Vaultbreaker

Jenya P.'s page

1,011 posts. Alias of Azih.


Full Name

Jenya Poole

Race

Human

Classes/Levels

Pistolero Lev 5 HP 28/39 | AC 20 (FF 15 T 16) Init+7, Saves (Fort+5,Reflex+8,Will+4) Grit 1/3 | Per +11

Gender

Female

Age

19

Deity

Desna

Strength 10
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 15
Charisma 10

About Jenya P.

Advancement Choices:

1st: Pistolero Gunslinger
2nd: Pistolero Gunslinger
3rd: Pistolero Gunslinger
4th: Pistolero Gunslinger
5th: Pistolero Gunslinger

Female Human (Jovvox) Pistolero 19 years old.
NG Medium (Humanoid)
Init +7 (+4 dex +2 grit +1 stone(no grit -2)); Senses Normal; Perception +10 (+3 wis +4 rank +3 class)

Favored Class: Inquisitor

Racial Modifiers: +2 DEX
4th Level Attribute: +1 WIS

STATISTICS:

STR: 10 DEX: 18 CON: 13 INT: 10 WIS: 16 CHA: 10

Base Atk +5; CMB +5 (+5 BAB +0 STR) CMD 19 (10 + 5 BAB +0 STR +4 DEX)

Languages:

Common, Gnomish.

DEFENSE:

AC 20, touch 15, flat-footed 15 (+4 armor +1 shield + 4 dex +1 dodge (nimble))

HP 39 (1d10(10)+1d10(6)+1d10(6)+1d10(6)+ 1d10(6)+ 1x5 con)

Fort +5 (+4 base +1 con), Ref +8 (+4 base +4 dex), Will +4 (+1 base +3 wis)

OFFENSE:

Speed 30 ft.

Range 20 feet
Masterwork Pistol +10 (1d8/x4) 1d20+10;1d8+4 (5 BAB +4 DEX +1 MW)

Melee
Masterwork Dagger (1d4/x2) 1d20+6;1d4 (5 BAB +1 MW)
Space 5 Reach 5

Space 5 ft., Reach 5 ft.

SPECIAL ABILITIES:

Race:

Human Bonus Feat
Human Extra skill point

Class:

Gunsmith: Gain battered pistol.

Grit: Grit points equal to Wis bonus (2), regain with crit hit, kill, and daring deed.

Deeds:

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.

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).

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.


TRACKED RESOURCES:

Grit: 3/3

Traits:

First:
Starchild - +4 trait bonus on Survival checks to avoid getting lost
**Jenya's wanderlust and love of looking up at the starry night sky naturally leads her to the worship of Desna and the gift of always finding her way home**
Second:

Campaign: (Issian)
Tough minded - +1 trait bonus on all Will saves made to resist mind-affecting effects
**It takes a tough mind for a human to endure with good humour the pranks and chaos of living among a community of gnomes. Jenya takes after her Ma in this**

Feats:

Class: Gunsmithing
Craft Firearms for half price, Craft Ammo for 10%, cartridges for 50%, Restore broken firearm in one hour, spend 300 to upgrade pistol to masterwork

Human: Point Blank Shot
gain +1 bonus on attack and damage up to 30 feet

First: Deadly Aim
Choose -1 penalty on ranged attack to get +2 on damage

Third:Precise Shot
No -4 penalty for shooting into melee

Fourth Bonus Feat: Rapid Reload
Reload with powder and shot now a move action, Reload with paper cartridge now a swift action

Fifth: [url=https://www.d20pfsrd.com/feats/combat-feats/quick-draw-combat-final/]Quick Draw[url]
Free action weapon draw. Draw hidden weapon as a move action

Skills:

The Gunslinger's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

5 ranks per level (4 class +1 human)

Adventuring:
Acrobatics +10 (3 rank, 4 dex, 3 class) Rank 3
Bluff +4 (1 rank 0 cha, 3 class) Rank 1
Climb +4 (1 rank, 0 str, 3 class) Rank 1
Disable Device +6 (2 rank, 4 dex) Rank 2
Intimidate +5 (2 rank, 0 cha, 3 class) Rank 2
Kn: Local +4 (1 rank, 0 int, 3 class) Rank 1
Perception +11 (5 rank, 3 wis, 3 class) Rank 5
Ride +8 (1 rank, 4 dex, 3 class) Rank 1
Sense Motive +5 (2 rank, 3 wis) Rank 2
Stealth +5 (1 rank, 4 dex) Rank 1
Survival +9 (2 rank, 3 wis, 3 class) Rank 3
Swim +6 (3 rank, 0 str, 3 class) Rank 3

Diplomacy +0 (0 cha)
Disguise +0 (0 cha)
Escape Artist +4 (4 dex)
Fly +4 (4 dex)
Heal +3 (3 wis)
Spellcraft +0 (0 cha)
Use Magic Device 0 (0 cha)

Background (2 per level):
Appraise +0 ()
Craft:Alchemy +6 (3 rank, 0 int, 3 class) Rank 3
Kn:Engineering +4 (1 rank, 0 int, 3 class) Rank 1
Handle Animal +5 (2 rank, 0 cha, 3 class) Rank 2
Linguistics +1 (1 rank, 0 int) Rank 1
Sleight of Hand +10 (3 rank, 4 dex, 3 class) Rank 3

