Yalonde, Pirate Queen's page

4 posts. Organized Play character for arcaneArtist.

Full Name

Yalonde Caldori




Gunslinger/5 Sorcerer (Abyssal)/2










Common, Infernal, Abyssal

Strength 12
Dexterity 19
Constitution 14
Intelligence 12
Wisdom 10
Charisma 11

About Yalonde, Pirate Queen

Yalonde's Stats:


Female Tiefling gunslinger 5 / sorcerer 2

CN medium outsider (native)

Init +4; Senses Darkvision (60 ft.), Perception +4,

Languages Abyssal, Common, Infernal

AC 21, touch 14, flat-footed 17

hp 59 (7HD)

Fort +6, Ref +8, Will +5

Resistances Cold 5, Electricity 5, Fire 5,

Speed 30 ft. (6 squares)

Ranged musket +10/+5 (1d12/x4), within 30 ft. +11/+6 (1d12+1)

Melee claw +7/+7 (1d4+1)

Melee masterwork rapier (cold iron) +8/+3 (1d6+1/18-20)

Face 5 ft. Reach 5 ft.

Base Atk +6; CMB +7; CMD 21

Known Sorcerer Spells (CL 2nd):
1st (4/day) - burning hands (DC 11) , summon monster i
0th (at will) - acid splash , flare (DC 10) , light , read magic (DC ) , spark (DC 10)
Innate Spell-Like Abilities: darkness ( 1/day)

Abilities Str 12, Dex 19, Con 14, Int 12, Wis 10, Cha 11

Special Qualities Abyssal Bloodline, Beguiling Liar, Bloodline Arcana, Cantrips, Gunsmith, Bonus Feats, Gun Training, Deeds, Deadeye, Focused Aim, Gunslinger's Dodge, Gunslinger Initiative, Pistol-Whip, Utility Shot, Claws, Darkvision, Fiendish Language, Fiendish Resistance, Fiendish Sorcery, Grit, Heroes of Magnimar, Lucky, Resisting the Gossamer King, Spell-Like Ability, Stranger's Fortune, Unidentified Ungent Unidentified Ungent:Short lived mutation for 1d4+3 rounds (see text; PFS Thornkeep The Forgotten Laboratory).,
Feats Arcane Strike, Armor Proficiency, Light, Eschew Materials, Exotic Weapon Proficiency (Firearms), Gunsmithing, Martial Weapon Proficiency, Point-Blank Shot, Precise Shot, Rapid Reload (Musket), Simple Weapon Proficiency, Weapon Focus (Musket)
Skills Acrobatics +8, Appraise +1, Bluff +5, Climb +1, Craft (Alchemy) +5, Craft (Untrained) +1, Diplomacy +1, Diplomacy (Gather Information) +3, Escape Artist +5, Fly +4, Handle Animal +4, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +2, Knowledge (Engineering) +5, Knowledge (History) +2, Knowledge (Local) +6, Knowledge (Nature) +2, Knowledge (Nobility) +2, Knowledge (Planes) +5, Knowledge (Religion) +3, Perception +4, Profession (Gambler) +5, Ride +4, Sense Motive +1, Sleight of Hand +8, Stealth +4, Swim +6, Use Magic Device +7,
Possessions amulet of natural armor +1; chain shirt +2 (mithral); alchemical cartridge (paper/bullet) (x10); masterwork rapier (cold iron); Musket ; Abyssal Bloodline Some time ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong, calling on you to bring ruin to those around you.
Beguiling Liar Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait replaces skilled.
Bloodline Arcana Whenever you cast a spell of the summoning subschool, the creature summoned gain DR 1/good. This does not stack with any DR the creature might have.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
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.
Bonus Feats At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.
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.
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting 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.
A mysterious stranger swaps a pair of deeds for the following - Focused Aim, Clipping Shot.
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. This deed replaces the quick clear 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.
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 twohanded 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
Claws (Su) You can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. You can use your claws 3 rounds per day. These rounds do not need to be consecutive.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Eschew Materials
Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Grit (Ex) 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.
Heroes of Magnimar Thanks to your actions in Ravenmoor, and the protection of Magnimar's interest in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.
I Know a Guy (Sczarni Faction) The Sczarni are often related to each other, and no matter how distant the kinship, you know that you can rely upon your extended family for information. You gain a +2 trait bonus on Diplomacy checks made to gather information and a +1 trait bonus on Knowledge (local) skill checks.
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.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.
Resisting the Gossamer King Your body was subject to a barrage of poisons and diseases in Ravenmoor. You had to either fight through those debilitating effects coursing through your veins or die. As a result your body has toughened, and you have gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against poisons and diseases.
River Rat (marsh or river) You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Spell-Like Ability (Sp) Tieflings can use darkness 1/day as a spell-like ability.
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.