Summoner

Del Drinnar's page

627 posts. Alias of John Hathaway.


Classes/Levels

retired (arc completed)

About Del Drinnar

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'Del' Drinnar
DELL DRIN-ar
Half-orc (humanoid; orc)
Gunslinger (Bolt Ace) 7 / Horizon Walker 3
Ht: 6'1" // Wt: 206 lbs // Age: 59
Favored Class: Gunslinger (+1 skill point)
Alignment: Chaotic Good
Languages: Common, Orc, Giant, Skald
Senses: Darkvision

==============STATS=============
Str: 8 (-1) // Dex: 14 (+2) // Con: 7 (-2)
Int: 14 (+2) // Wis: 16 (+3) // Cha: 18 (+4)
================================

Base Stats (20 pt buy):

Str 11 (1 pts)
Dex 15 (7 pts)
Con 10 (0 pts)
Int 12 (2 pts)
Wis 14 (5 pts)
Cha 14 (5 pts)
+2 Cha (lvl 1), +1 Dex (lvl 4), +1 Dex (lvl 8), -3 Str (old), -3 Dex (old), -3 Con (old), +2 Int (old), +2 Wis (old), +2 Cha (old)

Combat Info
HP: 40 (10)+(1/2HD+1 + Con mod) - 2*HD (Con penalty from old age)
BAB: +10
CMB: +9
CMD: 21
Initiative: +4 (+2 dex, +2 deed)
Speed: 30

AC: 18 (14 T / 14 FF) (+4 armor, +2 dex, +2 nimble)
Fort: +7 (7 base - 2 con +1 luck +1 enhancement)
Ref: +10 (6 base + 2 dex +1 luck +1 enhancement)
Will: +8 (3 base + 3 wis +1 luck +1 enhancement)

Equipment
Coins: 363gp 7sp 5cp
+1 light crossbow (Ruby)
bolts, crossbow (40)
bolts, cold iron crossbow (20)
hand crossbow (Jasper)
hand crossbow, masterwork (Jade)
bolts, hand crossbow (40)
bolts, cold iron hand crossbow (20)
+1 dagger (belonged to Jairess)
dagger
chain shirt, mwk
backpack
bedroll
blanket, winter
candle (5)
cloak of resistance +1
amulet of hexed healing
hammer
lantern, hooded
oil (5)
pouch, belt (4)
pot, iron
rope, silk (50 ft)
shovel
signal whisle
tent
waterskin (2)
cold-weather outfit

Consumables
flashpowder (1)
smoke pellet (2)
smoke sticks (2)
thunderstone (3)
tangle bolts (3)
tracer bolts (5)

starting gear:

light crossbow, masterwork ... 335gp
bolts, crossbow (40) ... 4gp
bolts, cold iron crossbow (20) ... 4gp
hand crossbow ... 100gp
bolts, hand crossbow (40) ... 4gp
bolts, cold iron hand crossbow (20) ... 4gp
dagger ... 2gp
chain shirt, mwk ... 250gp
backpack ... 2gp
bedroll ... 1sp
blanket, winter ... 5sp
candle (5) ... 5cp
hammer ... 5sp
lantern, hooded ... 7gp
oil (5) ... 5sp
pouch, belt (4) ... 4gp
pot, iron ... 8sp
rope, silk (50 ft) ... 10gp
shovel ... 2gp
signal whisle ... 8sp
tent ... 10gp
waterskin (2) ... 2gp
potion of cure light wounds ... 50gp
potion of feather fall ... 50gp

cold-weather outfit ... free

Starting Gold: 1000gp
Spent: 843.25gp
Remaining: 156.75gp

Class Abilities:

Weapon and Armor Proficiency: Bolt Aces are proficient with all simple and martial weapons, and with all crossbows. They are proficient with all light armor.

Rapid Reload: At 1st level, a bolt ace gains Rapid Reload as a bonus feat. This replaces Gunsmith.

Grit: Grit is a fluctuating measure of a bolt ace's ability to perform amazing actions in combat. At the start of each day, a bolt ace gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A bolt ace spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Crossbow: Each time the bolt ace confirms a critical hit with a crosbow 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 bolt ace's character level does not restore grit.

