Verik Vancaskerkin

Gabradon Thelos's page

105 posts. Alias of Tizen Nimrod.


Full Name

Gabradon "Gabby" Thelos

Race

Human

Classes/Levels

Gunslinger 1 | HP 11/11 | Init +3 | Per +7 | AC 16 : T 13 : FF 13 : CMD +15 : CMB +1 | Fort +2 : Ref +6 : Will +3 | Bardiche +2(1d10/19-20×2), Pistol +4 (1d8×4), Chakram +4 (1d8×2) | Grit=3

Gender

M

Size

M 6'0" 150lbs

Age

20

Alignment

CG

Deity

No Deity

Languages

Common, Draconic

Homepage URL

Gabradon Photo

Strength 12
Dexterity 16
Constitution 10
Intelligence 13
Wisdom 16
Charisma 10

About Gabradon Thelos

Gabradon "Gabby" Thelos
Male human (Taldan) Gunslinger 1
NG Medium humanoid (human)
Init +4; Senses Perception +7
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +2, Ref +6, Will +2
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Offense
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Speed 30 ft.
Melee Dagger +2(1d4/×2)
Bardiche +2(1d10/19-20×2) brace, reach
Ranged Pistol +4(1d8/×4) vs. Touch @20ft
Chakram +4(1d8×2) 30ft.

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Statistics
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Str 12, Dex 16, Con 10, Int 13, Wis 16, Cha 10

Base Atk +1; CMB +1; CMD 15

Feats
Gunsmithing, Point Blank Shot, Rapid Reload

Skills9 (4 Class, 1 INT, 1 Race, 2BG)
*Acrobatics +7, *Appraise +6, *Bluff +4, *Climb +5 *Craft (Alchemy) +5, *Knowledge (Engineering) +5, *Perception +7, Stealth +4, *Survival +7
*=Class Skill

Languages
Common, Draconic

Gear:

Gear

Armor
Studded Leather(25gp 20lbs),

Weapons
Pistol-Battered (Free, 4lbs),
Dagger ×2 (4gp, 2 lbs)
Bardiche (13gp, 14lbs)
Backpack (2gp,2lbs)
bedroll, (1sp, 5lbs)
gunsmith’s kit, (15gp, 2lbs)
Sunrod (2), (4gp,2lbs)
trail rations (5 days), (20sp, 1lbs)
waterskin (1gp,4lbs)
ink (8gp)
ink pen (1sp)
paper (20), (1sp)
journal (10gp, 1lbs)
Chakram ×5 (5gp, 5lbs)
Belt Pouch (1gp,.5lbs)
Alchemical Cartridge silver (5) (35gp) black powder dose (20)(20gp)
bullet standard (20)(2gp)
pitted bullet (1)(.2gp)
powder horn, (3gp,1lbs)
Silk Rope (10gp)
Grappling Hook (1gp)
Folding Pole (2sp)
Flint (1gp)
Hammer (5sp)
Pitons ×5 (5sp)
Sewing Needle (5sp)
Twine (1cp)
Marbles (1sp)
Caltrops (1gp)
Magnet (5sp)
Glue Paper (1sp)
Chalk (1cp)
Powder (1cp)
Bell (1gp)
Candles ×5 (5cp)
Smoking Pipe (1gp)
Tobacco (1sp)
"Pipeweed" (1gp?)

Worn
hot weather outfit (free, 4lbs)

20.42gp 66lbs total

Campaign Items
Desert plant 1d4 heal

Traits:

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Traits
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Racial Traits (Human)
Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (Dex)
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Favored Class: Add +¼ to grit

Personality Traits

Foreign Opportunist: You're not a native Osirian, but the opportunity to explore the tombs of Ancient Osirion-and "liberate" the treasures they hold-is too good to pass up. Whether or not you're interested in the history of this land, you're definitely interested in the wealth that's lain hidden in dusty crypts for millennia-such as the tombs in the newly opened necropolis of Wati. You gain a +2 trait bonus on Appraise checks, and Appraise is always a class skill for you. In addition, your contacts in the antiquities markets allow you to sell relics of Ancient Osirion for 60% of their listed price, rather than the normal 50% value. What is considered a relic of Ancient Osirion is left to the GM's discretion.

Black Powder Fortune As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.

Black Powder Bravado Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.

Drawback

Nervous Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time.

