Priestess of Nethys

Blayze's page

263 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).




Gunslinger (Mysterious Stranger) 2/ Paladin (Holy Gun/Divine Hunter) 9


Blayze Female



Strength 10
Dexterity 17
Constitution 14
Intelligence 12
Wisdom 10
Charisma 20

About Blayze

Max HP:132 (11d10+22) Current HP:120 Non Lethal:
STR 10(+0) DEX 17(+3) CON 14(+2) INT 12(+1) WIS 10(+0) CHA 20(+5)


AC:19 (10+Dex 3+ Armor 4 +Ring of protection 2 ) [22/24 Gunslinger's dodge]
Touch: 15
Flat footed: 16


+1 Deathless studded leather armor

Resistance: negative energy 5

Fort: +16 Reflex: +14 Will: +17

Speed: 30
BAB:+11/+6 CMB:+11 Initiative +3

Ranged: Glory +1 distance double barelled pistol +16/+11 (+17/+12) 1d8+1 x4(b/p) misfire 1 20ft
Ranged: Honor +2 double-barreled Seraphic Pistol +17/+12 (+18/+13) +1d8+2 x4(b/p) misfire 1 20ft (if exceed DR and deal damage, all DR negated fr gunslinger and allies for 1 minute)
Ranged: TWF Honor/Glory +15/+14/+10 (+1d8+2/1d8+1/1d8+2)
Melee: +1 Adamantine planar heavy mace +12/+7 1d8+1 (ignores 5 pts of DR vs outsiders)
Smiting shot: Normal attack +14 damage +20 vs evil/evil dragon/undead x4(b/p) beats all DR
Divine bond: +2 to attack and damage or (seeking/holy) +1d6 19/20 x4)

Mundane Ammunition:
90 bullets
5 adamantine bullets
10 silver bullets
10 Cold Iron Bullets

Magical Ammunition:
10 +1 bullets
10+2 bullets
5 +3 bullets
Bullet of giant slaying
Bullet of demon slaying
Bullet of devil slaying
Bullet of dragon slaying
Bullet of undead slaying
10 exploding bullets (add extra 2d6 fire damage to target)

Special Abilities

- Aura of good,
- Detect evil: At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
-Precise shot: A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites.
- Gunsmith (Pistol)
- Grit: (Extra Grit)
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.
- A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the Gunslinger’s grit class feature. (6pts per day current grit: 5 / max grit 6)
-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.
- Focused Aim (Ex) 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 she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack
-Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
- Lucky (Ex)Starting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
-Smiting shot: A holy gun can spend 1 grit point to make a smiting shot with a firearm attack as a standard action. If the target is evil, the holy gun adds her Charisma bonus and her paladin level to the damage of the firearm attack. If the target of the smiting shot is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to the Charisma modifier plus 2 points of damage per level the paladin possess. Regardless of the target, smiting shot automatically bypasses any DR the creature might have.
- Divine grace: At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.
- Lay on hands 9/day 8d6 Used:
-Shared Precision (Su): At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit.
-Divine Health: At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.
-Mercy: Sickened: The target is no longer sickened.
-Channel positive energy 2 lay on hands to channel 30ft radius
-Divine Bond: At 5th level, a holy gun forms a bond with her deity. This functions as the paladin’s divine bond ability, except the bond must always take the form of a firearm. She can enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, flaming, flaming burst, holy, keen, merciful, distance, reliable, or seeking and speed. (+2 bonus)
-Distant Mercy (Sp): At 6th level, a divine hunter can expend two uses of her lay on hand ability to use her lay on hands ability on a target within 5 feet per paladin level. Distant mercy has no effect on creatures harmed by positive energy, such as undead. (30ft range)
- Aura of Care: At 8th level, a divine hunter and her allies gain a preternatural awareness of each other’s position in battle. She and any allies within 10 feet of her no longer provide cover against each other’s ranged attacks unless they wish to. Allies who cannot move or otherwise take actions still provide cover, as do flat-footed allies. The divine hunter and her allies must be able to see or hear each other to use this ability.
- Poisoned: The paladin’s lay on hands ability also acts as neutralize poison, using the paladin’s level as the caster level.

Languages: Common,Celestial

Skills: 50 skill pts

*Appraise +
*Bluff +9
*Diplomacy +5
Escape Artist +5
*Heal +9
*Handle Animal
*Intimidate +9
Linguistics +1
*Knowledge Religion +12
*Knowledge Nobility +6
*Knowledge History +7
Knowledge Planes +4
*Knowledge Engineering +7
*Knowledge Local+6
*Perception +7
*Sense motive +10
*Sleight of Hand+11
*Spellcraft +5
Stealth +8
*Swim +4

- Gunsmithing (Bonus):You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type

-Precise shot: Benefit: You can shoot at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

-Quickdraw:Draw as free action.

-Point blank shot +1 within 30 ft

-Weapon Focus: Pistol +1 to attacks

-Rapid Reload Reload as move action.
- Two Weapon Fighting


• Ability Score Racial Traits: Aasimars(Azata) musetouched tend to be among the most beautiful by most humans’ standards. They possess features with an unearthly charm. +2 Dex, +2 Cha
•Type: Aasimars are outsiders with the native subtype.
•Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
•Base Speed: Aasimars have a base speed of 30 feet.
•Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Deathless Spirit Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Feat and Skill Racial Traits
•Diplomacy, Perform. This racial trait replaces skilled.
•Magical Racial Traits
•Spell-Like Ability (Sp): Musetouched gain glitterdust as a spell-like ability.
Senses Racial Traits
•Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)



1st level: Known: Per Day: 2
Veil of Positive Energy, Longshot, Weapons against Evil
2nd level: Known: Per Day: 2
Litany of Righteousness (subject if evil, takes double damage from any with a good aura. If evil subtype, also dazzled), Widen Auras


Headband of Charisma +2
Ring of Sustenance
Ring of Protection

This kit includes a backpack, a bedroll, a belt pouch, a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Small steel mirror
1 lb Soap
Explorer's outfit
5 candles
4 wooden stakes
Beneficial bandolier
Ghostvision gloves
Gunsmiths kit (Masterwork)


Light: 66 lbs. or les
Medium: 67–133 lbs.
Heavy: 134–200 lbs.







pp gp sp cp



Next level:

Remaining Gold:15740