Osirionologist

Hannah Belle Mae Oklie's page

215 posts. Organized Play character for Z...D....


Race

| HP 41/41 | AC 18 T 13 FF 15 | CMB +5, CMD 18 | F: +5, R: +10*, W: +6* | Init: +5 | Perc: +12*, SM: +8

Classes/Levels

| Speed 30ft | Inspiration 5/5 | Grit 1/1 | Active conditions:

Gender

Female Lawful Neutral Gunslinger (Musket Master) 1/ Investigator (Empiricist) 5

About Hannah Belle Mae Oklie

Hannah Belle Mae Oklie
Female human (Chelaxian) gunslinger (musket master) 1/investigator (empiricist) 5 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Ultimate Combat 9, 50)
LN Medium humanoid (human)
Init +5; Senses Perception +12
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 41 (6 HD; 5d8+1d10+6)
Fort +5, Ref +10, Will +6 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +1; Resist unfailing logic
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Offense
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Speed 30 ft.
Melee mwk cold iron longsword +6 (1d8+1/19-20)
Ranged +1 lucky musket +9 (1d12+1/×4)
Special Attacks deeds (deadeye, quick clear, steady aim), grit (1), studied combat (+2, 3 rounds), studied strike +1d6
Investigator (Empiricist) Extracts Prepared (CL 5th; concentration +8)
. . 2nd—darkvision, investigative mind[ACG], unused
. . 1st—crafter's fortune[APG] (DC 14), heightened awareness[ACG], monkey fish[ACG], shield, unused
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Statistics
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Str 12, Dex 16, Con 12, Int 16, Wis 12, Cha 10
Base Atk +4; CMB +5; CMD 18
Feats Gunsmithing[UC], Point-Blank Shot, Precise Shot, Ranged Study[ACG], Rapid Reload, Weapon Focus (musket)
Traits reactionary, world traveler
Skills Acrobatics +9, Appraise +7, Climb +5, Craft (alchemy) +7 (+12 to create alchemical items), Craft (firearms) +12, Diplomacy +10 (+13 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +12, Escape Artist +8, Handle Animal +4, Heal +5, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +10, Knowledge (local) +12, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +12, Perception +12, Sense Motive +8, Sleight of Hand +7, Spellcraft +8, Survival +5 (+7 to avoid becoming lost), Swim +5, Use Magic Device +8
Languages Common, Dwarven, Kelish, Osiriani, Polyglot, Skald, Sylvan, Tien, Varisian, Vudrani
SQ alchemy (alchemy crafting +5), ceaseless observation, gunsmith, inspiration (5/day), investigator talents (expanded inspiration[ACG], underworld inspiration[ACG]), keen recollection, trapfinding +2
Other Gear +1 mithral chain shirt, +1 lucky musket[UC], cold iron paper cartridge[UC] (50), mwk cold iron longsword, paper cartridge[UC] (20), brass spider[ACG], muleback cords of resistance +1, wayfinder[ISWG], backpack, bedroll, belt pouch, canteen[UE], canteen[UE], grappling hook, gunsmith's kit[UC], investigator starting formula book, silk rope (50 ft.), 1,380 gp, 4 sp
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Tracked Resources
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Alchemical cartridge (paper) - 7/20
Brass spider (1/day) - 0/1
Cold iron paper cartridge - 0/50
Grit Pool (1/day) - 0/1
Inspiration (+1d6, 5/day) (Ex) - 0/5
Light (At will) - 0/0
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Special Abilities
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Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+3)
Deeds Use Grit to perform special abilities with your firearms.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranged Study (Musket) Gain bonuses and can use studied combat and studied strike with chosen weapon.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Studied Combat (+2, 3 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects

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Chronicles

Journal Faction Cards:

Season 8: 7 goals
Explorer (2+ goals): Once per adventure, before attempting an Acrobatics, Climb, Survival, or Swim check, you gain a circumstance bonus equal to 1 plus have of the number of goals you completed (rounded down) when attempting the check. You also halve your armor check penalty for the purpose of this skill check.

Guiding Compass (4+ goals): You wayfinder guides you to safety in all circumstances. If you fail a saving throw against and effect that allows additional saving throws to mitigate the effect (e.g. glitterdust or dominate person), you gain a bonus on the subsequent saves against such effects equal to 1 foe every three goals you have completed.

[b] [][][] Expedition Coordinator (7+ goals): You can forgo your Downtime to organize an expedition to a site you recently visited and discover things you missed before. Check one of the boxes to retroactively succeed at the scenario's secondary success condition that you would have failed. If you do so, all other PC's at the table also succeed at the secondary success condition.