The Cinderlander

Ibid.'s page

111 posts. Alias of Acre.


Full Name

Ibid. Oxley Abel

Race

HP 53/53, Init +7, AC 21, touch 14, flat-footed 17 (+6 armor, +3 Dex, +1 natural, +1 dodge), Fort +8, Ref +9, Will +5; Perception +10.

Classes/Levels

Human Male Gunslinger (musket master) 5, Cleric (liberation, travel) 2

Age

44

Alignment

NG

Deity

Desna

Languages

Common

Occupation

Pathfinder

Strength 10
Dexterity 20
Constitution 12
Intelligence 10
Wisdom 14
Charisma 10

About Ibid.

Ibid. Oxley Abel
Human Cleric of Desna 2/Gunslinger (Musket Master) 5 (Pathfinder RPG Ultimate Combat 0, 9)
NG Medium humanoid (human)
Init +7; Senses Perception +10

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Defense
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AC 23, touch 14, flat-footed 17 (+6 armor, +5 Dex, +1 natural, +1 dodge)
hp 53 (5d10+2d8+7)
Fort +8, Ref +9, Will +5

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Offense
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Speed 40 ft.
Melee scythe +6/+1 (2d4/×4)
Ranged musket +2 +12 (1d12+12/×4)

base:
1st attack@ +13 (1d12+7/×4) vs. touch AC
2nd attack@ +8 (1d12+7/×4) vs. touch AC

w/ Point Blank Shot:
1st attack@ +14 (1d12+8/×4) vs. touch AC
2nd attack@ +9 (1d12+8/×4) vs. touch AC

w/ Point Blank Shot and Deadly Aim:
1st attack@ +12 (1d12+12/×4) vs. touch AC
2nd attack@ +7 (1d12+12/×4) vs. touch AC

w/ Point Blank Shot, Deadly Aim, and Rapid Shot:
1st attack@ +10 (1d12+12/×4) vs. touch AC
2nd attack@ +10 (1d12+12/×4) vs. touch AC
3rd attack@ +5 (1d12+12/×4) vs. touch AC

w/ Point Blank Shot, Deadly Aim, and Vital Strike:
1st attack@ +12 (2d12+12/×4) vs. touch AC

Special Attacks channel positive energy 4/day (DC 12, 1d6), grit (2)
Cleric Spells Prepared (CL 2nd; concentration +3):
. . 1st—longstrider[D], protection from evil, remove fear, shield of faith
. . 0 (at will)—detect magic, light, mending, stabilize
. . D Domain spell; Domains Freedom, Liberation, Travel

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Statistics
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Str 10
Dex 20
Con 12
Int 10
Wis 14
Cha 10

Base Atk +6; CMB +6; CMD 22

Feats Clustered Shots[UC], Deadly Aim, Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Vital Strike

Traits highlander (hills or mountains), never stop shooting

Skills Acrobatics +12 (+17 to make high or long jumps), Climb +6, Craft (alchemy) +4, Knowledge (planes) +5, Knowledge (religion) +4, Perception +10, Stealth +13 (+15 in hilly or rocky areas), Survival +6, Swim +5; Racial Modifiers highlander (hills or mountains)

Languages Common

SQ agile feet (4/day), aura, deeds (deadeye, fast musket, gunslinger initiative, pistol-whip, quick clear, steady aim), liberty's blessing, musket training

Combat Gear oil of bless weapon (CL 2nd) (x5), potion of align weapon (chaos only) (x3), potion of cure moderate wounds (x5), potion of invisibility (x2), potion of protection from chaos (x3), potion of protection from evil (x3); Other Gear +2 mithral shirt, musket +2, masterwork musket, alchemical cartridge (paper) (100), scythe, amulet of natural armor +1, ring of jumping, backpack, bedroll, chalk, grappling hook, silk rope (50 ft.), waterskin, 467 gp, 8 sp, 9 cp

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Special Abilities
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Agile Feet (4/day) (Su) For 1 rd, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Freedom)
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Highlander (hills or mountains) +1 to Stealth checks, Stealth is always a class skill for you. Double this in hilly or rocky areas.
Liberty's Blessing (4/day) (Su) Allow target to re-attempt a save.
Musket Training (+5, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev
Never Stop Shooting Act as disabled when dying, but can only use a gun. Death at neg Wis or Con score.
x5 Oil of bless weapon (CL 2nd) Add this item to create an oil of a chosen spell.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Potion of align weapon (chaos only) Add this item to create a potion of a chosen spell.
x3 Potion of protection from chaos Add this item to create a potion of a chosen spell.
x3 Potion of protection from evil, protection from evil, protection from evil Add this item to create a potion of a chosen spell.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of jumping This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Acrobatics checks made to make high or long jumps.
Vital Strike Standard action: x2 weapon damage dice.

Ibid.'s Background:
Ibid isn’t a real name, it is a reminder of failed potential. A poor attempt at humor and a tribute to an older sibling, who was the measure and reference for everything Ibid tried to live up to. He’d given the name to himself, after washing ashore on an unfamiliar beach, hundreds of miles from home, nearly burned to death. He’d always been compared to his elder brother, they were the same but only years apart, and after surviving a harrowing wreck at sea, Ibid’s new goal in life was to live up to this comparison.

Born to a family of privilege and learning, on the island nation of Hermea. The red sandstone walls of Promise and the resolute will of Mengkare protected his childhood, leaving sixteen years of structured, regimented study, pondering countless curriculums and intellectual musings. His mother and father were scholars of no small note, each targeted from separate, far-flung corners of the Inner Sea and recruited for citizenship by agents of Hermea. His elder brother seemed greater than the sum of their individual parents, delivering astonishing breakthroughs within the fields of alchemy, natural science, engineering, and the arcane arts; recognized for his unlimited potential and as one who could be the long awaited realization of Mengkare’s Glourious Endeavor.

And yet, when it was Ibid’s time to shine, he failed spectacularly. At the age of 16 he was unable to secure his citizenship by passing the trial set before him, required of all citizens of Hermea. And in one night, found himself no longer apart of his family- not by their choosing, but by his own. The unforgivable shame and dishonor he felt, drove him to skulk beyond the red sandstone walls of Promise and barter passage off the island of Hermea on a departing Sargavan vessel. He knew he did not deserve to be a part of this Glorious Endeavor, and chose a lonely, desolate exile warranted by his failures.

But the Sargavan vessel never reached its destination, and days after setting out from Promise, the half-charred and nearly drowned body of Ibid washed ashore on the western coast of Cheliax. He could not remember what happened in detail, and found only vague effigies in sleep of the agonizing sear of fire and the dread of slipping beneath dark, ravenous waves.

For twenty-eight long years, the looming failures of his past drove Ibid to a continued escalation of greater and more perilous undertakings as a pathfinder, as if to redeem his past misgivings. An attempt to prove his worth and earn the citizenship he failed to secure. A childhood spent in stuffy, ordered lectures left Ibid with a desire to explore the world and to keep others from the monotony and torture of strictly regimented life, which in turn lead him to Desna. This drive has now led Ibid to the most dangerous undertaking yet, delving the dreaded Tomb of Horrors.