Bather

Duke Deluca's page

16 posts. Alias of GenThunderfist.


Full Name

Duke Deluca

Race

HP: 33/33, AC: 19_ T: 15 _ FF: 14 _ Perception +9, Initiative: +4, Fort +5 _ Ref +7 _ Will +4 (+5 vs. fear), CMB: +4, CMD: 19, Speed: 30

Classes/Levels

Acro +8, App+1, Bluff +1, Climb +5, Craft (A) +5, Diplo +1, Disguise +1, Escape +4, Fly +4, Handle A +1, Heal +3, Intimid +1, Know (D, E, L) +5, Per(S) +2, Prof (S) +8, Ride +4, Sense +3, Sleight +8, Stealth +4, Survive +8, Swim +1

Gender

Male

Size

Medium; 6'

Age

27

Alignment

Chaotic Good

Location

Pandora

Languages

Common

Occupation

Bodyguard

Strength 12
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 16
Charisma 12

About Duke Deluca

Character Sheet (Gunslinger {Bolt Ace} 3 / Fighter {Brawler} 3):

HP: 33
AC: 19; Touch 15; Flat-footed 14
Saves: Fort 5; Ref 7; Will 4
BAB: +3
CMB: +4
CMD: 19
Speed:30ft.

Traits
Never Stop Shooting - At 0 HP or lower act as Disabled rather than dying as the Diehard feat. May only make actions to draw a firearm, reload a firearm, or attack with a firearm.
Indomidable Faith - +1 to Will Saves
Explosive Expert - +2 on Acrobatics, gain Evasion against own explosions

Abilities
Grit [3] - regain grit when confirming a critical hit or dealing the killing blow with any crossbow
Deeds -
- Sharp Shoot - spend 1 grit point to resolve a ranged attack against touch AC within 1 range increment.
- Vigilant Loading - as long as 1 grit point remains in pool, reloading does not provoke attacks of opportunity
- Shooters Resolve - spend a grit point in order to ignore the effects of concerns and cover on an attack.
- Gunslinger Dodge - when a ranged attack is made against spend a grit point to move 5 ft. As an immediate action that provokes AoO. Doings so grants a +2 to AC against the attack. Optionally may fall prone and gain +4 to AC against the attack.
- Gunslinger Initiative - as long as there is at least 1 grit point in your pool gain +2 to Initiative. If you have the Quickdraw feat and your hands are free and clear, may draw a single firearm as part of initiative.
- Pistol Whip - spend a grit point in order to make a standard attack using the butt or handle of the firearm. One handed do 1d6 B damage, 2 handed do 1d10 B damage; both add the attack and damage bonuses equal to the enhancement bonus on the weapon. If the attack hits may make a combat maneuver to knock the target prone as a free action.
Nimble - gain +1 dodge bonus to AC. This bonus is denied if Dex bonus is denied.
Bravery - gain +1 to Will saves against fear
Close Control - gain +1 to bullrush, drag, and reposition cm checks. Gain +1 to CMD against those maneuvers.
Close Combat - gain + 1 to attack rolls and +3 to damage rolls for weapons in the close combat weapon group.

Feats
[GS 1]Gunsmithing - may craft firearms and ammunition
[F 1]Weapon Finesse - may use Dex bonus instead of Str. to hit with light one handed weapons
[H 1]]Rapid Reload (Light Crossbow) - Reload light crossbow as a free action
[1st]Point Blank Shot - +1 to hit and damage within 30ft.
[F 2]Rapid Shot - when making a full attack action gain an extra ranged attack. All rolls are made at -2
[3rd]Pirhana Strike - give up -1 to hit and gain +2 damage in melee

Equipment
Traveler's Outfit
Mithral Chainshirt [+4 / +6 / -0 / 10% / 30ft.]
Masterwork Cestus [1d4 / 19-20 / x2 / B or P]
Masterwork Light Crossbow [1d8 / 19-20 / x2 / 80ft.]
Bolts [50]

Gear
Alchemists kit
Fire Resistant Boots
Iron Vial [10]
Poiton of Cure Light Wounds [3]
Tape-Deck with Headphones

