Lirianne

Aramis Steele's page

491 posts. Alias of El Ronza.


Full Name

Aramis Elizabeth Mirian Steele

Race

Human (Chelaxian)

Classes/Levels

Gunslinger (musket master) 5 | AC17, T15, FF12 | HP 39/39 | CMD 19 | F+5, R+8, W+2 | Init+6 | Perception +9 (+12 if Rotgut within 20 ft) | Grit 4/4

Gender

Female

Size

Medium

Age

22

Special Abilities

Grit, Deeds, Gunsmith

Alignment

CN

Deity

Besmara

Location

Fury

Languages

Common, Elven, Varisian

Occupation

Captain of the pirate ship Fury

Strength 10
Dexterity 18
Constitution 13
Intelligence 14
Wisdom 12
Charisma 10

About Aramis Steele

Aramis Elizabeth Mirian Steele
Female human (Chelaxian) gunslinger (musket master) 5 (Pathfinder RPG Ultimate Combat 9, 50)
CN Medium humanoid (human)
Hero Points 1
Init +6; Senses Perception +9
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Defense
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AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex, +1 dodge)
hp 39 (5d10+5)
Fort +5, Ref +8, Will +2
Defensive Abilities nimble +1
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Offense
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Speed 30 ft.
Melee rapier +5 (1d6/18-20)
Ranged mwk musket +11 (1d12+4/×4) or
. . mwk pistol +10 (1d8/×4)
Special Attacks deeds (deadeye, fast musket, gunslinger initiative, pistol-whip, quick clear, steady aim), grit (4)
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Statistics
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Str 10, Dex 19, Con 13, Int 14, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 20
Feats Deadly Aim, Exotic Weapon Proficiency (firearms)[UC], Extra Grit[UC], Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Weapon Focus (musket)
Traits besmara's blessing, friend in every town, startling report
Skills Acrobatics +12, Bluff +7, Climb +6, Craft (alchemy) +7, Diplomacy +6, Intimidate +7 (+9 vs. those who hear you fire a firearm, for 1 rd), Knowledge (engineering) +8, Knowledge (local) +7, Perception +9, Profession (sailor) +8, Sleight of Hand +8, Swim +6
Languages Common, Elven, Varisian
SQ gunsmith, hero points, musket training
Other Gear leather armor, black powder[UC] (40), black powder[UC] (10), firearm bullet[UC] (50), mwk musket[UC], mwk pistol[UC], rapier, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), masterwork backpack[APG], mess kit[UE], pot, powder horn[UC], soap, torch (10), trail rations (5), waterskin, 338 gp, 9 sp, 9 cp
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Tracked Resources
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Besmara's Blessing (1/week) - 0/1
Black powder - 0/40
Black powder - 4/10
Firearm bullet - 4/50
Grit Pool (4/day) - 0/4
Torch - 0/10
Trail rations - 0/5
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Special Abilities
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Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Musket Training (+4, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Startling Report When you shoot a firearm, +2 on Intimidate vs. those who heard it for 1 rd.

Backstory

Aramis has sailing in her blood. She was born on a ship to seafaring parents, and ever since, has longed for the open oceans, the smell of salt, and the cry of the gulls (not to mention the company of the male sailors). Her father, captain of a trading vessel, taught her to shoot and the finer points of sailing as they travelled from port to port, all over the Inner Sea. She grew up hearing that Besmara had blessed her, and that she was destined for greatness - some times she believed it more than others. She sure didn't feel lucky or destined for greatness when her family's vessel was shipwrecked in the Shackles when she was eighteen. Aramis managed to salvage her father's musket, which hasn't been the same since, and make it to shore.

Getting by on her wits, Aramis has spent the last four years as a mercenary, selling her eye and aim for coin to survive. She hasn't yet found any survivors from the old vessel, but hasn't yet given up hope, either. The last time Aramis was seen, she was in the Formidably Maid in Port Peril, deep in a bottle of cheap rum - a common sighting of the woman who once believed she might have been something better.

Appearance:

Aramis stands about five-feet-ten, with a trim build - no real curves to speak of anywhere. She attempts to hide her lack of womanly figure with a loose white shirt and a leather waist cincher, and an open coat made of old brown wool. She wears leather breeches and tall boots with short heels, and is never seen without her father's old musket and a powder horn. All her clothes are tailored (by herself, and not very well) to provide the illusion of figure. However, since the death of thye vicious Scourge (and subsequent takeover of the Man's Promise), Aramis has begun wearing his coat as a trophy, liking the way it hangs and the amount of pockets.

She has short black hair - she's kept it cut short and choppy because, as she says, it gets between her face and the sea wind. She has sharp features - her nose, cheekbones and jaw are all hard lines, and her eyes are dark. She refuses to wear gloves, and as a result, her hands are always marked with rough callouses and blackpowder.

Personality:

Aramis is a free spirit. She does what she wants, as it suits her. She's lost the concept of loyalty over her years as a mercenary, figuring that people will only be taken from her anyway, so there's no point in becoming attached. A woman of one-night-stands who looks forward only to her next handful of coins and bottle of rum, she hides her insecurities behind bluffs and bravado.

If one were to chip away at her slowly, however, they might find a worthy ally - having everyone she loved taken from her has given Aramis a deep desire to find someone stronger who won't be taken, who'll protect her and stay with her. And while she's bitter about her fate, she still loves the smell of the sea and the sound of the waves, and when aboard a ship, she's happier than she thought she could ever be.