Killing Blow with a Crosbow: When the bolt ace reduces a creature to 0 or fewer hit points with a crossbow 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 bolt ace's character level to 0 or fewer hit points does not restore any grit.

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 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.

Gunslinger Initiative (Ex): At 3rd level, as long as the bolt ace 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 crossbow is not hidden, she can draw a single crossbow as part of the initiative check.

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

Shooter's Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot. This deed replaces utility shot.

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.

Distracting Shot: At 7th level, a bolt ace can spend 1 grit point and choose to miss a target that she could normally attack within her range with a crossbow attack. When she does, the target loses its Dexterity bonus to AC (if any) for 1 round. This deed replaces startling shot.

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.

    Nimble (Ex): Starting at 2nd level, a bolt ace gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the bolt ace to lose her Dexterity bonus to AC also causes the bolt ace to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

    Crossbow Training (Ex) (Light Crossbow): Starting at 5th level, a bolt ace can select one specific type of crossbow, such as hand crossbow or heavy crossbow. She gains a bonus on damage rolls equal to her Dexterity modifier with that crossbow. Furthermore, when she scores a critical hit with that type of crossbow, her critical modifier increases by 1 (×2 becomes ×3, for example).

    Every 4 levels thereafter, she can pick a different type of crossbow, gaining the bonus damage and increased critical multiplier with that type of crossbow as well. This ability replaces gun training.

    Favored Terrain (Ex): At 1st level, a horizon walker may select a favored terrain from the ranger Favored Terrains table (Pathfinder RPG Core Rulebook 65). This works exactly like the ranger favored terrain ability. The horizon walker gains an additional favored terrain at 2nd, 4th, 5th, 7th, 8th and 10th level, and he can increase the bonus from an existing favored terrain as described in the ranger ability. If the horizon walker has abilities from other classes that only work in a favored terrain (such as a ranger's camouflage and hide in plain sight abilities), those abilities work in favored terrains selected as a horizon walker.

    The horizon walker gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A horizon walker traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

    Terrain Mastery: At 2nd level, a horizon walker selects a favored terrain to master. When within this terrain the horizon walker may, as a move action, grant a +2 bonus on Climb, Stealth, Perception and Survival checks made by all allies within 30 feet who can see and hear him. This bonus lasts for a number of rounds equal to the horizon walker's Wisdom modifier (minimum 1). The character masters one additional terrain at 4th, 6th, and 8th levels.

    Terrain Dominance: At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures.This bonus overlaps (does not stack with) bonuses gained when fighting a favored enemy.

    Cold: The horizon walker gains cold resistance 20 (this replaces the character's cold resistance from mastery of the cold terrain) and a +1 competence bonus on all attack and damage rolls against creatures of the cold subtype.

  • Traits, Feats, and Skills
    Traits: Restless Wayfarer (campaign), Friend in Every Town (social)
    Feats: Persuasive (Lvl 1), Rapid Reload (Gun 1), Point Blank Shot (Lvl 3), Precise Shot (Gun 4), Deadly Aim (Lvl 5), Endurance (Lvl 7)
    Racial Traits: darkvision, orc blood, rock climber, sacred tatoo, weapon familiarity

    Detailed Racial Traits:

    Darkvision: Half-orcs can see in the dark up to 60 feet.

    Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

    Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.

    Sacred Tatoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. (Desna's symbol tatooed over his heart)

    Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.

    Detailed Traits:

    Restless Wayfarer (campaign):
    You have long led a nomadic life— perhaps because your parents were travelers (whether roaming Varisian caravaneers or traveling merchants who traded far and wide), you belonged to a nomadic tribe, or you ran away from home to discover the world at a young age. Some call it wanderlust, but to you the thought of new places and experiences is truly what makes life worth living, and no region catches your imagination like the windswept wilderness of the North. You are used to getting along in unfamiliar lands and interacting with interesting new people. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (local) checks, and one of these skills (geography) is a class skill for you. You can also speak one additional language (this does not count toward your number of languages).

    Friend in Every Town: You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (Diplomacy) is always a class skill for you.

    Detailed Feats:

    Persuasive (Prereqs: n/a)
    Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

    Rapid Reload (Light Crossbow) (Prereqs: waived)
    Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

    If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

    Point Blank Shot (Prereqs: n/a)
    Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

    Precise Shot (Prereqs: point-blank 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.