GP: 39

Skill [*Denotes Class Skills]
*Acrobatics: +8 (1 Rank, +3 CS, +4 Dex)
Appraise: +1 (+1 Int)
*Bluff: +1 (+1 Cha)
*Climb: +5 (1 Rank, +3 CS, +1 Str)
*Craft(alchemy): 5 (1 Rank, +3 CS, +1 Int)
Diplomacy: +1 (+1 Cha)
Disable Device: 0 (Trained Only)
Disguise: +1 (+1 Cha)
Escape Artist: +4 (+4 Dex)
Fly: +4 (+4 Dex)
*Handle Animal: +1 (+1 Cha)
*Heal: +3 (+3 Wis)
*Intimidate: +1 (+1 Cha)
*Knowledge (Dungeoneering): 5 (1 Rank, +3 CS, +1 Int)
*Knowledge (Engineering): 5 (1 Rank, +3 CS, +1 Int)
*Knowledge (Local): 5 (1 Rank, +3 CS, +1 Int)
Linguistics: 0 (Trained only)
*Perception: 9 (3 Ranks, +3 CS, +3 Wis)
Perform(sing): +2 (1 Rank, +1 Cha)
*Profession(Soldier): 8 (2 Ranks, +3 CS, +3 Wis)
*Ride: +4 (+4 Dex)
Sense Motive: +3 (+3 Wis)
*Sleight of Hand: 8 (1 Rank, +3 CS, +4 Dex)
Spellcraft: 0 (Tained Only)
Stealth: +4 (+4 Dex)
*Survival: 8 (2 Ranks, +3 CS, +3 Wis)
*Swim: +1 (+1 Str)
Use Magic Device: 0 (Trained Only)

Backstory:

Act 1: In which Duke does Good [Warning Link Explicit]

Duke Deluca was a Corpral of the Crimson Lance forces and part of the 572nd Armored Lance Divison "'Eavy Metal" where se was attached to an Armored Ballista christened "Headbanger" as a marksman. His military track record was exemplary and most of his superiours felt Duke to be on the fast track to become and Officer. He was notable for his excellent sense of loyalty and devotion and the team on the Headbanger was pulling off impressive feats of ingenuity and showing wonderful dedication to their missions. Duke's team was one of the centerpeices of Commanding General Ossymandius' army. Due to the overall success of the 572nd and, by extention, General Ossymandius it lead to rampant jealousy among the various higher ups of the Crimson Lance, but none moreso than Ossymandius' Second-in-Command - Colonel Roy Lionheart

Act 2: In which there is a Schisim and Duke misses his Friends - and some other cooler stuff happens in the background that isn't important to Duke or his story so it doesn't really get explained. It would be cooler as a movie.

Soon enough Colonel Lionheart had amassed a small army of his own through ingenious political maneavering and puppeteering. Much of the 572nd had been split, with some following Lionheart and his promises of Glory, while others staunchly supported Ossymandius and his great empire. When the two feirce competitors came to clash, it was the men under them who suffered the most. In the largest battle, the Great Schisim, brother faught brother and blood wept from both sides. Unfortunatley, both men were great leaders and strategists so the battle raged on for months, quickly becoming a war of attrition. Duke and his team faught valiantly, shooting until they had run out of bolts and then fighting on until their blades had dulled and their armor had broken. Ossymandius was losing the battle, if even slightly, and in that moment of weakness Lionheart was able to swoop in and scavenge what few men the older General still had left. Duke watched as his team defected, his friends and commrades leaving him behind as he faught on - now woefully outnumbered. The 572nd was crushed, defeated by their own men now under the banner of the Lion's Glory, Duke barley made it out alive - only sustaining minor wounds that would come to heal in the coming days. With his friends all but gone, and the general he once respected a broken husk of a man, Duke took his chance and left the Crimson Lance on Medical Discharge.

Act 3: Always Bet on Duke

Duke Deluca took his skills elsewhere, quickly learning that Medical Discharge doesn't exactly pay the bills. He knew he wasn't suited for a life of a desk jocky and so turned to being muscle for hire. Mostly he was highered as a body guard of sorts, since people always seemed to feel threatened these days. Once in a while he found a job as security for events or items - which were the jobs he liked best. Most recently Duke took a job aboard a small ship bound for the fringe world Pandora. The flyer was a bit unclear but it seemed he was either protecting a specimen contained onboard or protecting passangers FROM the specimen; it really didn't matter, he just needed to get to Pandora in a timely and hopefully free manner. Duke just spent the last of his quickly dwindling retirement fund on expensive tickets to see the Bad Bandit Boys and their debut live show "Rip Tear Maim". As far as he's concerned this was the best deal yet, an all expense paid flight along with some spending cash on arrival; sure it may be some po'-dunk fringe world but what's the worst that could happen, the ship crashes and leaves him stranded with no possible way to return with almost no cash and just the clothes on his back? Duke's willing to roll the dice on those odds.

Description:

Duke is a tall, lanky man with long black hair and dull green eyes. He mostly keeps his hair tied back and out of his eyes so that he can see better. He wears his old Crimson Lance armor, although with a fresh coat of paint and primer so that the logo could be changed - currently it's of a large hand holding up only it's index and pinkie finger. The logo is sprayed across a larger Paldron on his left shoulder, a sign that he is some form of marksman form his military days. Slung across his back is a large black case, and on the small of his back is a small quiver of bolts. His right hand his gloved in a wicked looking gauntlet. He keeps a studded belt on, and under the light combat boots and kneepads it looks as though he wears sort of denim. Underneath his armor is a simple black T-Shirt with an old Band logo on it - mostly faded.