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Special Abilities
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Grit:

Grit (Ex)
At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds, and regains grit with a successful critical hit with a firearm or a killing blow with a firearm.
Grit Pool = 3 (+3 WIS)

Deeds:

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.

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 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

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.

Background:

1) Gabradon is an easy going, curious young man with blue eyes and short brown hair. When he isn't taking something apart only to attempt to reassemble it, you can find him searching for all forms of entertainment. Be it at the brothel, bar, or theater, there aren't many recreational activities he won't take part in.
Gabradon was raised by upper class grandparents in central Cheliax who worked for the royal family. Here he was given a proper education with ample privilege throughout his adolescence. He knows very little about his mother, Adula, as she left him in Cheliax when he was a toddler for reasons unknown. Nothing is known of Grabradon’s father.
Gabradon has always been fascinated by the way things work, especially mechanical things. More so than ever when he stumbled upon a pistol in his mother's old things. Never had he seen anything like it. The next years of his life were spent learning all he could of foreign technologies and their inner workings.
Soon after came the most pivotal moment of his life just as he turned 20. He stumbled upon his grandparents and their friends performing a blood sacrifice on a helpless woman. Shocked, he ran home, packed what essentials he could carry, then fled under the cover of night toward the ports to make his escape. Not wanting to be associated with his grandparents, nor be found by them he never mentions his surname.
With little money and no place to go he had no idea how to begin his new life. The very thought of becoming poor like the peasants he was accustomed to pitying nearly convinced him to forget everything he saw and return home as if nothing had happened. That is, until he overheard a group of adventurers at the port telling others of the great tombs at Wati and the city's lottery. He knew this was a sign meant to quash his doubts. So Gabs got on the first boat that was crossing the sea to begin his journey there.

2) Gabs wants to learn more about the pistol he inherited in hopes of it giving some clue as to where his mother may be or the identity of his father. He would also like to make a major positive difference in someone's life. After witnessing his grandparents and running, he feels partly responsible and feels the need to make up for it to lessen his guilt.

3) He wants to keep his past to himself, other than his search for his parents, for fear of being thought a coward or judged because of his family or actions. His father's identity is still a mystery, as well as his mother's whereabouts. His mother's secret: Gabby never knew his mother was as evil as his grandparents. The reason he was left with them was because she had faith they would lead him down the correct path until she returned. Luckily, he left just before his coming of age induction and training.

4) Adula Thelos, his mother, who could be dead or alive, and whose location is unknown.
Kilek and Myra Thelos, his Demon worshipping grandparents who were always oddly overprotective and overbearing when it came to any mention of him leaving Cheliax.
Tolen, the half-elf assistant/bodyguard his grandparents have had in their employ since Gabs could remember. Tolen was a stern, cruel man that made Gabs’ life more difficult at every opportunity. The source of this contempt was never discovered, but if anyone is sent to find him, it will presumably be Tolen.

5) Thinking back of his inaction at the sacrifice with the victim that was still alive, has overwhelmed him with guilt. The thoughts of his huge comfy bed and finely crafted cuisine from the house cook passed through his mind as he wondered if he would ever know those luxuries again. He is recalling the tales he has heard and stories he's read of the vast treasure hidden in the tombs of the desert, excited at the thought of being part of its discovery. Thinking about the desert he's reminded of Shyra, a beautiful Keleshite woman who was traveling with her merchant father when they met and spent a passionate, fiery night together under the stars.

6) His greatest fear is being completely helpless. Seeing the paralyzed victim of the sacrifice has scarred him for life and nothing would make him more afraid than be tied up, paralyzed, or otherwise helpless in any way.

Below is a paraphrasing of Gabby’s journal.

Campaign Journal:

New Friends After riding on the boat toward Wati for some time, Gabby spotted an interesting, but gorgeous woman named Sefanit who is one of the smartest people Gabs has made conversation with. After talking a while they found they had the same destination and goals. During the last stop before hitting Osirian, they stopped in Absalom and acquired another passenger to whom they would both be soon acquainted. A half-orc named Badhru that made his living as a detective of sorts. Which Gabby found fascinating to say the least. Realizing their relationship would be mutually beneficial they decided to join forces.