    Deadly Aim (Prereqs: Dex 13, BAB +1)
    Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

    Endurance (Prereqs: none)
    Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
    You may sleep in light or medium armor without becoming fatigued.

    Clustered Shots (Prereqs: point blank shot, precise shot, BAB +6)
    Benefit: When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction.

    Detailed Skills:

    Skill Points/ GS level: 6 = 4(class) + 1(int) + 1(fc)
    Skill Points/ HW level: 7 = 6(class) + 1(int)
    class skill // Armor Check Penalty = 1 // Total Ranks: 56

    Acrobatics: +15 = +10(ranks) +3(trained) +2(dex) +1(racial) -1(ACP)
    Appraise: +2 = +0(ranks) +2(int)
    Bluff: +17 = +10(ranks) +3(trained) +4(cha)
    Climb: -1 = +0(ranks) -1 (str) +1(racial) -1(ACP)
    Craft (): +2 = +0(ranks) +2(int)
    Diplomacy: +22 = +10(ranks) +3(trained) +4(cha) +4 (feat) +1(trait)
    Disable Device: +2 = +0(ranks) +2(dex)
    Disguise: +4 = +0(ranks) +4(cha)
    Escape Artist: +3 = +2(ranks) +2(dex) -1(ACP)
    Fly: +1 = +0(ranks) +2(dex) -1(ACP)
    Handle Animal: +3 = +0(ranks) +3(wis)
    Heal: +3 = +0(ranks) +3(wis)
    Intimidate: +12 = +3(ranks) +3(trained) +4(cha) +2(feat)
    Knowledge (arcana): +2 = +0(ranks) +2(int)
    Knowledge (dungeoneering): +2 = +0(ranks) +2(int)
    Knowledge (engineering): +6 = +1(ranks) +3(trained) +2(int)
    Knowledge (geography): +14 = +8(ranks) +3(trained) +2(int) +1(trait)
    Knowledge (history): +2 = +0(ranks) +2(int)
    Knowledge (local): +7 = +1(ranks) +3(trained) +2(int) +1(trait)
    Knowledge (nature): +6 = +1(ranks) +3(trained) +2(int)
    Knowledge (nobility): +2 = +0(ranks) +2(int)
    Knowledge (planes): +2 = +0(ranks) +2(int)
    Knowledge (religion): +2 = +0(ranks) +2(int)
    Linguistics: +2 = +0(ranks) +2(int)
    Perception: +16 = +10(ranks) +3(trained) +3(wis)
    Perform (): +4 = +0(ranks) +4(cha)
    Profession: +3 = +0(ranks) +3(wis)
    Ride: +4 = +0(ranks) +4(dex) -1(ACP)
    Sense Motive: +3 = +0(ranks) +3(wis)
    Sleight of Hand: +9 = +4(ranks) +3(trained) +2(dex)
    Spellcraft: +2 = +0(ranks) +2(int)
    Stealth: +9 = +5(ranks) =3(trained) +2(dex) -1(ACP)
    Survival: +7 = +1(ranks) +3(trained) +3(wis)
    Swim: -2 = +0(ranks) -1(str) -1(ACP)
    Use Magic Device: +4 = +0(ranks) +4(cha)

    Background:
    Del Drinnar hails from a rather large family of merchants, himself being the youngest amongst seven other siblings. He spent most of his youthful years traveling with his family's wagons, moving from city to city, from trading post to trading post. They never lingered too long in any one town or place, often time setting back out on the road within a week of their initial arrival. Growing up on the road in this manner has instilled within Del a strong sense of wanderlust accompanied by a palpable discomfort if he remains in one place too long. This isn't what his parents wanted for him, hopeful as they were Del would make a name for himself in their home city. Originally from Oppara, his parents named him after their favorite opera singer whom they hoped their youngest would take after, but neither the name nor the settled and stable lifestyle were ever things the young half orc cared for at all. In fact, he grew to hate his name so much that few now even know it. Mostly simply know him by the name he took for himself years ago, "Del".

