Henri duBois's page

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Full Name

Henri duBois

Race

Human

Classes/Levels

Gunslinger/5 Inquisitor/2

Gender

Male

Size

Medium; 74"/185lbs

Age

21

Alignment

Neutral

Deity

Gorum

Location

Inner Sea; Isle of Kortos; Absalom

Languages

Common

Occupation

Pistolero

Homepage URL

https://drive.google.com/file/d/0B1zg08q_w1MwR0pxMkFKVXBuaEk/edit?usp=shari ng

Strength 14
Dexterity 20
Constitution 14
Intelligence 12
Wisdom 14
Charisma 7

About Henri duBois

Tall man dressed in dark leather armor. He has very short black hair. A mustache and beard do nothing to hide the scowl on his face. He points a gun at you.

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Archetype: Pistolero
AC: 5 (armor), 5 (stat)
HP: 44 (class), 14 (con), 1 (favored class bonus)
Favored Class Bonus: Hit Point (1), Grit (4)
Lang: Varisian
Traits: Reactionary (Advanced Player's Guide, p.328); Indomitable Faith (Advanced Player's Guide, p.328)

Frame: 35
Prestige: 31
XP: 19

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Cross Reference:

- Blanket (Adventurer's Armory, p.6/19)
- Journal (Pathfinder Society Field Guide, p.47/48)
- Measuring Cord (Adventuer's Armory, p.48)
- Shaving Kit (Adventuer's Armory, p.8/20)
- Waterproof Bag (Adventurer's Armory, p.8/20)

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Campaigns:

Scenario 49: Among the Dead Tier 1-2; GenCon, Indianapolis, IN; 8/15/2013
GP Gain: 304; GP Lost: 0; XP Gain: 1, PP Gain: 2; Fame: 2; PP: 2; XP: 1

We Be Goblins!; GenCon, Indianapolis, IN; 8/16/2013
GP Gain: 1250 (500 + 750 for 2PP); GP Lost: 0; XP Gain: 1, PP Gain: 1; PP Lost: 2 (CLW); Fame: 3; PP: 1; XP: 2

Scenario 39: The Citadel of Flame Tier 1-2; House, Streamwood, IL; 9/15/2013
GP Gain: 553; GP Lost: 0; XP Gain: 1, PP Gain: 2; Fame: 5; PP: 3; XP: 3

Scenario #01: The Frostfur Captives Tier 1-2; Fair Games, Downers Grove, IL; 9/23/2013
GP Gain: 502; GP Lost: 0; XP Gain: 1, PP Gain: 2; Fame: 7; PP: 5; XP: 4

Scenario #4-07: Severing Ties Tier 1-2 (GM); House, Streamwood, IL; 11/29/2013
GP Gain: 516; GP Lost: 0; XP Gain: 1, PP Gain: 2; Fame: 9; PP: 7; XP: 5

Scenario #3-05: Tide of Twilight Tier 1-2 (GM); House, Streamwood, IL; 11/29/2013
GP Gain: 521; GP Lost: 0; XP Gain: 1, PP Gain: 2; Fame: 11; PP: 9; XP: 6

Scenario #3-19: The Icebound Post 1-2; House, Streamwood, IL; 2/23/2014
GP Gain: 524; GP Lost: 0; XP Gain: 1, PP Gain: 2; Fame: 13; PP: 11; XP: 7

Risen from the Sands 2-4; Fair Games, Downers Grove, IL; 6/21/2014
GP Gain: 1,237; GP Lost: 0; XP Gain: 1, PP Gain: 2; Fame: 15; PP: 13; XP: 8

#4-02 In Wrath's Shadow 3-4; Games Plus, Mount Prospect, IL; 7/6/2014
GP Gain: 1,309; GP Lost: 0; XP Gain: 1, PP Gain: 2; Fame: 17; PP: 15; XP: 9

#5-12 A Bitter Bargain Tier 4-5; GenCon, Indianapolis, IN; 8/14/2014
GP Gain: 1,850; GP Lost: 0; XP Gain: 1, PP Gain: 2; Fame: 19; PP: 17; XP: 10

#5-15 Race to Seeker's Folly Tier 4-5; GenCon, Indianapolis, IN; 8/14/2014
GP Gain: 1,592; GP Lost: 0; XP Gain: 1, PP Gain: 2; Fame: 21; PP: 19; XP: 11

#4-05 The Sanos Abduction Tier 3-4; WhatKhan, Rockford, IL; 11/8/2014
GP Gain: 1,315; GP Lost: 0; XP Gain: 1, PP Gain: 2; Fame: 23; PP: 21; XP: 12

#6-06 Hall of the Flesh Eaters Tier 4-5; Emmetts, Downers Grove, IL; 11/16/2014
GP Gain: 1,861; GP Lost: 0; XP Gain: 1, PP Gain: 2; Fame: 25; PP: 23; XP: 13

