Rogeif Yharloc

Ars Drayer's page

22 posts. Alias of Red Ramage.


Full Name

Ars Drayer

Race

Human

Classes/Levels

Gunslinger 1

Gender

stats:
AC16 T13 FF13/Init+3/Perception+3/ saves F+3/R+5/W-1 HP 11

Size

M

Age

33

Alignment

LG

Deity

Erastil

Languages

Common

Occupation

Former farmer, called into the service of Erastil

Strength 12
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 8
Charisma 16

About Ars Drayer

Appearance:
Ars is a heavyset and thickly bearded man who shows the telltale signs of a hard-working life. His calloused yet capable hands speak to a life of labor, his ruddy skin and lined face hint to time spent in the sun, his heavy frame evidence of a hearty appetite. Beneath his heavy brow twinkle eyes that show an abiding love of live tinged with a past sadness.

Background:
the Drayer family was resettled from Cheliax to Varisia as part of the colonization effort. Ars grew up on the family farm, and spent a short youth and long adolescence scratching at the soil for sustenance. In due time, he came of age and was married to a spry lass from a neighboring farm. Running the combined estate suited him greatly, and Ars wanted for nothing more in this life than productive fields and the prospect of easy twilight years in the company of his family. Unfortunately, this was not to be.

Three years ago, Ars was sheltering a wandering stranger in his barn for a few days when a tribe of orcs raided the farmstead. Ars, his old father, and teenaged son made a desperate stand with scythe and thresh-staff, but were swiftly overwhelmed. The stranger, however, was no mere traveler. With blazing pistol and keen sword, the stranger slew the orcs assaulting the Drayer barn and came to the aid of the homestead - too late. Ars lay, gravely wounded, amid the ruined bodies of his family. The stranger suffered a mortal blow himself, but routed the orcs before expiring.

Despairing with grief, Ars rummaged through the belongings of the strange traveler and found a gold holy symbol of Erastil. Ars buried the stranger in a simple grave alongside his family. Numb, badly hurt, and with no reason to stay, Ars left the farm upon which he had spent his entire life, gathered his meager belongings, and set out to die far away from the memories.

Upon the road, his wounds festered. Ars soon was stricken with fever-vision and beheld an image of the Grim White Stag, an ally of Erastil. Following the Stag, Ars stumbled upon a hamlet with a temple to Old Deadeye, where the clerics healed his wounds and salved his mind.

That was three years ago.

Since then, Ars has dedicated himself to the service of Erastil. He's wandered from village to village preaching, giving crop advice, and treating minor wounds. He's become proficient with the strange weapon of the strange traveler, and defends communities in need. Ars is determined that no community he finds suffer the same horrible fate as his frontier farmstead, and views his continued life as service in debt to the stranger who traded his life for Ars'.

Ars travels where the wind blows him, trusting Erastil to guide his wanderings wherever aid may be required.

Crunch:
Ars Dreyer
Human (Chelaxian) Gunslinger (Mysterious Stranger) 1
LG Medium Humanoid (human)
Init +3; Senses Perception +3
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Defense
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AC 16, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4 Ref +4 Will -1
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Offense
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Speed 30 ft.
Melee Dagger +2 (1d4+2/19-20/x2)
Ranged Pistol +4 (1d8+1/x4)
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Statistics
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Str 12, Dex 14, Con 14, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +2; CMD 14
Feats Gunsmithing, Point Blank Shot, Precise Shot
Traits Armor Expert, Campaign trait tbd.
Skills Craft (alchemy) +4, Intimidate +7, Knowledge (religion) +1, Perception +3, Profession (farmer) +3,
Languages Common,
SQ deed: deadeye, deed: focused aim (+3), deed: gunslinger's dodge (+2 ac), grit
Other Gear Alchemical Cartridge, Paper(20),Studded leather armor, Black powder, Dagger, Firearm bullet (20), Pistol, Bandolier (50 @ 0.835 lbs), Gunsmith's kit, Gold Holy Symbol of Erastil, Paladin's kit, 20 GP, 5 SP
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Special Abilities
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Armor Expert -1 Armor check penalty.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Focused Aim (+3) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
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.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
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.

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Build intentions:
Following this one level of gunslinger, Ars will be taking levels of paladin for the remainder of his career. Even at first level, Ars will abide by the paladin code.

Mythweaver Sheet: