Dashki

Daryl Bohannon's page

103 posts. Alias of dain120475.


Full Name

Daryl Bohannon

Race

Human

Classes/Levels

Gunslinger (Bolt Ace)|HP 14 |AC 16/T 13/FF 14 | F+4/R+6/W+3 | CMB + 2 | CMD 15 |init + 3 | Perc + 6

Gender

Male

Age

24

Languages

Common, Elven

Occupation

Explorer

Strength 13
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 14
Charisma 13

About Daryl Bohannon

Saves:

Saves………..Class………Stat…….Misc…..Total
Fortitude:……2……………1……….1……….4
Reflex:………2……………3……….1……….6
Willpower:….0…………….2……….1……….3

Combat Bonuses:

Defense Bonuses
Armor Type AC Bonus
Dexterity Mod : 3
Misc. Modifier : 0
Flat Footed : 14
AC : 17
HP : 14 HP

Weapons/Damage
Weapon Attack Dam. Crit.
MW H. Crossb. +5 1d10 19-20
Rapier +2 1d6+1 18-20
Dagger +2 1d4+1 19-20
Machete +2 1d6+1 19-20

Traits:

1. Healthy – Campaign:

Benefit: You gain a +1 trait bonus on Fortitude saves, Swim checks to prevent nonlethal damage from fatigue after swimming for more than an hour at a time, and Constitution checks to prevent fatigue. In addition, you can hold your breath for a number of rounds equal to 3 times your Constitution score.

2. Alchemical Adept

Benefits: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don’t roll a natural 1, you don’t ruin any raw materials or have to pay that cost again.

3. Sea-Souled – Regional

Benefits: You receive a +1 trait bonus on Swim checks, and you can always take 10 while Swimming.

Feats:

1. Precise Shot:

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Racial Abilities:

You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (Nature) and Perception as Class Skills. Replaces Skilled.

Bonus Feat: Point Blank Shot


Class Description:

Class: Gunslinger
Archetype: Bolt Ace

Crossbow Maven

A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice.

This ability alters the gunslinger’s weapon proficiencies and replaces gunsmith.

Grit (Ex)
A bolt ace regains grit when she scores a critical hit or deals a killing blow with any kind of crossbow. This ability modifies the grit class feature.

Deeds
A bolt ace can perform the following deeds with a crossbow instead of a firearm: gunslinger initiative, pistol-whip, dead shot, targeting, bleeding wound, death’s shot, and stunning shot.

The bolt ace swaps the following deeds.

Sharp Shoot (Ex) At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed).

This deed replaces deadeye.

Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.

This deed replaces quick clear.

Skills:

Skill Name Total Rank Ability Mis
Acrobatics 3...............3
Appraise 1...............1
Bluff 1...............1
Craft: Alchemy 7.......1.......1.......3+2
Climb 5.......1.......1.......3
Craft: Weapons 5.......1.......1.......3
Diplomacy 1...............1
Disable Device 3...............3
Disguise 1...............1
Escape Artist 3...............3
Fly 0...............0
Handle Animal 1...............1
Heal 6........1......2.......3
Intimidate 1...............1
Know. Arcana
Know. Dungeon
Know. Engineer
Know. Geo.
Know. History
Know. Local
Know. Nature
Know. Nobility
Know. Planes
Know. Religion
Linguistics 1...............1
Perception 6.......1.......2.......3
Perform 1...............1
Prof.: 2...............2
Prof.:
Ride 3...............3
Sense Motive 2...............2
Sleight of Hand 3...............3
Spellcraft 0...............0
Stealth 3...............3
Survival 6.......1.......2.......3
Swim 6.......1.......1.......3+1
Use Magic Dev. 1...............1

Gear:

Carrying Capacity
Light: 50 lbs or less
Medium: 51-100 lbs
Heavy 101-150 lbs

Gear

On Person
Name Weight Cost
MW Heavy Crossbow 8 lbs X
Studded Leather Armor 20 lbs 25 Gold
Machete 2 lbs 4 Gold – Note; Gain a +1 to Survival to get along in the wild
Rapier 2 lbs 20 Gold
Dagger 1 lbs 2 Gold

28 lbs 46 gold

In Backpack
MW Survival Kit 5 lbs 50 Gold
Survival Kit
Portable Alchemist Lab 20 Lbs 75 Gold
Portable Alchemist Lab
Bedroll 5 lbs 1 Silver

30 lbs 125 Gold
In Satchel
Healers Kit 1 lbs 50 Gold
Healer’s Kit
6 days of rations 6 lbs 3 Gold

7 lbs 53 Gold
Total Weight 70 lbs 249 Gold and 1 Silver

NOTE: May elect to swap some gear out later depending on starting circumstances.

Backstory:

Daryl Bohannon was born near the city of Riddleport in Varisia. His father was a tanner and often took Daryl with him to hunt game in the surrounding wilds and it was during this time that Daryl learned the bow. However, given the proximity to Riddleport longbows had become consider to be a more quaint tool compared to an arbalest or crossbow, and that was what Daryl learned to use.

