The Cinderlander

Dusty Bligh's page

209 posts. Organized Play character for Cwethan.

Full Name

Nelly 'Dusty' Bligh


Human (Varisian)


Bolt Ace 5/Ranger 1 | HP 51/51 | AC 22, T 17, FF 15 CMD 23 | Fort +8, Ref +13, Will +5 | Init +8 | Perc +11 | Sense Motive +2 | Grit 1/2














Taldane, Varisian

Strength 10
Dexterity 21
Constitution 12
Intelligence 10
Wisdom 14
Charisma 7

About Dusty Bligh

Dusty looks like twelve miles of bad road with a nasty fall at the end. Everything but sinew seems to have been abraded or boiled away from his spare frame. The only thing that isn't covered in the dirt of the road is his carefully cleaned and tooled crossbow, Elizabeth.

HP 51
AC 22 (+5 armor, +6 Dex, +1 dodge)
CMD 23 (+6 BAB, +6 Dex, +1 dodge)

Fort +8 (+6 Base, +1 Con, +1 Res)
Ref +13 (+6 Base, +6 Dex, +1 Res)
Will +5(+1 Base, +2 Wis, +1 Trait, +1 Res)

Speed 30'
Initiative +8
BAB +6
CMB +6

Heavy Crossbow +13 1d10+7 19-20/x3
Full Attack +11/+11/+6

Acrobatics +14 (6 ranks +5 Dex +3 misc)
Climb +4 (1 rank, +3 misc)
Disable Device +16 (6 ranks +5 Dex +3 misc +1 trait, +2 circ.)
Intimidate +5 (4 ranks, -2 Cha, +3 misc)
Knowledge (planes) +4 (1 rank, +3 misc)
Perception +11 (6 ranks +2 Wis +3 misc)
Survival +11 (6 ranks +2 Wis +3 misc.) +1 when following tracks
Swim +4 (1 rank, +3 misc)
Wild Empathy -1 (1 level, -2 Cha)

Special Abilities:
Favored Class: Gunslinger +5 hp

Bonus Feat: Dusty gained one extra feat at 1st level.

Skilled: Dusty gains an additional skill rank at first level and one additional rank whenever he gains a level.

Crossbow Maven: Dusty is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of his choice.

Grit (Ex): Dusty makes his mark upon the world with daring deeds. At the start of each day, Dusty gains a number of grit points equal to his Wisdom modifier (2). His grit goes up or down throughout the day, but usually cannot go higher than his Wisdom modifier (2), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Crossbow: Each time Dusty confirms a critical hit with a crossbow attack while in the heat of combat, he 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 gunslinger's character level does not restore grit.

Killing Blow with a Crossbow: When Dusty reduces a creature to 0 or fewer hit points with a crossbow attack while in the heat of combat, he 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 gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds: Dusty spends grit points to accomplish deeds. Most deeds grant him some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as Dusty has at least 1 grit point.

Nimble: Dusty has a +1 dodge bonus to AC while wearing light or no armor.

Crossbow Training: Dusty gains a bonus on damage rolls equal to his Dexterity modifier with heavy crossbows. Furthermore, when he scores a critical hit with heavy crossbows, his critical modifier increases by 1.

Favored Enemy (Evil Outsiders +2): Dusty gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Evil Outsiders. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them.

Track: Dusty adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks (+1)

Wild Empathy: Dusty can improve the initial attitude of an animal. Dusty uses his Ranger level and his charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Sharp Shoot: Dusty 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).

Gunslinger's Dodge: Dusty has gained an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against Dusty, he can spend 1 grit point to move 5 feet as an immediate action; doing so grants Dusty a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, Dusty can drop prone to gain a +4 bonus to AC against the triggering attack. Dusty can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Vigilant Loading: As long as Dusty has at least 1 grit point, he does not provoke attacks of opportunity when loading a crossbow.

Shooter’s Resolve: Dusty 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.

Gunslinger Initiative: As long as Dusty has at least 1 grit point, he gains the following benefits. First, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the crossbow is not hidden, he can draw a single crossbow as part of the initiative check.

