:
1)Dancing Lights
2)Daze
3)Stabilize

Know 1lvl Spells:
1)Mage Armor
2)Charm Person
3)Identify
4)Sleep
5)Comprehend languages
Cast: 2/day

Gear:

Spoiler:

Mage Lock Military pistol (FREE ^_^)
--*Accuracy Modification:(Pg 188 IK Character Guide) +300 Gp; +1 to hit
--*Ghordenson Breechblock:(Pg 54 LiberMechanika) +300 Gp; Replaces the entire breech of with a more specialized area/device as well as clockwork mechanisms. The gun's silk sachet is loaded into a brass casing/sabot.

This allows the weilder to fire a round, draw the settingpin back and have the brass case auotmatically ejected, allowing a fresh brass case to simply be loaded into the breech with no Gun craft skill. However, after five shots, the weapon must be cleaned of build up spent residue or risk jamming. +10% for every shot after the first five, cumulative.

To buy Ghordenson prepared ammunition: X10 normal cost.
To reuse Ghordenson spent casings/sabot: X5 normal cost and needs special tools (100 Gp's worth? Like a 'Gunners Kit?)

Number of Ghordenson Rounds(New): 10 rounds = 800 Gp(1 Round new costs 80 Gp)
Number of Ghordenson Rounds(Reused): 0

Total: 1400 Gp

Tricorn Hat: 5 Gp (Is a rilly good hat)
Rapier: 20 gp
Leather Armor: 10 Gp
Amored Great coat: 75 Gp
SlipDagger Harness(X2): 30 (15 Gp)
Dagger(X2): 4 (2 Gp)
Noble Quality Social Clothes: 75 Gp
Average Qual Adventuring Clothes(X3): 30 (10 Gp)
Average Qual Street Clothes(X2): 3 (1 Gp)
Mechankis Boots: 3 Gp
Gunners Kit:100 Gp
Ghordenson Kit: 100 Gp
Ammo Bandoller/Belt: 1 (Holds 10 Rounds)

Total: 447 Gp

Moneys left over 53 Gp

(*Accurate Amunition:(Pg 191 IK Character Guide) +5 Gp per round, +1 to hit)