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About IlianteMale Undine (aquatic, native outsider)
Initiative +7; Senses Perception +14 (+1 vs surprise), Darkvision 60 ft, Water Sense 30 ft
==DEFENSE==
==OFFENSE==
==STATISTICS==
FEATS
TRAITS
Adopted (Race): As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents' race.
SKILLS 6x(2 +1 craft & +1 profession) + 3x(4 +1 craft & +1 profession) = 22 ranks
Armor Check Penalty = * 0 (Mithral Shirt) Languages Common, Aquan EXTRAORDINARY & SUPERNATURAL ABILITIES Swim Speed: A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line. Amphibious: Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait. Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water. This racial trait replaces energy resistance. Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity. Trench Warfare: Starting at 3rd level, a trench fighter can select one specific type of firearm (revolver). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Every 4 levels thereafter (7th, 11th, and 15th), the trench fighter picks up another type of firearm, gaining these bonuses for those types as well. Furthermore, when behind partial, normal, or improved cover, a trench fighter gains an additional +2 AC bonus from the cover. 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 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 (see below), 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. Deeds (Ex): Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting 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. 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. 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 two-handed 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. 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). Weapon Training: (Firearms) Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. EQUIPMENT:
Worn
azure silk haori with Yamakawa mon on left beast; cloak of resistance +1 – 1 lbs. (1,100 gp) Mithral shirt – 10 lb. (8 gp) Hot weather outfit – 4 lb. (350 gp) Masterwork revolver – 4 lb. (Crafted) (72.5 gp) Bandolier with (5 gp) Weapon blanche, silver (used) (5 gp) Gauntlet, spiked – 1 lb. (12 gp) Cold iron boarding axe – 3 lb. (370 gp) Masterwork light crossbow, underwater – 4 lb. (3 gp) Quiver with bolts Javelins (3) - 6 lb. (2,000 gp) Handy Haversack – 5 lb.
Currency none Personal Load 42 lb.
APPEARANCE:
Iliante is an undine with sea green skin, ocean blue hair, and fin-like ears. He has a lean, lanky build with a usual stoop that makes him appear shorter than his six foot, one inch frame. With the exception of his firearms, he dresses like a sailor in light shirt and pants, wide-brimmed straw hat, and bare webbed feet. He equips a holstered six-shooter on his right thigh with a bandolier of reloads across his chest, boarding axe on his left hip, spiked gauntlet on his left hand and a backpack. PERSONALITY:
Iliante has had a dozen years to recover from the destruction of his home. All that remains is a hatred of undead and good memories of his childhood. He has become a free-wheeling sailor and gunfighter for Alkenstar with a usual grin of happiness on his face. His steady combat demeanor bleeds into regular life by him rarely losing his grin. He has problems drinking alcohol and instead prefers tea or coffee. BACKGROUND:
Iliante grew up in the small merfolk village of Epicuen in the shallow plateau shelf of the Obari Ocean off the coast of Geb. His small extended family of amphibious undines had lived in the village for hundreds of years. Iliante’s childhood resembled other fortunate Golarion children with enough food, shelter, and love to avoid damaging mental scars, except that it was underwater. As an undine, he was a slower swimmer than his merfolk peers but had better vision, which balanced the teenage angst. He had not yet decided on his position in the community when the question became moot.
While Geb may not be interested in war with other nations, it has been expanding its underwater frontier with its army of lacedons and ningyo. Located near the drop off of the Obari Ocean, Epicuen was one of the last villages of the shelf to fall to the undead of Geb. The undead struck on a moonless night when the water was pitch dark. The merfolk and their domesticated animals had little chance of survival. Iliante fought alongside his brothers until he fell unconscious off the shelf into the deep of the Obari Ocean (Arisen). He awoke covered in sand and plants with a small school of fish nibbling his fins. It took him several weeks recuperating in a cave to regain his strength and confidence to return to his village. When Iliante finally returned to the edge of his home village, he discovered that it had been completely converted to undead. Even many of their shelters had been claimed and restored by the lacedons. After a week of futility, Iliante ran. Chance and maybe fate kept him alive during his purposeless wandering, which ended when accidently saved someone from drowning. They looked like salvage but were not dead, yet. The friends of the sailor from Alkenstar were overjoyed that they offered Iliante a meal. Instead, he eventually became crew. For a dozen years, he traveled far delivering the products of the gunworks and ice wine stopping at nothing to protect Alkenstar products and fending off thieves, cutthroats, and brigands.(Militant Merchant, Never Stop Shooting). A month ago in the port of Martel, he followed an invitation across the skybridges to Alkenstar City to meet with a representative of Grand Duchess. His unique talents and loyalty to Alkenstar had been noticed. There was mission of the Aspis Consortium that they were supporting with gunworks. Iliante was offered to join the mission as an equal agent and the resident gunsmith. He had some dealings with the Aspis, but the challenge and opportunity to support his new Alkenstar community motivated him to agree. He accompanied the delivery of gunworks to the ports of Katapesh. WRITING SAMPLE:
Iliante was very familiar with the docks of Katapesh but not where he was going. For a dozen years, he had served Alkenstar under the great sky and ocean usually aboard ship. However, the Aspis Consortium had worked out a deal with the Grand Duchess and evidently he had become a condition of that contract. Earlier he had made his special delivery of rifles, revolvers, and metal cartridges in wooden crates. He even had tools to make more metal cartridges from barrels of black powder, bullets, and brass shells. It was not enough material to go to war, but it had been awhile since he had delivered this many advanced firearms in one shipment.
In his briefing weeks ago, the organizational structure of the Aspis was explained: bronze, silver, gold, and don’t ask what else. He was being sent as an advisor and gunsmith by Alkenstar. He had to be cleared by the Aspis, in order to receive a bronze status; however, their criteria were not exactly clear. The wording that was repeatedly quoted to him from the contract was, ”a gunsmith who can take care of themselves on land and sea.” They evidently could not send an engineer, so the magic word was ”sea,” that plucked him out of his crew and summoned him across the skybridges from Martel to the City. One look at his fin-like ears convinced Her Grace’s Secretary that his reports were correct. The meeting with the Secretary lasted maybe a minute. Neither even sat down. Now, he was heading to the big meeting with their local gold agent. When he started to wind the stairs heading above the pesh den, his confidence ended on his right thigh with his six-shooter. Some of his crew over the years had regaled Iliante with personal stories of shady deals gone bad and lack of honor among thieves and pirates. This was his first time in the shadows, so to speak. Well yes, some of the Alkenstar’s customers were not the cleanest individuals or organizations, but they all had to play by Alkenstar’s terms, conditions, and rules. This was the first time away from that halo of Alkenstar power, so his fingers lightly brushed his confidence as the thug examined his bronze medal that he had been given a couple of weeks ago. There were no problems so far. Past the thug, the presence of the gold agent in the room was palpable as she sat staring. One could almost see the gears within gears working behind her big black eyes. The other participants mingled. This was an inner Aspis club meeting, so he suspected that they were friends, rivals, or acquaintances. Iliante took the chair on the side away from the alcohol. He overheard some of their fish comments while he sampled the food and waited. He had heard more creativity before. After she had concluded her pitch, Iliante finally understood why they stipulated, ”a gunsmith who can take care of themselves on land and sea.” ADVANCEMENT:
5th – Fighter 4: Rapid Shot and Deadly Aim 6th – Fighter 5: nothing 7th – Fighter 6: 8th – Gunslinger 2: 9th – Gunslinger 3: |