Worshipper of Cayden Cailean

Effie Gee's page

126 posts. Organized Play character for supervillan.


Full Name

Effie Gee

Race

Ifrit

Classes/Levels

LG Gunslinger (Mysterious Stranger) 1 / Bard (Juggler) 1 | AC 18 T 13 FF 15 | HP 18/18 | F +3 R +7 W +1 (+1 vs charm or compulsion) | CMB+0, CMD 13 | Init +7 | Perc +3 darkvision 60' | SM -1 | Grit 4/4 | Spells (-, 2/2)

Gender

Female

Size

M

Alignment

LG

Languages

common, ignan

Strength 8
Dexterity 17
Constitution 12
Intelligence 10
Wisdom 8
Charisma 19

About Effie Gee

"Sharpest shot in all Varisia!"

BOT ME:
Tactics:Effie is a ranged combatant. Melee is bad. Go first, and shoot the thing dead before it closes with you. Melee is for emergencies, like when your gun misfires in combat. (Even then, if you can throw a dagger or grenade without hurting allies do that instead). She will use her gandasa if pressed into melee.

Effie will begin most combats by starting a performance (comedy = juggling). She'll juggle her gun and take potshots at open enemies. She'll use her cantrips to advantage her team if she can't take a clear shot.

Use you Deeds: Deadeye to attack vs touch at greater than 20' (especially if in Point Blank Shot range), Gunslinger Dodge whenever subject to a ranged attack, and Focused Aim against BBEGs.

Note that it takes a standard action to reload a pistol with a normal bullet, or a move action to reload with a paper cartridge. Effie's pistol is normally loaded with a cold iron bullet, and she reloads with paper cartridges in combat if she can usefully shoot in the same round.

Note the "Called" trait: this lets you reroll a natural 1 on an attack roll once per day. Use it only with firearm attacks, but always use it to avoid a misfire! A 1 on a firearm attack is a misfire, and it takes an hour to repair the gun afterwards. You don't have "quick clear".

[dice=pistol]1d20+4[/dice] [dice=damage]1d8[/dice]
[dice=thrown dagger]1d20+4[/dice] [dice=damage]1d4-1[/dice]

Point blank shot gives +1 to hit and to damage on ranged attacks within 30'
Focused Aim deed gives +4 damage to pistol till the end of the round.

[dice=omg melee! gandasa w/ buckler]1d20[/dice] [dice=damage]2d4-1[/dice]


Effie Gee

Female Ifrit Gunslinger (mysterious stranger) 1 / Bard (juggler) 1
LG Medium Outsider (native)
Init +7; Senses darkvision 60'; Perception +3

--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+4 armour, +3 Dex, +1 shield)
hp 18 (1d10+1d8+3)
Fort +3, Ref +7, Will +1; +1 vs charm or compulsion

--------------------
Offense
--------------------
Base Atk +1; CMB +0; CMD 13
Speed 30ft
Melee
gandasa, +0 2d4-1/x3
dagger, +0, 1d4-1/19-20x2

Ranged
pistol, +4 1d8/x4
thrown dagger, +4 1d4-1/19-20x2

Spells Known (CL 1; concentration +5):

Level 0 (4/day)
prestidigitation, ghost sound, daze, unwitting ally

Level 1 (2/day)
charm person, abundant ammunition

--------------------
Statistics
--------------------

Abilities:

Str 8 Dex 17 Con 12 Int 10 Wis 8 Cha 19

Feats:

Gunsmithing, Point Blank Shot, Deflect Arrows

Traits:

called (faith): once per day when you roll a natural 1 on an attack roll you may reroll.
resolve of the rejected (combat): +1 to saves vs charms and compulsions. Once per day when you succeed at a save vs charm or compulsion regain 1 grit.

Skills:

acrobatics 7
bluff 8
craft (alchemy) 4
diplomacy 8
escape artist 7
perception 3
perform (comedy) 8
sleight of hand 8
use magic device 8

Languages:

Common
Ignan

Equipment:

Gear from current scenario

Combat Gear
battered pistol
powder horn
8 doses black powder
8 cold iron bullets
5 alchemical paper cartridges
2 alchemical paper silver cartridges
gandasa
dagger
mithral shirt
masterwork buckler
happy stick (clw) 49/50 charges remaining

Other Gear
backpack
50' silk rope
gunsmith's kit
waterskin
entertainer's outfit
mule w/ pack saddle

Coin
0 CP; 4 SP; 144GP

--------------------
TRACKED RESOURCES
--------------------
bardic performance 8/8
grit 4/4
paper cartridges 5
paper silver cartridges 2
cold iron bullets 8
black powder 8
burning hands 1
happy stick charges 49/50

--------------------
Special Abilities
--------------------
racial abilities:
Spell like ability: burning hands 1/day, CL=hit dice, Ref DC15
Wildfire Heart: +4 racial bonus to initiative
Hypnotic: +1DC to Effie's fascination effects, 1/day force a reroll on an enemy save vs her fascination as an immediate action.

class abilities:
Gunsmith
Grit (4) - recovered with a firearm crit or killing blow, or on successful save vs charm/compulsion (1/day)

Deeds:
Deadeye - spend 1 grit to resolve firearm attack vs touch AC beyond 1st range increment (costs 1 grit per additional range increment)
Gunslinger's Dodge - spend 1 grit and an immediate action to move 5 feet when subject to a ranged attack, gain +2 dodge bonus to AC vs that attack. This movement provokes AoOs. OR, can drop prone vs the attack to gain +4 AC. Can only use if wearing up to medium armour and not encumbered.
Focused Aim - spend 1 grit as a swift action to add CHA bonus to damage on firearm attacks until end of your turn.

Bard
Bardic perfomance, 8 rounds/day, standard action to start:

countersong:
(Effie is not trained in the relevant Performance skills to use this ability but can make an untrained perform check): Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

distraction:
counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.

fascinate:
a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

inspire courage:
a bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.