#6-08 The Segang Expedition Tier 4-5; Emmetts, Downers Grove, IL; 12/14/2014
GP Gain: 1,843; GP Lost: 0; XP Gain: 1, PP Gain: 1; Fame: 26; PP: 24; XP: 14

#5-06 You Have What You Hold; Monster Promenade, DeKalb, IL; 5/23/2014
GP Gain: 2,271; GP Lost: 0; XP Gain: 1, PP Gain: 1; Fame: 27; PP: 25; XP: 15

#44 Trail of the Beast; Emmetts, Downers Grove, IL; 7/10/2015
GP Gain: 7,858; GP Lost: 0; XP Gain: 2, PP Gain: 3; PP Lost: 2 (Wand); Fame: 31; PP: 27; XP: 17

#6-21 Tapestry's Toil Tier 5-6; GenCon, Indianapolis, IN; 7/31/2915
GP Gain: 4,015; GP Lost: 0; XP Gain: 1, PP Gain: 2; PP Lost: 2 (Wand); Fame: 33; PP: 29; XP: 18

#3-03 The Ghenett Manor Gauntlet Out of Tier; Lilac Lodge, Lombard, IL; 8/14/2015
GP Gain: 5,523; GP Lost: 0; XP Gain: 1, PP Gain: 2;Fame: 35; PP: 31; XP: 19

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Male Human (Taldan) gunslinger 5 / inquisitor 1
TN medium humanoid (human)
Init +7; Senses Perception +10,
Languages Common

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Male Human (Taldan) gunslinger 5 / inquisitor 2
TN medium humanoid (human)
Init +9; Senses Perception +12,
Languages Common

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AbilitiesStr 14,Dex 20,Con 14,Int 12,Wis 14,Cha 7
AC 23, touch 17, flat-footed 17
hp 59 (7HD)
Fort +9, Ref +9, Will +7

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Speed 30 ft. (6 squares)
Face5 ft.Reach5 ft.
Base Atk +6; CMBv +8; [b]CMD 25
Atk Options Deadly Aim, Rapid Shot,
Special Actions Judgment / Destruction, Judgment / Healing, Judgment / Justice, Judgment / Piercing, Judgment / Protection, Judgment / Purity, Judgment / Resiliency, Judgment / Resistance, Judgment / Smiting, Stern Gaze,
Ranged pistol +2+13/+8 (1d8+8/x4), within 30 ft. +14/+9 (1d8+8)
Ranged alchemist's fire (flask)+11/+6 (1d6-1), within 30 ft. +12/+7 (1d6-1)
Ranged pistol (gunslinger/broken)+11/+6 (1d8+6/x4), within 30 ft. +12/+7 (1d8+6)
Ranged pistol (gunslinger/broken) [deadly aim]+9/+4 (1d8+10/x4), within 30 ft. +10/+5 (1d8+10)
Melee dagger+8/+3 (1d4+2/19-20)
Ranged dagger (thrown)+11/+6 (1d4+3/19-20), within 30 ft. +12/+7 (1d4+3)
Melee rapier+8/+3 (1d6+2/18-20)
Special Qualities Bonus Feat, Bonus Grit (4x), Charm of Wisdom, Gunsmith, Grit, Nimble, Bonus Feats, Deeds, Gunslinger's Dodge, Quick Clear, Up Close and Deadly, Gunslinger Initiative, Pistol-Whip, Utility Shot, Cunning Initiative, Detect Alignment, Judgment (Sacred), Monster Lore, Pistol Training, Skilled, Track, Weapon Proficiency, , , ,
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Clustered Shots, Deadly Aim, Exotic Weapon Proficiency (Firearms), Gunsmithing, Martial Weapon Proficiency, Point-Blank Shot, Precise Shot, Rapid Reload (Pistol), Rapid Shot, Shield Proficiency, Simple Weapon Proficiency
Skills Acrobatics +14, Appraise +1, Bluff +9, Climb +6, Craft (Alchemy) +5, Craft (Untrained) +1, Diplomacy +7, Disguise -2, Escape Artist +5, Fly +5, Heal +2, Intimidate +10, Knowledge (Dungeoneering) +6, Knowledge (Dungeoneering/ID monster) +8, Knowledge (Engineering) +6, Knowledge (History) +2, Knowledge (Local) +6, Knowledge (Local/ID monster) +8, Knowledge (Nature) +5, Knowledge (Nature/ID monster) +7, Knowledge (Religion) +6, Knowledge (Religion/ID monster) +8, Perception +12, Perform (Untrained) -2, Ride +5, Sense Motive +8, Sleight of Hand +9, Spellcraft +6, Stealth +10, Survival +9, Survival (Darklands) +12, Survival (Follow or identify tracks) +10, Swim +2,

