Full Name |
Jocephus Celestrum |
Race |
Aasimar |
Classes/Levels |
Bard (Archaeologist)1 / Gunslinger (Myst. Stranger) 1 / Swashbuckler) Picaroon 3 |
Gender |
AC21/T16/FF16/CMD21||HP42[42]F:+5;R:+11;W:+3||Init.+6|Percept.+8 |
About Jocephus Celestrum
Jocephus Celestrum
PFS# 65114-18
Male azata-blooded aasimar (musetouched) bard (archaeologist) 1/gunslinger (mysterious stranger) 1/swashbuckler (picaroon) 3
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 21, touch 16, flat-footed 16 (+5 armor, +1 deflection, +4 Dex, +1 dodge)
hp 42 (5 HD; 1d8+4d10+10)
Fort +5, Ref +11, Will +3
Defensive Abilities charmed life 3/day, nimble +1; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee club +5 (1d6+1) or
. . cold iron rapier +8 (1d6+1/18-20+3 Precision) or
. . mwk whip +6 (1d3+1 nonlethal)
Ranged mwk pistol +9 (1d8/×4)
Special Attacks archaeologist's luck 6 rounds/day (+1), deeds (deadeye, focused aim, gunslinger's dodge), deeds (derring-do, dodging panache, menacing swordplay, precise strike, swashbuckler initiative), grit (4), panache (4)
Spell-Like Abilities (CL 5th; concentration +7)
. . 1/day—glitterdust (DC 14)
Bard (Archaeologist) Spells Known (CL 1st; concentration +3)
. . 1st (2/day)—comprehend languages, vanish (DC 13)
. . 0 (at will)—daze (DC 12), detect magic, message, read magic
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Statistics
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Str 12, Dex 18, Con 14, Int 12, Wis 11, Cha 15
Base Atk +4; CMB +5; CMD 21
Feats Gunsmithing, Lingering Performance, Point-blank Shot, Precise Shot
Traits fate's favored, gold finger
Skills Acrobatics +10, Craft (alchemy) +5, Diplomacy +8, Disable Device +15, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +2, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +2, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +5, Perception +8, Perform (oratory) +8, Perform (sing) +4, Stealth +9, Survival +4; Racial Modifiers +2 Diplomacy, +2 Perform (oratory), +2 Perform (sing)
Languages Celestial, Common, Polyglot, Tien
SQ bardic knowledge +1, deed: melee shooter, deed: quick clear, gunsmith, two-weapon finesse
Combat Gear cold iron firearm bullet (42), wand of cure light wounds, wand of endure elements (50 charges), alchemist's fire (2), antiplague, antitoxin, bottled lightning; Other Gear +1 mithral chain shirt, alchemical cartridge (paper) (15), black powder (2), black powder (10), club, cold iron rapier, mwk pistol, mwk whip, handy haversack, ring of protection +1, bandolier, bandolier, gunsmith's kit, masterwork thieves' tools, powder horn, powder horn, traveler's outfit, waterproof bag, wrist sheath, spring loaded, 87 pp, 22 gp, 10 sp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Archaeologist's Luck +1 (6 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Charmed Life +2 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Melee Shooter (Ex) Use 1 panache as swift action when use both Sws weapon & 1-hand firearm, no AoO for 1st ranged att.
Deed: Quick Clear (Ex) Use 1 grit as a standard action to remove the effects of a misfire.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fate's Favored Increase luck bonuses by 1.
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.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
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.
Two-Weapon Finesse (Ex) Gain two-weapon fighting when use swashbuckler wep and gun at the same time.
Wand of endure elements (25 charges) Add this item to create a wand of a chosen spell.