His father was not very successful at his job and took to drink and frequently beat both Daryl and his mother. When Daryl was nine years old his father assailed his mother so hard that he killed her while he was intoxicated. Witnessing this Daryl took his crossbow and shot his father in the back.

The wound did not kill his father, though it injured him badly, and the man retaliated against his son. However, during the fight Daryl took up a tanning knife and stabbed his father repeatedly before fleeing from the house.

With both of his parents dead he fled to the surrounding wilderness with nothing but a few odds and ends. He did what he could to survive in the forests surrounding Riddleport; hunting game when he could, and occasionally trying to burgle houses near the fringes in the city. By the time he was twelve years old he took to robbing local travelers who would infrequently travel the edges of the city.
During one of those robberies he held up a man named Phillipe Navarre, a native of Andoran. Navarre was a native of Andoran; a retired member of the Steel Falcons and a Priest of Erestil he was easily able to defend himself against the boy. However, after the fight he was uncertain what to do with Daryl and instead of punishing elected to do what he could to rehabilitate the boy and make him into something better, rather than a petty thief.

With this in mind he took Darryl with him to Magnimar, where he was to take up residence at one of the temples. Unbeknownst to Daryl, Navarre was very wealthy and soon had a rather large home where he raised the boy. Daryl accepted the guidance from his new foster father, though his own history had made it hard for him to trust or love someone; however, in time this changed and soon he saw Navarre as a true father.

For his part Navarre did what he could to teach the boy more skills than simple hunting or trapping (though by now Daryl was very skilled in such things). He hired private tutors for Daryl and taught him to read, write and other various skills that would become useful to the boy.

By the time Daryl was seventeen years of age he was versed in not only the bow, but he was also able to fence modestly well and had learned something of healing and the study of science. However, his experience with a more worldly education was sown and it was certain that – in time – he would be able to learn things with a rapid ease that surprised many of this tutors and pleased his adopted father.

As the two grow older Daryl grew to embrace his adopted father’s views on opinions on slavery and was happy to aid him in the subversion of the soldiery of Korvosa and through them Cheliax. These actions were rarely overt, but they were certainly elements of his life and ones he actively participated in.

During this time he took it upon himself to increase the actions against Korvosa and Cheliax; but his actions were not mere rabblerousing the streets. Instead he actively engaged in raids and forrays against Kovosan officials with strong ties to Cheliax on his frequent trips into the wilderness between the city-states and it was here that he honed his skills and ability to survive in the wild.

Navarre was extremely pleased with Daryl’s success, but he encouraged his adopted son to take his new skillset and apply to something more unique or grand than simply minor raids and skirmishes near to Magnimar. Heeding this advice Daryl searched for the opportunity to adhere to this idea and discovered a recruiter looking for skilled folk on a mission to colonize and explore new worlds.

The chance to explore new worlds was an idea that was very appealing to Daryl and he returned to Navarre and explained that he would be leaving for a time to search new lands and cultures. Receiving Nevarre’s blessing he took what gear he had and signed on to the ship and is now sailing to the colony of Azlant.

Possible Pic

Signature Item:

Description and Effect: The lenses of these brass goggles are made of special crystal. When placed over both eyes (both lenses must be worn for the magic to be effective), they enable the wearer to locate secret doors, traps, hidden treasure and similar related objects within a range of 30 feet. (Covering an area of one 10ft cube.) When searching an area in this way, the wearer is granted a +5 bonus to their Perception checks (modified as normal for conditions, no penalty is applied for distance). This ability can be used 3/day.

1. Increase critical threat range by one on primary weapon/masterwork heavy underwater crossbow (18-20)
2. Whenever the wearer scores a critical hit with their primary ranged weapon, they may roll the attack’s damage dice twice and take the higher result. This ability can be used 3/day.

Game Started: Pharast 12th - Oathday

Golarion Month……………... Gregorian Month… Days in Month…Season

Abadius (ah-BAY-dee-us)..... (January)……………...31 days…………...Winter
Calistril (KAHL-izz-trihl)........ (February)…………...28 days…………..Winter
Pharast (fah-RAHST)……....... (March)……………......31 days………….Spring
Gozran (GOHZ-ran)…….......… (April)……………......30 days…………Spring
Desnus (DEZ-nuhs)…….….... (May)………………......31 days…………Spring
Sarenith (sa-REHN-ihth)…... (June)………………......30 days………….Summer
Erastus (eh-RAS-tuhs)……... (July)………………......31 days………….Summer
Arodus (AIR-oh-duhs)……..... (August)……………...31 days………….Summer
Rova (ROH-va)………………...... (September)………..30 days…………...Fall
Lamashan (lah-MAHSH-ahn)..(October)…………..31 days…………....Fall
Neth (NEHTH)………………….... (November)……….....30 days…………..Fall
Kuthona (koo-THOH-nah)…….(December)………...31 days…………...Winter