Pistol-Whip: Dusty can make a surprise melee attack with the butt or handle of his crossbow as a standard action. When he does, he 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 d10/x2 bludgeoning. If the attack hits, Dusty can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Point Blank Shot: Dusty gets a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: Dusty can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on his attack roll.

Rapid Reload (Light Crossbows): Dusty can reload Light Crossbows as a free action.

Rapid Shot

Crossbow Mastery

Vagabond Child:
Dusty grew up among the outcasts and outlaws, learning to forage and survive. Disable Device is always a class skill for him, and he gains a +1 trait bonus on checks with that skill

Indomitable Faith:
Dusty was born in an area where his faith wasn't popular, but he still has never abandoned it. His constant struggle to maintain his own faith has bolstered his drive. Dusty gains a +1 trait bonus on Will saves.

Mithral Shirt +1, +1 Heavy Crossbow, Sling, waterskin, a week's rations, bedroll, 2 flasks of acid, 3 torches, 28 bolts, Wayfinder, 20 Cold Iron Bolts, Masterwork Thieves' Tools, Wand of Cure Light Wounds (49), CoR +1, Belt of Dex +2

Inventory Tracking:
Current Gold: 1896 gp

Honor's Echo 500
Wounded Wisp 430
A Foul Breed 1486
What Lurks in the Woods 1586
The Festering Blot 1536
Gallows Bonus 3711
Testament of Souls 2307

Studded Leather 25
Wand of Cure Light Wounds 2PP (1)
Hunting Lodge 2PP (1)
Wayfinder 250 (1)
MW Thieves' Tools (1)
Mithral Shirt 1100 (3)
+1 Heavy Crossbow 2350 (7)
Belt of Dex +2 4000 (7)
Cloak of Resistance + 1(7)
Upgrade Mithral Shirt to +1 1000 (7)

Studded Leather (at level 1) 25
Bolt Ace Masterwork Crossbow 22

Prestige and Boons:
Prestige: 20/24

Explorer: Once per adventure before attempting an Acrobatics, Climb, Survival or Swim check, Dusty gains a circumstance bonus equal to 1 plus half of the number of goals he has completed (rounded down) when attempting the check (+4). He also halves his armor check penalty for the purpose of this skill check.

Guiding Compass: Dusty's wayfinder guides him to safety in all circumstances. If he fails a saving throw against an effect that allows additional saving throws to mitigate the effect, he gains a bonus on subsequent saves against such effects equal to 1 for every three goals he has completed (+2).

Prepared Agent: Dusty is more prepared for missions than most Pathfinders. When he attempts a Knowledge check as part of an adventure's mission briefing, he treats all Knowledge skills as trained. Once per adventure, he can add a bonus equal to half the number of goals he has completed to one Knowledge check or Diplomacy check to Gather Information (+1)

Expedition Coordinator (2/2): Dusty can forgo his Downtime to organize an expedition to a site he recently visited and discover things he missed before. Twice he may retroactively cause his table to succeed at the secondary success condition.

Knight of Taldor: Dusty successfully supported Remaio's bid to redeem the Alcasti name and restore his status in Taldan society. In recognition of his services to Taldor, Princess Eutropia herself made him a knight of Taldor. He gains a +1 bonus on Diplomacy checks when interacting with nobles in Taldor, and a +1 bonus on Intimidate when interacting with the common people in Taldor. After Dusty's considerable assistance, Remaio is in his debt. He gains a free courtier's outfit. Additionally, Remaio will help him prepare for one of Dusty's future missions. After rolling a Knowledge check at the beginning of an adventure, Dusty may call upon Remaio's contacts to gain a +5 bonus and treat the Knowledge skill as if he were trained in it. Alternatively, he may grant Remaio's bonus to another Pathfinder.

Impressive Find: A representative from the Pathfinder Society - an organization of archaeologists and explorers - heard of Dusty's discoveries in Taldor and its former colonies and invited him to join the Society as a field agent. Once he earns 12 or more Fame, his superiors will refund one spent Prestige Point to him.

