Osirionologist

Gillian Avery's page

No posts. Organized Play character for StephNyan.


Full Name

Gillian Avery

Race

(HP 18/18 | AC:18 | T:14 | FF:14 | CMB:2 | CMD:15 | Fort:+5 | Ref:+8 | Will:+1 | Init:+3 | Perc:+5 | Speed:30 [20 with backpack]) PFS#: 115025-17

Classes/Levels

Class stuff:
Bombs: 5/5 | Grit: 1/1

Gender

F Human Alchemist (Grenadier)/1 Gunslinger (Musket Master)/1

Size

Medium

Age

24

Alignment

Chaotic Neutral

Languages

Ancient Azlanti, Ancient Osiriani, Common, Elven, Osiriani, Thassilonian

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 12
Charisma 7

About Gillian Avery

Character Sheet:
CN Medium Humanoid (Human)
Init +3 (+3 Dex)

Defense
AC 18 (10 +4 Armor Bonus +4 Dex); Touch 14 (10 +4 Dex); Flat-Footed 14 (10 +4 Armor Bonus)
HP 18 (15 +2x1 Con +1x1HP Favored Class Bonus)
Fort Save +5 (+4 Class +1 Con); Ref Save +8 (+4 Class +4 Dex); Will Save +1 (+1 Wis)

Offense
Speed: Medium (30 ft) -10 ft for Medium Load

Melee: Dagger
Damage: 1d4
Attack roll: +1 (+1 Base Atk +0 Str)
Crit: 19-20/x2

Ranged: Dagger
Damage: 1d4 [+2 Deadly Aim +1 PBS]
Attack roll: +4 [-1 Deadly Aim +1 PBS] (+1 Base Atk +3 Dex)
Crit & Range: 19-20/x2; 10 feet

Ranged: Bomb
Damage (fire): 1d6+4+1 [+1 PBS]
Attack roll: +5 [+1 PBS] (+1 Base Atk +3 Dex +1 Throw Anything)
Crit & Range: x2; 20 feet
Ref save for half vs bomb: DC 14 (10 + 0.5x1 alchemist level +4 Int)

Ranged: Masterwork Musket
Damage: 1d12 [+2 Deadly Aim +1 PBS]
Attack roll: +5 [-1 Deadly Aim +1 PBS] (+1 Base Atk +3 Dex +1 Enhancement)
Crit & Range: x4; 40 feet
Misfire: 1-2; 5 feet

Statistics
Str 10, Dex 16, Con 12, Int 18 (16 +2 Race), Wis 12, Cha 7
Base Atk +1; CMB 2 (+1 Base Atk +1 Str); CMD 15 (10 +1 Base Atk +1 Str +3 Dex)

Feats:
Alchemy (Class)
Bomb [1d6] (Class)
Deadly Aim
Deeds (Class)
Grit (Class)
Gunsmith (Class)
Gunsmithing (Class)
Mutagen (Class)
Point-Blank Shot
Rapid Reload [Muskets] (Class)
Throw Anything (Class)

Racial Traits:
+1 Bonus Feat at level 1
Skilled

Traits:
Focused Burn
Larger Than Life

Skills (Untrained):
Appraise +4 (+4 Int)
Diplomacy -2 (-2 Cha)
Sense Motive +1 (+1 Wis)
Stealth +3 (-0 Armor +3 Dex)

Skills (Trained):
Acrobatics +7 (1 +3 Class -0 Armor +3 Dex)
Bluff +2 (1 +3 Class -2 Cha)
Climb +4 (1 +3 Class -0 Armor +0 Str)
Craft (Alchemy) +9 (1 +3 Class +1x1 Alchemist Level +4 Int)
Handle Animal +2 (1 +3 Class -2 Cha)
Heal +5 (1 +3 Class +1 Wis)
Intimidate +2 [+4 when wielding a firearm; Larger than Life] (1 +3 Class -2 Cha)
Linguistics +5 (1 +4 Int)
Knowledge (Arcana) +8 (1 +3 Class +4 Int)
Knowledge (Engineering) +8 (1 +3 Class +4 Int)
Knowledge (Local) +8 (1 +3 Class +4 Int)
Knowledge (Nature) +8 (1 +3 Class +4 Int)
Perception +5 (1 +3 Class +1 Wis)
Ride +7 (1 +3 Class -0 Armor +3 Dex)
Sleight of Hand +7 (1 +3 Class -0 Armor +3 Dex)
Survival +5 (1 +3 Class +1 Wis)
Swim +4 (1 +3 Class -0 Armor +0 Str)

Languages: Ancient Azlanti, Ancient Osiriani, Common, Elven, Osiriani, Thassilonian

Equipment
Combat gear
Dagger (2gp, 1lb.)
Masterwork Musket (Starter +300gp, 9lbs.) loaded with 1 bullet and 1 dose of black powder
Powder Horn (3gp, 1lb.) with Black powder [x10] (each 1gp, -)
Powder Horn (3gp, 1lb.) with Black powder [x10] (each 1gp, -)
Wand of CLW [50 charges] (2PP, -)

Ammunition:
Bullet [x20] (each 1sp, -)

Wearing & otherwise equipped
Mithral Chain Shirt (1100gp, 12.5lbs.)
Traveler's Outfit (1gp, 5lbs.)
Spring-loaded Wrist Sheath (5gp, 1lb.) holding Wand of CLW

Backpack (2gp, 2lbs.)
Chalk [x10] (each 1cp, -)
Flint and Steel (1gp, -)
*Formula Book (15gp, 3lbs.)
Acid [x3] (each 10gp, 1lb.)
Alchemist's Fire (20gp, 1lb.)

*Contains the following formulae:
Lv1: Comprehend Languages; CLW; Crafter's Fortune; Enlarge Person; Disguise Self; Reduce Person; Shield

Encumbrance: 39.5lbs.; Medium Load, (Light Load up to 33lbs., Medium up to 66lbs., Heavy up to 100lbs.)
Money: 146gp 9sp
Prestige points: 2/4

Class Info - Alchemist
Favored class: Alchemist
Alternate class bonus: Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create. (Chosen 0 times)
Favored Class Bonus: +1x1HP

Extracts level 1: Prepare 2 extracts (1 +1 for Int)
Shield; [Unprepared slot]

Bombs (5 a day: 1 Alchemist Level +4 Int)

Mutagen prepared: +Dex -Wis

Mutagen (Su):At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Class Info - Gunslinger

Grit: 1 (+0 Wis, but minimum is 1)

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm 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 gunslinger's character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm 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 gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds:
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 the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

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. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

Chronicle Sheets:
The Dragon's Demand, part 1 - GM sheet
--- Level 2 ---

Background:
To be added.

Personality:
To be added.

Appearance:
To be added.