GEAR/POSSESSIONS:

Weapon:
Masterwork Pistol (corded) - 'Misfire' From Jovvox junkheap, upgraded for 300, made the cord herself.
Masterwork Dagger - Only for very dire emergencies. Ma made Jenya promise to upgrade the dinky dagger she had with a decent one when she could. So Jenya did. 302 gp

Ammo:
Alchemical Cartridge - paper (20) - Each shot reminds Jenya of the dire state of her wallet 60 gp.
Bullet - Firearm (20) - Rolling lead 2 gp
Black powder (20) - Grinding dangerous chemicals 20 gp
Powder Horn 3gp - 'Cause 10 doses just might not be enough
Cold Iron blanched bullets (20) - You don't get very far in an adventuring career without planning for stuff like this 42 gp
Silver blanched bullets (20) - See above 12 gp

Used one bullet on tazylwrm
19
used two bullts on Hodag
17

Armor:
mithral chain shirt 1100 - Pretty much all of her earnings from the caravan were 'invested' into this really shiny shirt
darkwood buckler 203 - The rest went into this.
Adventurer's outfit - Started out with this. Pretty much from Ma.
Barbed Vest - Just in case Jenya gets eaten... which isn't that unlikely sadly. 10 gp

Misc:
Kit - Gunslingers From Ma. Includes gunsmith kit and powder horn. Most of the stuff stays on Murkey
Compass 10 gp. She doesn't *really* need it because of her connection to Desna. Still every little bit helps when you're trekking in the wilderness.

Ioun Torch - Much nicer than the old torch she used to lug around. Friends with darkvision make fun of the thing but... human.. what're you going to do? 75 GP

Cracked Dusty Rose Prism Ioun Stone - The same wandering gypsy she bought the torch from convinced her that this floating jewel was worth every penny. Jenya isn't sure what it does but she likes it. Wonders if she was scammed though. 500 Gp.

Alchemy
4 vials acid, 4 vials alchem fire - 120.5 gp On her bandolier

* 2 fires used on evil tree

Masterwork Backpack 50 gp. This was supposed to be a gift from the same gnome friend as she left Jovvox. She later found out that he'd pickpocketed her for the price. Gnomes... *sigh*

Riding Kit 16 gp - From Ma. She thought of everything.

--

Remaining Funds 20.9 G

Light 38 lbs. or less
Medium 39-76 lbs.
Heavy 77-115 lbs

Total Load 68.5 lbs
Carried equipment: 37 lbs

Mount:
A horse named Murkey. From the shop.

Background:

Jenya hails from the mostly gnomish settlement of Jovvox, located in the chaotic River Kingdom. Her mother, who raised Jenya herself, runs a successful local alchemist’s shop there and Jenya, bright and inquisitive, was an eager and willing student. She spent her youth spending running errands for her mother and helping to run the shop and, even though she longed for adventure and travel, was content enough to learn the basics of alchemy at her mother’s knee. Her fingers were nimble and her mind was sharp and it seemed like she would succeed her mother as alchemist and shop-keeper.
She would have too if it wasn’t for a discarded gun she found in a trash heap outside one of the many factories, specializing in cheap and poor quality weapons, that make up a large part of the Jovvox economy. She noticed it during a regular delivery run of acid and other substances from her mother’s shop to the factory and, even though it was obviously rubbish, something about its exotic curves and handsome profile appealed to her greatly. She inquired within and learned that the gnomish weapon-smith who ran the place had got it in his head to experiment with making firearms. To say the experiments had gone poorly would have been an understatement and the pistol, flung outside in a fit of pique, was the latest failure.

With permission Jenya retrieved the battered gun and thus began her obsession.

With her mother’s help, as well as that of the many metal workers and weapon-smiths around, Jenya tinkered and toyed with the gun, trying one thing or the other, until finally, learning its habits and quirks, she managed to get it working. She could have used her newly learned skills to become an accomplished gunsmith in her hometown but her wanderlust caught a hold of her. Her gun (nicknamed ‘Misfire’) could be her ticket out of Jovvox and out into the wider world that she yearned to see. Her natural dexterity and determination served her well as she taught herself to become an expert markswoman. Finally when she thought herself ready she bid her mother farewell and set out to fulfill her dreams of travel and adventure. Her Ma sent her off with a gift of a lot of alchemical potions as well as Murkey, the cart horse that the shop had used for deliveries and now became Jenya's companion on her travels.

** To Level 2**
Jenya had thought to travel to Absalom and maybe join the Pathfinder Society that she had heard about but instead, following the stars, she wanders north. The River Kingdoms are not lacking in adventure at all and Jenya fended off quite a lot of wild animals. Most of them she scared off with a blast from her pistol but more aggressive ones she had to escape from or kill. She was expecting this though and her book learnin' was rapidly augmented by real world survival experience.

