Gaston Cromarchy

Cpt. Oliver Strowls's page

66 posts. Alias of abernastian.


Full Name

Cpt. oliver Strowels

Race

human

Classes/Levels

2nd lvl Buccaneer (gunslinger)

Gender

male

Size

Medium

Age

32

Alignment

NG

Strength 13
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 11
Charisma 17

About Cpt. Oliver Strowls

Name: Oliver strowls alias "the captain" or "Cpt. strowls"
Race: Human
Class: buccaneer (gunslinger)
Gender: Male
Age: 32
Alignment: CN
Deity: Gorum & Gozreh
Languages: common, Dwarven

Backstory:
I The captain have had many wears to make this story as brief as possible in my young and foolish days i was "am still" a captain of the sea. My folly was in the crew i had. I was a middle class man, not rightfully so, destined for riches and to give back to the community. i would sail around the inner seas stealing not pillaging i was a nice thief. I was known by my Deadly Uncle , Captain S. Black Stone, a murderous, malicious, marauder. (trait Buccaneer Blood) Needless to say my crew had heard of a bounty on on me and the price was better alive then dead to extract information of whereabouts of my uncle. They staged a robbery of one of the Dutchess' ships and brought it aboard my ship. This was there form of mutany! they took my beautiful "Crimson lady". Luckily, That night when i was away from my beauty at a local bar called the "Grey Hammer" my presents went there without notice until some casual guys came in and we drank all night and they heard my story of stealing from semi-rich nobles of no importance and giving to the poor and of course they knew my "uncle" so they were impressed with me and asked me to be apart of their guild " Greystone". (Guild Affiliation) The next morning i awoke early having slipped an alchemic kindness to me right after i finshed my last drink. I was walking to my ship when i noticed a few guards staring at me. Went i boarded my Crimson Lady my crew was no were to be found. I got a cold chill rising from my back immediately i knew something bad was going to happen. So i kissed the mast of my Crimson lady and jumped off the other side were small boats lie there waiting for me to take off. i just barely missed one and guards of the dutchess picked me up and I was charged with escaping arrest but not with stealing the crown jewel of the "dutchess" which would have been punishable by death. (spirits in the stone) My crew took my ship as i long to set sail again maybe one day i can take back what is mine and reclaim the seas as my freedom and repay my debuts...

Stats*:
STR: 13 = + 1 + 0
DEX: 14 = + 2 + 0
CON: 14 = + 2 + 0
INT: 12 = + 1 + 0
WIS: 11 = + 1 + 0
CHA: 17 = + 3 + 0

Hit Points: 24/24 (d10)
Init: +2 when in ruins +4

Melee: +3
Range: +4

+0 (Weapon

AC:

(Class Ability) used: (3/3 grit)

Skills:

Skill
Acrobatics 0
Appraise 0
Bluff 7
Climb 0
Craft (gunsmithing) 0
Handle Animal 7
Heal 0
Intimidate 8
Knowledge (engineering) 0
Knowledge (local) 7
Perception 5
Profession(sailor) 0
Ride 0
Sleight of hand 7
Survival 5
Swim 5

Class features, Feats, Traits, and Racial Traits:

Class feature:
Liquid Courage (Ex): At 2nd level, a buccaneer gains the ability to fortify her grit with strong drink. The act of drinking is a standard action that provokes attacks of opportunity, and each drink provides 1 grog point. Grog points can be used in place of grit points to fuel deeds or grit feats (including those requiring a minimum of 1 grit point to use). The buccaneer can gain a maximum number of grog points each day equal to her Constitution modifier (minimum 1), and they last for 1 hour or until used, whichever comes first. She gains a morale bonus on saves against fear and a dodge bonus to AC against attacks of opportunity equal to her current grog point total. This ability replaces the nimble ability.

Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.
Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. 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): Like the sea itself, a buccaneer is a force of nature. Instead of using her Wisdom modifier to determine the number of grit points she gains at the start of each day, she uses her Charisma modifier. This ability works in all other ways like the gunslinger's grit class feature.
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.

Seadog's Gait (Ex): At 1st level, the buccaneer gains Sea Legs as a bonus feat. If she spends 1 grit point, she can ignore difficult terrain until the end of her turn. This replaces the quick clear deed.

Daring Act: Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.

Feats:
Point-Blank Shot (Combat)

You are especially accurate when making ranged attacks against close targets.

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

Dodge (Combat)

Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.

Prerequisite: Dex 13.

Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Gunsmithing

You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM's discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day).

Crafting Ammunition: 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.

Traits:

Guild Affiliation: You are a member of one of the six main gun guilds that run Alkenstar and the Mana Wastes. Here are the mechanical bonuses/penalties assigned to each, for more information see spoiler below.
Greystone +1Cha(when displaying weapon) -10% cost of Greystone weapons, you may only buy Greystone Guns and Ammo. Other weapons maybe bought from any source.

Buccaneer's Blood:Benefit You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the Infamy system).

Spirits in the Stone (Human):Benefit Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.

Racial Traits:+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

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.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

AC, Saves, Attacks::

AC
(Armoured coat)AC: 17 = 10 + 4(Armour) +0(Shield) +2(Dex) +1(Dodge) +0(Natural);
(Armoured coat)Touch: 13 = 10 +2(Dex) +1(Dodge);
(Armoured coat)Flat: 14 = 10 + 4(Armour) +0(Shield) +0(Natural);

(leather)AC: 15 = 10 + 2(Armour) +0(Shield) +2(Dex) +1(Dodge) +0(Natural);
(leather)Touch: 13 = 10 +2(Dex) +1(Dodge);
(leather)Flat: 12 = 10 + 2(Armour) +0(Shield) +0(Natural);

Saves:
Fort: 5 = 3(base) + 2(CON);
Ref: 5 = 3(base) + 2(DEX); +1 against traps and natural disasters
Will: 1 = 0(base) + 1(WIS);

Attack:
Melee: 3 = 2(base) + 1(STR)
Range: 4 = 2(base) + 2(DEX)
CMB: 3 = 2(base) + 1(STR)
(Unarmoured)CMD: 15 =10 + 2(base) + 1(STR) + 2(DEX);
(Armoured)CMD: 15=10 + 2(base) + 1(STR) + 2(DEX);;

Spells:

Equipement:

Weapons:

Pistol: attack +5 Dmg:1d8+1 Crit:X4 range: 20ft Capacity: 1 (B or P)
28 doses and 60 bullets

(cold Iron) Cutlass attack +3 Dmg: 1d6+1 Crit:18-20/X2 (S)

(cold Iron) trident attack +3 Dmg: 1d8+1 Crit:X2 (P) Range(10ft)
Thrown trident attack +4 dmg:1d8+2

Armour
Armored coat (+4AC, MAXDEX 3, ACP:-2, medium, Arcane Fail 20%)
Leather(+2AC, MAXDEX 6, ACP:0, Light, Arcane Fail 10%)
Travelers cloths

Misc:
Adventure Gear:
Gunslingers Kit:
This includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith's kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin.
Wooden holy symbol (Gozreh)
Iron Holy symbol (gorum)
Flask (dragon punch whiskey)
waterproof bag
compass
spyglass

Magical:

Cash:
0 gp
5 sp
0 cp