Well-Earned Reward: Dusty restored Honaria's good name in Taldor. Remaio is extremely grateful and has offered to subsidize the cost of purchasing several items that Dusty found during his adventures. He may purchase a broken figurine of wondrous power (alabaster pegasus) and a wand of heightened awareness at a reduced price.

Explore, Report, Cooperate (1/1): Dusty has an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, he may consider whether a particular action would help realize the goals of the Pathfinder Society.

Prized Find: Dusty was instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If he would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, he may use this boon to remind his superiors of his past breakthroughs and earn the 1 Prestige Point as if he had successfully fulfilled the condition.

Hunting Lodge Membership

Apprentices Returned: Dusty defeated Gellion and rescued the apprentices he was holding prisoner. The masters of the apprentices that he rescued provided Dusty with handmade gifts from their businesses as a token of their appreciation:
Dependable Drummady’s: Drummady Laterna crafted Dusty a pair of sturdy, perfectly fitting shoes accented with precious metals worth 50 gp. When he would purchase magic item that occupies the feet slot, Dusty may apply enchantment directly to these shoes, reducing the price by the shoe’s value. These shoes count as jewelry for the purposes of accessorizing a courtier’s or noble’s outfit.
Gunty’s Hearty Breads (Rescued Noemi Tauralio): Gunty regularly sends you baskets of hearty bread that stay fresh across long journeys. Dusty begins each adventure with 4 trail rations. The bread hardens and becomes inedible after each adventure if it is not consumed.
Petrello’s Haberdashery (rescued Betrona Pindlion): Although Peterello Pindlion’s skills as a haberdasher leave something to be desired, he is skilled at picking outfits to accessorize. He gave Dusty a courtier’s outfit.
Pricknettle’s Potions and Poultices (rescued Gellion Vazarro) (1/1):Dusty may purchase one potion from Majara Pricknettle at a 10% discount.
Temple of Erastil (rescued Nolaria Wintren): The head priest Illdris Ruvarra gave Dusty a wand of cure light wounds made from an elk’s antler with 3 charges remaining. Additionally, Nolaria provides you with the
following benefits during the other chapters of Gallows of Madness. If Dusty plays “What Lurks in the Woods”, she gives you a map of the area around Saringallow that grants a +2 circumstance bonus on Survival checks during this adventure. She also warns you that she has seen fiendish goblins in the area, and provides you with information about these creatures as if you had rolled a 40 on your Knowledge check to identify them. If you play “Festering Blot” with this character, show this boon to your GM. Nolaria provides you with a rough description
of the layout of the areas labeled K1-K17 before you leave Saringallow in their direction.
Witch’s End Tavern (Rescued Morvinarr Albusin): The imposing proprietor Alcie Kruptin is slow to trust wanderers, but she believes that Dusty is worthy of trust. Over a hot meal, she lectured him with advice about how
to convince innkeepers that his presence is good for business. Whenever he pays for lodging for himself or his companion creatures, or other PCs pay for lodging while he is present, reduce the price by 50%. Only one
copy of this boon may apply at a time, even if multiple PCs have earned it.

Courageous Recruit: Dusty rescued Nixa Volsetti, a new recruit to Isger’s army, from Mezodarath’s prison. During “The Festering Blot,” he gains a +2 circumstance bonus on skill checks pertaining to searching or performing research in libraries. Additionally, Nixa provides you with one additional rumor about Saringallow.

Goblin Slayer (1/1): Dusty defeated the goblins who were terrorizing the Escoro family and other local shepherds. He may once use this boon to gain a +1 bonus on Bluff, Knowledge, Sense Motive, and Survival checks against creatures with the goblinoid subtype, as well as a +1 bonus on attack and damage rolls against them. If you have the favored enemy class feature and chose goblinoid as one of your favored enemies, increase your favored enemy bonus against goblinoids by +2 instead. Activating this boon is a free action, and these benefits last for 1 minute.