It is during this time that Jenya discovers that she loves the great outdoors and the brillinace of the starry night sky. In a very informal way Jenya pledges herself to the Goddess of Travel and the Stars. That's just fine though as Desna is a very informal goddess and Jenya's devotion is accepted.

** To Level 3**
Stopping by settlements to replenish her supplies of saltpeter to make more gunpowder Jenya joins up with a caravan heading north into Brevoy. The River Kingdoms being what they are the caravan has to fight off quite a few bandits as it makes it way to New Stetven. Using her payment and bonus from the grateful caravan leaders to equip herself Jenya hears that Brevoy commissioned adventurers have forged into the Stolen Land to resettle it and found a new nation. Jenya, with Murkey and Misfire, heads south again. That's certainly news worth investigating!

** Level 4 in game **
Shot a tazylwyrm... maybe.

Description:

Jenya was shocked to discover that she's actually kinda short by human standards, standing at barely 5 feet. Her time in Jovvox among gnomes had make her think that she was pretty damn tall. Oh well.

She wears makeshift goggles, holdovers from her time as an alchmeist apprentice that do quite well at keeping the smoke of pistol fire from stinging her brown eyes. She's pretty tanned and slim from all her time outdoors and has dark hair that she usually keeps at a shoulder length. Though she's been thinking of making it a pony tail to get away from the fuss of cutting it all the damn time.

Wearing a really sensible brown duster over her light armor and with her pistol at her hip Jenya's expression is never far from good humour. She's got no problem with letting Misfire do the talking if the situation warrants it though.

*** Archive from old game ***
*** Kept for prosterity ***

Spoiler:

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"Jenya Poole
Female Human Gunslinger 5
NG medium humanoid
Init +6 (-2 if no grit) Senses Normal Vision Perception +8
DEFENSE:

AC 21, touch 16, flat-footed 15
hp 47
Fort 5 ,Ref 8 ,Will 4
[spoiler=OFFENSE]
Speed 30 ft
Range 20 feet Masterwork Pistol +10 (1d8+4/x4) (Lucky)
Melee Dagger (1d4-1/x2)
Space 5 Reach 5
[spoiler=STATISTICS]
STR 9 DEX 18 CON 12 INT 12 WIS 16 CHA 10

[spoiler=Traits] Tough Minded (+1 to will against mind effects)
Starchild (+4 to Survival to avoid getting lost, automatically know where North is)
[spoiler=Feats] Point-Blank Shot
Precise Shot
Deadly Aim
Rapid Reload (pistol)
Dodge
[spoiler=Skills]Acrobatics +12,Appraise+1,Bluff+5, Climb +3, Craft:Alchemy +6, Disable Device +5, Escape Artist+5,Fly+4,Heal+3, Initmidate +5, Knowledge:Engineering +6, Perception+11, Ride+9,Sense Motive+4, Stealth+7,Survival+9,Swim+3
[spoiler=Languages] Common, Gnome
[spoiler=Gear] Masterwork Pistol (Lucky) (corded), Alchemical Cartridge - paper (9), Bullet - Firearm (9), cold iron blanched bullets (10), ghost salt blanched bullets (10), silver blanched bullets (10), Powder Horn, Powder (38), Kit - Gunsmith's, , Compass, mithral chain shirt, darkwood buckler, 2 vials acid, (0) vials alchem fire, Ranger's Kit, Masterwork Backpack, Riding Kit

[spoiler=Mount]Murkey a light horse
[spoiler=background]Jenya hails from the mostly gnomish settlement of Jovvox, located in the chaotic River Kingdom. Her mother, who raised Jenya herself, runs a successful local alchemist’s shop there and Jenya, bright and inquisitive, was an eager and willing student. She spent her youth spending running errands for her mother and helping to run the shop and, even though she longed for adventure and travel, was content enough to learn the basics of alchemy at her mother’s knee. Her fingers were nimble and her mind was sharp and it seemed like she would succeed her mother as alchemist and shop-keeper.

She would have too if it wasn’t for a discarded gun she found in a trash heap outside one of the many factories, specializing in cheap and poor quality weapons, that make up a large part of the Jovvox economy. She noticed it during a regular delivery run of acid and other substances from her mother’s shop to the factory and, even though it was obviously rubbish, something about its exotic curves and handsome profile appealed to her greatly. She inquired within and learned that the gnomish weapon-smith who ran the place had got it in his head to experiment with making firearms. To say the experiments had gone poorly would have been an understatement and the pistol, flung outside in a fit of pique, was the latest failure.

With permission Jenya retrieved the battered gun and thus began her obsession.

With her mother’s help, as well as that of the many metal workers and weapon-smiths around, Jenya tinkered and toyed with the gun, trying one thing or the other, until finally, learning its habits and quirks, she managed to get it working. She could have used her newly learned skills to become an accomplished gunsmith in her hometown but her wanderlust caught a hold of her. Her gun (nicknamed ‘Misfire’) could be her ticket out of Jovvox and out into the wider world that she yearned to see. Her natural dexterity and determination served her well as she taught herself to become an expert markswoman. Finally when she thought herself ready she bid her mother farewell and set out to fulfill her dreams of travel and adventure.