Loris Raknian

Elwood Markley's page

30 posts. Alias of Bombadil.


Full Name

Elwood Markley

Race

Human

Classes/Levels

Fighter 2 / Gunslinger 1

Gender

Male

Size

Medium

Age

34

Alignment

CG

Deity

Saint Christine

Location

Saltport

Occupation

Master-at-Arms

Strength 18
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 10
Charisma 10

About Elwood Markley

Elwood grew up poor in the backstreets of Saltport, a tough upbringing for any child. But for the thick limbed youth with a fighting attitude there was work to be found and when the opportunity to join a merchant caravan as a guard presented itself he jumped at the chance. His first journey from the port city established his love for traveling and for many years he served faithfully the merchant houses of the port city.

But the urge to travel further than the merchant routes grew on him. On every return to Saltport he looked across the sea and wondered what strange lands waited over the horizon. It was his last expedition that sealed his resolve. The goblin attack days before return to Saltport left a fresh new scar down the side of his face, and three of his long time traveling companions in shallow graves. If he was to die from his profession, then let it be in the midst of high adventure in strange lands, not on a muddy road he had trodden dozens of times.

Contemplating his new direction, he headed to the Long Lantern Tavern to mull it over a mug of ale. It seemed fate had directed him there, for an expedition was forming that matched his very desires, high adventure in strange lands, a quest into the unknown. With hope welling up, he strode straight to the man financing the mission and pledged his blade and skills as Master-at-Arms for the voyage.

ELWOOD MARKLEY CR 2
Male Human Fighter 2 Gunslinger 1
CG Medium Humanoid (Human)
Init +2; Senses Perception +4
--------------------
DEFENSE
--------------------
AC 20, touch 13, flat-footed 17. . (+7 armor, +2 Dex, +1 dodge)
hp 35 (3d10+3)
Fort +6, Ref +4, Will +0
Defensive Abilities Bravery +1
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee
. . Brass Knuckles +7 (1d3+4/20/x2) and
. . Dagger +7 (1d4+4/19-20/x2) and
* Masterwork Cold Iron Greatsword +8 (2d6+6/19-20/x2) and
. . Masterwork Cold Iron Morningstar +8 (1d8+4/20/x2) and
. . Silver Mace, Light +7 (1d6+4/20/x2) and
. . Unarmed Strike +7 (1d3+4/20/x2)
Ranged
. . Crossbow, Light +5 (1d8/19-20/x2) and
. . Masterwork Pistol +6 (1d8/20/x4)
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 12, Int 13, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 20
Feats Cleave, Dodge, Extra Grit, Furious Focus, Gunsmithing, Power Attack -1/+2
Traits Armor Expert, World Traveler: Sense Motive
Skills Acrobatics +0, Climb +6, Craft (Armor) +7, Craft (Siege Engines) +7, Craft (Weapons) +7, Escape Artist +0, Fly +0, Intimidate +4, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +5, Knowledge (Local) +5, Perception +4, Profession (Sailor) +4, Profession (Siege Engineer) +4, Ride +0, Sense Motive +5, Stealth +0, Survival +4, Swim +6
Languages Celestial, Common
SQ Antitoxin (vial), Deadeye (Ex), Deeds, Grit (Ex), Gunslinger's Dodge (Ex), Quick Clear (Ex)
Combat Gear +1 Breastplate, Alchemical Cartridge, Flare (2), Bolts, Crossbow (20), Brass Knuckles, Crossbow, Light, Dagger, Masterwork Cold Iron Greatsword, Masterwork Cold Iron Morningstar, Masterwork Pistol, Silver Mace, Light
Other Gear Alchemical Grease, Alchemical Solvent, Alchemist's Fire Flask, Alchemist's Kindness, Alkali Flask, Antiplague (vial), Antitoxin (vial), Backpack, Masterwork (20 @ 38.5 lbs), Gunsmith's Kit, Holy Water Flask, Pouch, belt (1 @ 0.9 lbs), Pouch, belt (3 @ 1.5 lbs), Powder (3), Rope, silk (50 ft.), Sunrod (2), Tanglefoot bag, Thunderstone, Tool, masterwork: Craft (Armor), Tool, masterwork: Craft (Siege Engines), Tool, masterwork: Craft (Weapons), Traveler's Kit, Waterskin, Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. Like antiplague, this substance can augment certain healing spells. Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Expert -1 Armor check penalty.
Bravery +1 (Ex) +1 Will save vs. Fear
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Grit (Ex) A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks.
Gunslinger's Dodge (Ex) At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 to AC bonus.
Gunsmithing You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire.