Desna

Carolin Monroe's page

2 posts. Alias of derpdidruid.


About Carolin Monroe

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Race Sociable Half-elf
Gender Female
Age 25
Alignment Neutral
Class Mesmerist 10/ Mysterious stranger 10
Init +7; Senses Low-light vision
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DEFENSE
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AC +26, touch +17, flat-footed +21
(+7 armor, +5 dex, +2 deflection, +2 nat)
Hp
Fort +13, Ref +14, Will +18
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OFFENSE
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Speed 30ft
Melee Dagger +9/+4 1d4-1
Ranged Pistol +13/+13/+8 1d8+14
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STATISTICS
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Str 8, Dex 20, Con 14, Int 10, Wis 10, Cha 20
Base Atk +10 CMB +9; CMD 23
Feats PB shot, Precise shot, Deadly aim, Rapid shot, Bleeding stare, Intense pain
Traits Larger than life, Charming
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SKILLS
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Skills Bluff +23, Intimidate +22, Diplomacy +20 (+21 if attracted too her), Craft alchemy +13, Acrobatics +18, Perform dance +18, Slight of hand +18
Backround skills Linguistics +13, Ride +18
Languages Common, elven, Orc, Gnome, Halfling, Infernal, celestial, dwarven, Sylvian, Aklo, Shadow tongue, Tian xian

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SPELLS
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Knacks: Detect magic, Ghost sound, prestidigitation, light, Mage hand, Message

6/day 1st: Discern next of kin, Expeditious retreat, Innocence, Charm person, Grease,

5/day 2nd: Commune with birds, Deflect blame, Silence, Mirror image, Minor image

4/day 3rd: Displacement, Invisibility sphere, Scrying

1/day 4th: Greater invisibility, Dominate person

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SPECIAL QUALITIES
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Grit: 5

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).

This ability replaces nimble.

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.

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.

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.

This deed replaces the quick clear deed.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.

Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.

Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Stranger’s Fortune (Ex):

Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action.

This ability replaces gun training 1.

Gun Training (Ex):

Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.


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Consummate Liar:

A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn’t have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.

Hypnotic Stare (Su):

A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target’s mind; The creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches‘ evil eye hexes. This is a mind-affecting effect.

Mesmerist Tricks (Su):

A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).

To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick’s description), even if it isn’t his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick.

The mesmerist monitors for the trick’s triggering condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.

Once triggered, a trick is no longer implanted, and can’t be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist’s level + the mesmerist’s Charisma modifier.

The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick’s description, a mesmerist can’t choose a particular trick more than once.

Mesmeric Mirror: An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.

Misdirection: An enemy’s perception of an attack by the subject shifts, making the foe unprepared to defend against the attack. The mesmerist can trigger this trick when the subject makes an attack or uses a spell that requires an attack roll. The mesmerist attempts a Bluff check to feint against a single target of the subject’s attack. Unlike a normal feint, this ability can be used on non-melee attacks. If the feint succeeds, the target of the attack is denied its Dexterity bonus to AC against the triggering attack. The target doesn’t suffer any additional effects that the mesmerist or the subject would cause on a normal feint or Bluff check. This is an illusion (glamer) effect.

Slip Bonds: While implanted with this trick, the subject gains a +2 circumstance bonus on Escape Artist checks. If the subject becomes grappled, pinned, shackled, or otherwise personally restrained, the mesmerist can trigger the trick and cause the subject to become incorporeal just long enough to slip her bonds (unless they can otherwise restrain an incorporeal creature). This effect doesn’t last long enough for the subject to move through walls or other barriers. If the mesmerist is 12th level, the subject remains incorporeal until the beginning of the mesmerist’s next turn.

Unwitting Messenger: The mesmerist describes a recipient to the subject while implanting this trick, then recites a verbal message no longer than five words per mesmerist level. The subject of unwitting messenger has no memory of the message or the target recipient. When the subject encounters the specified recipient, she repeats the message verbatim, but does not recall speaking the message or its contents. The message remains buried in the subject’s subconscious for 24 hours, after which time it disappears if not delivered. The subject of unwitting messenger can be fooled by mundane disguises or illusions, causing her to deliver the message to the wrong recipient.

Vanish Arrow: With a flourish, the mesmerist snatches a projectile from an enemy before it can be shot. The mesmerist can trigger this trick when the subject is targeted by a ranged weapon attack, before the attack roll is made. The mesmerist attempts a Sleight of Hand check opposed by the attacker’s Perception check. If the mesmerist succeeds, that ranged attack automatically misses, and the projectile appears stowed on the mesmerist’s person. If the attacker is making a full attack, this affects only one of the attacks (of the mesmerist’s choice). If the attack is made with a javelin or other thrown weapon, the attacker gains a +4 bonus on its Perception check. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects are not affected by this ability.