Repurposed Trap(2/2): On his way up to Highfort, Dusty encountered a trap made of bottled brown mold. He recovered some those jars for his own future use. So long as Dusty carries a jar with him, he gains the benefits of endure elements in hot environments and takes a –2 penalty on saving throws against environmental cold. Twice he may throw a jar at a square as a ranged splash attack roll against an AC of 5 (range increment 10 feet). When the jar hits the ground, it splits open, filling the square with brown mold. The mold deals 2d6 points of nonlethal cold damage per round to anyone it its square. Unlike typical brown mold, it does not expand when fire is nearby—the jarred samples have become somewhat sickly from their long confinement. After he throws a second jar, he marks off this boon..

Antidotes and Remedies: Among the poisonous plants in the Sarini garden, Dusty found four potent medicinal plants, each of which has a different effect. He collected a bundle of plants from each of these plants for future use. He may chew a bundle of plants as a standard action to produce one of the following effects (once each):
Heal d4+1 points of damage.
Gain a +2 alchemical bonus on Fortitude saves against disease for 1 hour.
Gain a +2 alchemical bonus on Fortitude saves against poison for 1 hour.
Gain a +2 alchemical bonus on Fortitude saves against effects that would nauseate or sicken her for 1 hour.

Bringing the Truth to Light (2/2): Dusty recovered records of the Sarini family's unspeakable deeds from the secret chambers below their manor. These documents provide Dusty with insights about the forces of Hell. Twice I may check off a box at the beginning of her turn to treat the DR of Devils as if it were 5 lower until the beginning of his next turn.

Savior of Saringallow

Friends in Saringallow (3/3) Dusty rescued both Nolaria Wintren and Nixa Volsetti from Wormgnash's minions. The cousins decided to provide him with assistance on his future adventures. In place of Dusty's action to do so he may ask for help from them. He may:
Ask Nixa to share her expertise (Knowledge [planes] +5)
Ask Nolaria to share her wisdom (Heal or Survival +6)
Ask Nolaria to cast bless (CL 3, concentration +5)
Ask Nolaria to cast cure light wounds (CL 3, concentration +5)
Ask Nixa to make a full attack against one of his foes (longsword +4 (d8+3/10-20), light shield +3 (d3+3)

Pushing Back the Abyss: Dusty stopped Wormgnash's plots, and, with the help of the town guard, eradicated the last traces of demon bile from Saringallow. His experiences in Saringallow have taught him to recognize signs of demonic influence. He gains a +2 circumstance bonus on Knowledge (planes) checks concerning demons, and may attempt such checks as though trained in the skill.

Celestial Lycanthropy (1/1): Dusty has received a blessing from the azata Luvyire that has imbued him with a spark of celestial energy, which will transform him into a celestial werewolf when the time is right. He can once gain a portion of that power, gaining resistance 5 to acid, cold, and electricity for 1 hour.

Grobaras's Gloryhounding: Dusty now owns a ribbon and a commemorative certificate for services to the city of Magnimar, both of which falsely claim that Lord-Mayor Grobaras hired him to assist the city.

Monument's Blessing (1): By sanctifying several of Magnimar's monuments, Dusty has created a small enduring link with sacred forces that give the city's monuments their power. He can once (successfully) gain one of the following benefits for 24 hours:
Battle of Charda: Practice weapon play for 10 minutes and succeed at a DC 20 Intimidate check to gain a +1 morale bonus on melee attacks.
Cenotaph: Pray for 10 minutes on behalf of lost spirits or the dead and succeed at a DC 15 Knowledge (religion) to gain a +1 morale bonus to Fort Saves
Founder's Flame: Meditate for 10 minutes before a flame and succeed at a DC 15 Spellcraft check to increase the DC of his fire spells by 1.
Mapstone: Study a map for 10 minutes and succeed at a DC 15 Knowledge (local) check to gain a +1 morale bonus on Will saves.
Mistress of Angels: Meditate with any object that reminds Dusty of the events of this Chronicle and succeed at DC 15 Knowledge (religion) to gain a +1 morale bonus to Initiative.

XP 15

Scenarios: Honor's Echo, The Wounded Wisp, A Foul Breed, What Lurks in the Woods, The Festering Blot, Gallows Bonus Chronicle, Testament of Souls

Basic Botting:
Dusty shoots whichever foes he has a clear shot on, prioritizing those that have already been hurt. If he has full grit he will use Sharp Shoot to target Touch unless that is patently foolish.