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Possessions
ring of protection +1
belt of incredible dexterity +2
outfit (explorer's)
mithral shirt +1
masterwork buckler
wand of cure light wounds
ioun torch
potion of fly
dagger
rapier
snowshoes
Pistol +2 ; Handy Haversack [ Alchemist's Fire (Flask) (x3); Bedroll; Blanket, common; Candle (x10); Chalk (1 Piece) (x10); Earplugs; Everburning Torch; Flint and Steel; Grappling Hook, Common; Measuring Cord; Mug or Tankard (Clay); Oil of Bless Weapon; Belt Pouch; Belt Pouch; Belt Pouch; Powder Horn; Powder Horn; Powder Horn; Rations (Trail/Per Day) (x7); Vermin Repellent (x5); Sack; Shaving Kit; Soap (per lb.); Tindertwig (x2); Waterproof Bag; Waterskin; Waterskin (Filled); Weapon Cord; Whetstone (x2); Pistol (Gunslinger/Broken) (x2); Sunrod (x4); Torch (x10); Gunsmith's Kit; Cold-Weather Outfit; Blanket (Winter); Belt Pouch; ]
Mug or Tankard (Clay) ; Belt Pouch [ Antiplague; Antitoxin; ]
Belt Pouch [ Coin (Copper Piece) (x16); Coin (Gold Piece) (x35); Coin (Silver Piece) (x25); Coin (Platinum Piece) (x33); ]
Belt Pouch [ Jade; Jet; ]
Belt Pouch [ Oil (1 Pint Flask) (x3); ]
Powder Horn [ Black Powder (Dose/Gunslinger) (x10); ]
Powder Horn [ Black Powder (Dose/Gunslinger) (x10); ]
Powder Horn [ Black Powder (Dose/Gunslinger) (x10); ]
Powder Horn [ Black Powder (Dose/Gunslinger) (x10); ]
Sack ; Waterproof Bag ; Waterskin ; Pistol (Gunslinger/Broken) ; Pistol (Gunslinger/Broken) ; Beneficial Bandolier [ Powder Horn; Alchemical Cartridge (Paper/Bullet/Cold Iron/Gunslinger) (x20); Alchemical Cartridge (Paper/Bullet/Gunslinger) (x50); Bullet (Firearm/Gunslinger) (x40); Alchemical Cartridge (Paper/Bullet/Gunslinger/Alchemical Silver) (x10); Sunrod; ]
Sash, Adventurer's [ Alchemist's Fire (Flask) (x2); Oil (1 Pint Flask) (x2); Compass; Signal Whistle; Traveler's Any-Tool; Antitoxin; Antiplague; Oil of Bless Weapon; ]
Wrist Sheath (spring loaded) ;

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Known Inquisitor Spells (CL 2nd):
1st (3/day) - litany of sloth (DC 13) , longshot (DC ) , wrath (DC )
0th (at will) - detect magic , guidance (DC 12) , read magic (DC ) , sift , stabilize (DC 12)

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Bonus Feat Humans select one extra feat at 1st level.
Bonus Grit (4x) Gunslinger: Add +1/4 to the number of grit points in the gunslinger's grit pool.
Charm of Wisdom (Ex) You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks.
Gunsmith
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
A pistolero must take a pistol when she chooses a battered firearm at 1st level.
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. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains 3 grit points. Her grit goes up or down throughout the day, but usually cannot go higher than 3, though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds, and regains grit in the following ways.
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.
Nimble (Ex) Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Bonus Feats At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.
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 the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
A pistolero swaps a trio of deeds for the following - Up Close and Deadly, Deadeye, Twin Shot Knockdown.
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.
Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye deed.
Gunslinger Initiative (Ex) At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex) At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and twohanded firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/?2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot (Ex)
At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.
Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally
Conversion Inquisition
Cunning Initiative (Ex) An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Indomitable Faith You were born in a region where your faith was not popular, yet you never abandoned it. You gain a +1 trait bonus on Will saves as a result.
Inquisitor Domains
Judgment / Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls.
Judgment / Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts.
Judgment / Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls.
Judgment / Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance.
Judgment / Protection The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class.
Judgment / Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws.
Judgment / Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic.
Judgment / Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
Judgment / Smiting This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction.
Judgment (Sacred) (Su) An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. An inquisitor can use this ability 1 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type.
Monster Lore (Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Pistol Training (Ex) Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a pistolero never misfires with a one-handed firearm. This ability replaces gun training 1 to 4.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Stern Gaze (Ex) Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a +1 morale bonus on all Intimidate and Sense Motive checks.
Track (Ex) An inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Weapon Proficiency Instead of proficiency with all firearms, a pistolero only gains proficiency with one-handed firearms. She must take Exotic Weapon Proficiency (firearm) to gain proficiency with two-handed firearms and firearm siege engines.