    Still, even without knowing his birth name, there are a number of people he's left in his wake that are profoundly unhappy with him since he broke away from the family business. Chiefest among them is Haladrin Jayne, a rather unscrupulous fellow who feels Del owes him a rather significant debt. Having ruined one of Jayne's eyes as their first meeting turned sour, the half orc quietly excused himself from the man's establishment after, Jayne's prized crossbow in hand. He'd had some luck up north during his last stint with his family's work up in Irrisen and he hoped to lay low there until Jayne's temper cooled down and he called off his dogs.

    Sadly for Del, Jayne wasn't so quick to forgive or forget. Word of the bounty on Del's head spread quite far and the half-orc found himself essentially stranded in Irrisen. Wandering the country and looking for a means to find his way to warmer climes, he passed through the simple town of Waldsby. While there, he taught a few of the guards from the Pale Tower a lesson in humility over a few not-entirely-fair games of cards. With the coin he fleeced from the guards, Del thought he might be able to buy himself passage to Varisia, but he lingered in Waldsby for just a day too long.

    The master of the Pale Tower, Nazhena, took great umbridge at the mistreatment and disrespect shown to her soldiers. She sent men to Waldsby and, a short time later, Del found himself being clapped in irons and hauled off to the tower for Nazhena's judgment. His reckoning before the White Witch of the Pale Tower was not immediate though, and the man has spent quite some time now in his frosty cell waiting for the proverbial other shoe to drop.

    Personality/Mannerisms:
    Del is a charming man with a quick and endearing smile. Wry and humorous even when cornered, the man much prefers to resolve his many varied conflicts and disagreements with words rather than violence. Lacking much of the girth most half-orcs enjoy, a simple glance at Del's willowy frame suggests why: it's obvious he wouldn't be able to hold his own for very long in a fight.

    Still, the brash rake isn't entirely defenseless, and he's grown rather comfortable and proficient with various crossbows during the course of his travels and escapades. While his older siblings would chide him about a crossbow being a coward's weapon, Del could only ever grin and offer a bemused shrug in reply.

    Now well into his third decade, Del is a man who is quick to laugh and spin a tale. He has the uncanny ability to make anyone he talks to feel like an old friend, even after having only just met. It's served him well over the years, and it's a talent he's long since learned how to leverage, but he's yet to master his boastful pride or his tongue's penchant for making grandiose oaths and impossible promises. Still, despite his ego and flamboyant nature, Del's a good man at heart and he's not one to stand for brazen injustices if he can help it.

    Progression:
    Bolt Ace straight on through and through in all likelihood.
    Notable Feats to pick up: Precise Shot, Deadly Aim, Clustered Shots, Improved Crit, Impact Critical Shot

    Macros:

    [dice=Ruby]1d20+13[/dice][dice=for]1d8+3[/dice]
    [dice=Ruby (deadly aim)]1d20+11[/dice][dice=for]1d8+7[/dice]
    [dice=Jade]1d20+13[/dice][dice=for]1d4[/dice]
    [dice=Jasper]1d20+12[/dice][dice=for]1d4[/dice]

    [spoiler=Status]
    HP: 40/40
    Cold Resist: 20
    AC: 18 (14 T / 14 FF)
    CMD: 21
    F/R/W: +7/+10/+8
    Grit remaining: 3/3
    Healing Amulet charges remaining: 3/3
    Regular bolts remaining: 36/80
    Cold Iron bolts: 26/40
    [i]tangle bolts[/i]: 2
    [i]tracer bolts[/i]: 4

    Ongoing Effects
    [i]Vigilant Loading[/i]
    [i]Gunslinger Initiative[/i]
    [i]Favored Terrain (cold)[/i]: +4 bonus on initiative, Knowledge (geo), Perception, Stealth, & Survival
    [i]Favored Terrain (urban)[/i]: +2 bonus on initiative, Knowledge (geo), Perception, Stealth, & Survival[/spoiler]
    Target Native to Cold Terrain: +4/+4

    Amulet of Hexed Healing:

    This is an Amulet of Hexed Healing
    This amulet has three charges that refresh each day at dawn. Expending a charge is a standard action and allows the wearer to bestow the benefit of healing according to the table below;
    1 charge = 2d6+1 points of damage
    2 charges = 3d6+3 points of damage
    3 charges = 4d6+5 points of damage