Velriana Hypaxes

Annabel Hardins's page

No posts. Alias of inxpitter.


Full Name

Annabel Hardins

Race

Human

Gender

Female

Size

Medium

Age

22

Strength 8
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 14
Charisma 12

About Annabel Hardins

Statistics:
Female Human Gunslinger (Musketeer) 1
LG Medium Humanoid (Human)
Init +6; Senses Perception +6, LowLight Vision 60 ft, Grit [3]

------------------------------
DEFENSE
------------------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex, +0 shield)
hp 12 (d10+ 2 CON)
Fort +4 (+2 base, +2 Con), Ref +6 (+2 base, +4 Dex), Will +3 (+0 base, +3 Wis)

------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee
Dagger +0(1d4,19-20/x2, 10 ft)

Ranged
Musket +5 (1d12, x4, 40 ft, cap 1,MS 1)

------------------------------
STATISTICS
------------------------------
Str 8, Dex 18, Con 14, Int 10, Wis 16, Cha 12
Base Atk +1; CMB +0; CMD 14

=========
Feats
=========
[Class]Rapid Reload: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

============
Traits
============
Driven By Guilt: You awake after your ordeal with a lingering feeling that you have taken part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good. You see your present condition as a chance to redeem yourself and banish this unsettling emotion.You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.

Never Stop Shooting: If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.

=============================
Skills ( points; 4 class, 0 INT, 1 racial)
=============================
Acrobatics +8 (rank 1, 4 DEX)
Craft (alchemy) +4 (rank 1, 0 INT)
Heal +6 (rank 1, 2 WIS)
Perception +2 (rank 1, 2 WIS)
Survival +6 (rank 1, 2 WIS)

BG Skills
Knowledge (engineering) +4 (rank 1, 0 INT)
Slight of Hand +8 (rank 1, 4 DEX)

ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

==========
Human
==========
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

============
Gunslinger
============
Weapon and Armor Proficiency
Instead of proficiency with all firearms, a musket master only gains proficiency with two-handed firearms. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and firearm siege engines.

Gunsmith
A musket master must take a musket when she chooses a battered firearm at 1st level. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

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 nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. 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 (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom 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 the gunslinger confirms a critical hit with a firearm 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 Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm 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.

Rapid Reloader
At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.

Deeds
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the 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 the appropriate amount of grit is spent to perform the 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.

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.

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.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 50 lb.

Worn
Battered Musket ( - gp, 8 lbs)
Dagger (2 gp, 1 lbs)
Studded Leather (25 gp, 20 lbs)
Bandolier (5 sp, - )
*Alchemical Cartridge, Paper (8) (48 gp)
*Alchemical Cartridge, Flare (2) (10 gp)

Backpack (29 gp, 28 lbs)
*backpack
*bedroll
*belt pouch
*flint and steel
*gunsmith's kit
*iron pot
*mess kit
*powder horn
*rope
*torches (10)
*trail rations (5 days)
*waterskin
*Powder Horn (3 gp, 1 lbs)
**Black Powder (10) (10 gp, - )
*Powder Horn (3 gp, 1 lbs)
-Black Powder (10) (10 gp, - )
-Bullets (30) (3 gp, 1/2 lbs)

Back to Top

Money 61 GP 5 SP 0 CP

Background:

Using Ten-Minute Background
Five Topics
1. Annabel was an aspiring young squire who aspired to be a knight, but her career was cut short when she suffered a grievous training injury that left her unable to support the massive weight that comes with fighting in full plate armor or properly wield a sword of medium weight. An unfortunate application of healing magic led her muscles to grow back in a much weaker way.
2. Her accidental injury was actually a conspired plot of some of the other squires led by Marcus Whitshire who felt ashamed that a woman could best a man in battle.
3. She was stripped of her station and began training under Forge Master Argoth to take on a more supportive role. When she learned about talks to form an elite gun unit, she jumped at the chance.
4. Avoiding close quarters combat, she became known throughout the army as the "Dead Wind" which described the whizzing sound of the bullet and the immediate aftermath.
5. Annabel began to see people more as targets, and her good nature quickly rotted away as she was eventually "retired" from the army.

Two Goals
1. I want to play Annabel initially as the kind, good-natured hopeful that she was before her she was betrayed by her peers. I think it'd be interesting to see what she decides to do when she learns what kind of person she becomes and why she becomes so cold.
2. Ultimately, I want Annabel to either become something better than her previous self, or at least die knowing that she made the realizaiton before it was too late.

Two Secrets
1. The reason for Annabel's retirement is the suspicion that she killed Marcus Whitshire, who was found stabbed to death. Upon further investigation, they found several bullet holes in his hands, arms, and legs, before he was fatally stabbed in the chest. In truth, Annabel really did kill him, though she never admitted it due to partial shame and that they coulnd't condemn her without proof it was her.
2. Marcus Whitshire was only hired to break Annabel's arms. The real mastermind is the gallant Sir Gondar Ostain, Annabel's former knight supervisor. He fell in love with Annabel despite the age difference, and was sure that if he could take away her dreams, then she would happily marry a skilled warrior such as himself.

Three Relations
1. Desoran is the magic to Annabel's metal. He was the local wizard that served under the king, and they met when she was searching for someone desperately to fix her arms. His humorous demeanor and love for practical pranks helped her through her emotional turmoil, but was unable to stop her subtle spiral into an emotionless hired killer.
2. Janie is the healer who was the second part of the plot to ensure that Annabel would never be able to wield a sword expertly again. Out of guilt for what she was paid for, she did her best to befriend Annabel and patch her up when she returned from battle. She seems to have aged much faster than normal, most likely an effect of the stress she carries each time she sees her victim/best friend.
3. Daven is Annabel's brother, and is forever trapped in his sister's shadow. Their father insisted that he take over the family farm, which he relented to eventaully. But each year he hears news of Annabel's exploits, Annabel's successes, Annabel's fortune. Even when she was injured, his mood soured to see the family that he worked to feed dote so much on his younger sister. He is quick to anger, eternally frustrated, and while he does love Annabel, that emotion has been covered in years of "what ifs" and "could haves."

Three Memories
1. Annabel remembers the first time she fired a gun. She was so shocked by the sudden noise and kickback that she grabbed the heated barrel in a panic. She still has the burns on her left hand to this day.
2. Annabel still remembers the intoxicating feeling of power when she first looked down the the sights of her musket for the first time. It was hard to control her breathing, a feeling of superiority and being the single decidor if someone lived or died...
3. Each time she takes a intelligent life, she gets a rush of coldness that covers her as if an autumn breeze rolled across her body.

Appearance and Personality:

============
Appearance
============
Annabel has the general attraction of a woman with modest feminine features and a average frame. Her more noticable features are the burns on her left hand, the scars on the undersides of her forearms, and general old bruising a scarring that cover most of her body. Its a testament of her former training, and current life. She holds a cold look in here eyes, one that sees life as a switch that she can flip off when she needs to. She is clean for efficiency sake, not scents or the like.
===========
Personality
===========
Annabel was initially a hardworking young woman chasing her dreams and trustful in the goodness of others. Since her incident, she has kept her inner anger suppressed which has slowly beginning to darken her view on the world. She began to see things in logical ways, and her targets are usually just that, targets. At times bits of the former Annabel will show: her appreciation for good food and the interest in how it was made, revelry of cheering during brawls and mock battles. Yet, at times her more sinister side will leak out as she begans to become more twisted, taking joy in injuring her targets, especially anyone knightly.