Compel Alacrity: A dash of mental speed lets the subject push past her physical limits to avoid an enemy. The mesmerist can trigger this trick when the subject begins her turn within an enemy’s reach. The subject can move 10 feet as a free action without provoking attacks of opportunity. The distance the subject can move increases by 5 feet for every 5 levels the mesmerist possesses, to a maximum of 30 feet at 20th level. The subject can’t move farther than her speed in this way. The movement from this trick doesn’t count against the subject’s movement speed for that round.

Painful Stare (Su):

When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1).

The mesmerist can use this ability as a free action, and can use it even if it isn’t his turn. If the mesmerist uses this ability to increase his own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round.

Towering Ego (Su):

At 2nd level, a mesmerist gains a bonus equal to his Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent him from providing the emotional component of psychic spells, he loses this bonus on saving throws.

Bold Stare (Su):

At 3rd level and every 4 levels thereafter, a mesmerist’s hypnotic stare imposes a further effect upon its target. The mesmerist chooses one option each time he gains a new bold stare improvement, and the choice can’t be changed later. The mesmerist can’t choose the same bold stare improvement more than once unless otherwise noted. All of the mesmerist’s bold stare improvements affect the target as long as it is affected by the mesmerist’s hypnotic stare.

Allure: The hypnotic stare penalty also applies on initiative checks and Perception checks.

Susceptibility: The hypnotic stare penalty also applies to the target’s Sense Motive checks to oppose Bluff checks, and to the DCs of Diplomacy and Intimidate checks made against the target.

Touch Treatment (Su):

At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. He can use touch treatment a number of times per day equal to 3 + his Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on himself ), and the mesmerist must be able to touch his target. He can remove one condition from one target each time he uses this ability. At 3rd level, he can remove any condition on the minor conditions list. At 6th level, he can remove any condition on the minor or moderate conditions list, and at 10th level, he can remove any condition on the minor, moderate, or greater conditions list.

Minor Conditions: Fascinated, shaken.

Moderate Conditions: Confused, dazed, frightened, sickened.

Greater Conditions: Cowering, nauseated, panicked, stunned.

A 14th level, the mesmerist can instead expend one use of touch treatment to replicate the effects of break enchantment.

This targets only one creature the mesmerist is touching and follows all other restrictions of touch treatment.

Manifold Tricks (Su):

At 5th level, the mesmerist can have two tricks implanted at a time. The number of concurrent tricks increases by one for every 4 mesmerist levels he possesses beyond 5th. Each creature can still be the subject of only one trick at a time. If the mesmerist implants a new trick while he already has his maximum number of concurrent tricks implanted, he must choose one implanted trick to dismiss without triggering (the dismissed trick still expends a daily use of the mesmerist’s tricks).

Mental Potency (Ex):

At 5th level, the mesmerist can affect more powerful creatures or a greater number of creatures than normal with his mental effects. Both the HD limit and the total number of HD affected with each enchantment or illusion spell he casts increase by 1. For enchantment and illusion spells he casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). For example, a 5thlevel mesmerist could affect 5 HD worth of creatures with sleep, affect 2d4+1 HD worth of creatures with hypnotism, and change the categories for color spray to “3 HD or fewer,” “4 or 5 HD,” and “6 or more HD.” The number of additional HD or creatures increases by an additional 1 for every 5 levels beyond 5th, to a maximum increase of 4 at 20th level.


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GEAR & GOLD
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+2 Pistol(8000), +1 mithral Breast plate(5300), +2 ring of deflection(8000), +2 Amulet of nat. armor(8000), Cloak of res. +4(8000), Belt of incredible dexterity +4(16000), Headband of alluring charisma +2(4000), Hat of disguise(1800), Bag of holding 1(2500), Gunsmithing kit(15), Good looking makeup(50), Alchemy kit(15gp, 40 Alchemicle cartridges(240), 50 bullets(50gp), Bandoleer(15gp)

30GP

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BACKGROUND & DESCRIPTION
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description:
Though her true self is something that she will likely not show to anyone she doesn't completely trust 100%, Carolin always takes the form of an extremely attractive woman using her hat of disguise. Her true self is not that much different than that of her disguise. She is a medium height, shapely half-elf woman with a manipulative and lightly selfish personality. She uses her looks to get what she wants and when that doesn't work, well, a pistol is a pretty scary thing too have pointed at your face.

[spoiler=Background]Carolin never liked her father, he was a drunkard and a crook that just barely took care of his family. Forced mom too be a showgirl when he got sick of even doing that. Beatings where a norm in the household, the spans where father was off in another town with his mistress where a blessing, but when he came back the situation would become escalated. It was one such time that his beatings killed Carolin's mother.

Carolin was alone after that, father in jail for murder and mother being dead, she ran away. Stowing away on a supply train to another town, she decided to start new it would be hard for a fourteen year old to make it, but she'd find a way.

Year's later, Carolin Monroe is a wanted woman. 16 counts of murder, 45 counts of theft and innumerable counts of other varieties. The only thing is... hardly anyone knows what she looks like. They only know its the same person because of her signature calling card, a note with a bright red kiss mark, sprinkled in black powder.