The Caravan to Wati
Upon arrival, the three of them joined a caravan headed to Wati. This is where they met a similar group to their own, consisting of Teos, the hulking beast of a man, Rani, the mage and whose intelligence rivals Sefanit, and lastly, but certainly not leastly, Neve, the goddess of all things beautiful in Gabby’s eyes, though he would never tell her.
The First Day
The desert has been taking a toll on poor Gabby, burning him to a crisp. Luckily, he came across three desert plants, said to help with this very thing. Using one and giving the other to Dhru, who was also feeling the sun's wrath. Their first night has been a little rough on Gabby, embarrassing himself in front of his new friends while trying to write a dirty book to win the favor of Nemaru, a jeweler and clothier from Wati. With his book completed he is eagerly awaiting the opportunity to give it to her. Just before Gabby turned in for the night, a laborer, Boaz, stopped by to offer water to the group. He also gave them some information on the Scorched Hand and their leader, Velriana. After discussion, the team has decided on the name Scarlet Scorpions. Analyzing the group, Gabby is having a hard time figuring out where he fits in. He's not the smartest, the strongest, the best with people, or well connected. His biggest fear is becoming a liability instead of an asset.

The Desert Trek The beginning of the second day was fairly uneventful. Sefanit was blown off by Velriana, learning that she can be quite hostile toward people. Dhru has begun seeking an audience with Namaru. Her bodyguard requested Dhru's information on paper to be presented to the lady. Acting on impulse, Gabby slipped Lady Namaru's guard a note with a summary of his book just before their arrival. What the group doesn't realize is that Gabby has always loved writing and his journal is proof of that. He sees Lady Namaru as a test for himself to see if he is capable of captivated an audience. Even though the source material wasn't quite his first choice. That and his need to prove himself useful to the group gave him no choice but to present the book before the opportunity was lost.

The Scarlet Scorpions Arrive
Gabby is in awe as they approach the city of Wati. His first venture outside of Cheliax has not been a disappointment. Upon arrival, Gabby witnesses an exchange between the city guard and the leader of the Scorched Hand wherein she asks about getting into the necropolis early. She was promptly shot down. Inside the gates, Gabby received word he and Dhru had been invited to Lady Namaru's estate.

Settling In
Once inside Wati the group has decided to take refuge inside the Tooth and Hookah. An inn full of adventurers laughing, drinking, and playing games of skill. Smoke and alcohol fill the air of the establishment, not quite a palace but not a slum either. But features a rather intriguing alligator as their mascot patrons interact with. This is the place they begin to plan their night. Teos and Rani setting out for an old friend of Teos', a shop owner named Elki. Seffy was to make her way to a priest of Selket with Boaz. While Gabby wished to accompany her so she wasn't alone with the stranger he had his own obligations to meet. Lady Namaru was expecting him and Dhru to show up that evening with Neve deciding to join them.

The Estate of Lady Namaru
Approaching Lady Namaru's estate was an experience in itself for Gabby. He admired the many large, beautiful estates as they made their way to the Asp district near a private oasis for the social elite. A large man greets them at the door and walks them in. Passing by a number of risqué artifacts along the way, causing Gabby to giggle and make jokes like a child. After her arrival they were informed she was already sponsoring a group, the Sisters of the Sand or something like that, and she wouldn't feel proper sponsoring both groups. Neve was unusually quiet during the sit down, allowing Dhru to take the lead throughout. Dhru did quite well all things considered. The Lady did buy his book for a meager 10 gold though, so the trip, at least to Gabby, was well worth it.
Back to the Hookah
Upon leaving the estate Neve mentions her worry of Sefanit being out on her own. Coincidentally, Gabby's mind had been on the same subject. Having been the first person he came to know on this trip he feels the closest connection to her. He couldn't bare the thought of something happening to her because he was more concerned with his author's ego than her well-being, by allowing her to wander Wati alone with Boaz in search of a sponsor. They've decided to go back to the Tooth and Hookah and see if she's made it back or if anyone has heard anything.
The Adventure Begins
The party starts their next day getting signed up for their spot in the lottery. After a brief exchange was seen with the leader of the Scorched Hand and Sebti, the woman in charge of the process the group received their location to explore. The Tomb of Akhentepi, a general from way back. Apparently it is unclear whether he was buried with his wife or some lady on the side. Gabby expected their records to be a bit better than that. Walking toward the tomb the group could hear people screaming, weapons clashing, and generally disturbing noises until they were stopped by a surprisingly small band of guards that asked for identification, the token that represents their right of passage.
The Tomb of Akhentepi
Finally they arrive at the tomb only to discover sand had built up on the doors and there had once been mortar sealing the door, luckily most had already been dug out.