Male Human in Jungle

Johannes Grim's page

117 posts. Alias of SnowHeart.


Race

Conditions:
none

Classes/Levels

Pistol Modifiers:
Pistol Range Increment: 20' (-2 to attack per increment); Point Blank Shot: +1 att/dmg within 30'; Studied Target: +1 att/dmg

Gender

Human Male Gunslinger (1) / Inquisitor (2) | AC:18 T:13 Fl:15 | HP: 22/24 | F+6 R+5 W+5 (+2 vs fear) | Init +5 | Perc +8

Alignment

N

Deity

Sarenrae

Languages

Common, Varisian, Elven

Occupation

Gunquisitor

Strength 12
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 15
Charisma 12

About Johannes Grim

Tracked Resources:
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Gear
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Bullets: 20 // Used: 3
Bullets, Silver: 10 // Used: 1
Black Powder: 20 // Used: 4
Alchemical Cartridges, Paper: 20 // Used: 0
Current Weapon Load: empty
Resource deducted after weapon is fired.

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Spells
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1st Level: 3/day // Used: 0

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Other
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Grit Pool: 2 // Used:

Stat Block:
Johannes "Hans" Grim
Human (Varisian) gunslinger (pistolero) 1/inquisitor (sanctified slayer) of Sarenrae 2 (Pathfinder RPG Advanced Class Guide 99, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 9, 51)
N Medium humanoid (human)
Init +5; Senses Perception +8
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Defense
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AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 26 (3 HD; 2d8+1d10+5)
Fort +6, Ref +5, Will +5; +2 trait bonus vs. fear effects
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4+1/19-20) or
. . mwk longsword +4 (1d8+1/19-20)
Ranged mwk pistol +6 (1d8/×4)
Special Attacks deeds (gunslinger's dodge, quick clear, up close and deadly +1d6), grit (2), studied target +1 (1st, move action)
Inquisitor Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—detect alignment
Inquisitor (Sanctified Slayer) Spells Known (CL 2nd; concentration +4)
. . 1st (3/day)—divine favor, shield of faith, true strike
. . 0 (at will)—detect magic, disrupt undead, guidance, light, read magic
. . Domain Valor inquisition[UM]
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Statistics
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Str 12, Dex 16, Con 12, Int 12, Wis 15, Cha 12
Base Atk +2; CMB +3; CMD 16
Feats Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload
Traits making good on promises, never stop shooting, schooled inquisitor
Skills Bluff +6, Craft (alchemy) +5, Heal +8, Intimidate +8, Knowledge (arcana) +5, Knowledge (planes) +5 (+7 to identify abilities and weaknesses of creatures), Knowledge (religion) +5 (+7 to identify abilities and weaknesses of creatures), Perception +8, Sense Motive +9, Spellcraft +7, Survival +6
Languages Common, Elven, Varisian
SQ family ties, gunsmith, monster lore +2, stern gaze +1, touch of resolve, track +1
Combat Gear potion of cure light wounds (1), potion of hide from undead (2), alchemist's fire (2), tracking powder[ACG]; Other Gear mithral chain shirt, buckler, black powder[UC] (20), bullet[UC] (20), dagger, mwk longsword, mwk pistol[UC], paper cartridge[UC] (20), amulet of protection from evil (use 1/wk for 10 min), bandolier[UE], bedroll, belt pouch, canteen[UE], gunsmith's kit[UC], silver holy symbol of Sarenrae[UE], manacles, masterwork (barbed)[ARG], masterwork backpack[APG], powder horn[UC], spell component pouch, 666 gp, 4 sp

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Special Abilities
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Deeds Use Grit to perform special abilities with your firearms.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
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 condit
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Inquisitor (Sanctified Slayer) Domain (Valor Inquisition) Deities: Cayden Cailean, Erastil, Iomedae, Sarenrae.

Granted Powers: It takes courage to confront the enemies of your faith.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
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.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Touch of Resolve (5/day) (Sp) Use remove fear on a single creature.
Track +1 Add the listed bonus to survival checks made to track.

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Background:
It seems as if everyone in Ustalav knows Grethel's story and, by extension, her brother's. It is said he is the lackwit brother who let himself be enticed by an old woman with the simple promise of sweets, Hansel was the fool to Grethel's wit.
While not entirely untrue, it is a bit unfair, at least as far as the brother sees it.

As a boy, Johannes was known as Hansel. He insists he was bewitched by the hag who compelled him through her magic into her cage and to consume the fattening treats she provided. Whatever the truth of the past, he has tried to throw it off (along with the embarrassment and sniggering the story often elicits).

As they grew older, the brother followed Grethel into Professor Lorrimar's orbit. The old hunter was kind to the boy but also saw within him something that could be nurtured (or, perhaps, manipulated) into a useful tool. Lorrimar introduced then-Hansel to an unusually militant member of the Sarenraen faith (a dwarf) who converted Hansel and trained him in the arts of hunting witches and those who would bind and enslave others through their magics... just as the hag had done to the brother.

Now calling himself Johannes, he has dedicated himself to ridding Ustalav from the evil of magic used to enslave and destroy the lives of its people. In particular, he views many of the magical traditions as paths to such evil, particularly those unbound by principled study or divine guidance, and feels the practitioners of such arts need of careful observation and, occasionally, culling.

He has mostly lived in his sister's shadow and, truth be told, begrudges it on occasion. He also feels her use of magic tempts the darkness that nearly took them as children. Yet, he loves her and appreciates her shared zeal in bringing the evils of Ustalav to justice.

His Faith and Alignment: Many think of Sarenrae as one of the more beneficent gods. Yet for those who are irredeemably evil, she offers no mercy. This is Johannes calling, to bring wickedness to the wicked. Wrath to the wrathful. Destruction upon the destroyers. Twining his faith and his weapons, he is a grim destroyer of the undead and views magic-users with suspicion for he knows the evil that can come of magical pacts.

Family Background (WIP): Grethel and Hans probably left their home town shortly after the incident. After they had escaped and returned home, they found their parents and the rest of the hamlet had intended to sacrifice the children to the hag as part of a pact to improve the hamlet's prosperity. Their father was weak and most of the urging (within the family) had come from their step-mother. They may have learned the truth of it all when their father confessed upon their return. (Like I said, it's a WIP.)

Usual Assumptions for Combat/Rules:
1. After a combat, Hans will load his gun with black powder and a bullet (not a cartridge).

Physical Description:
The overall impression is of a painfully slender man, his mood dark, but with brief shimmers of light and warmth when the sun hits strikes his armor or symbol of his faith.

Standing just a hair under 6', this pale skinned man in his twenties wears a wide-brimmed, brown hat in the shadow of which glimmer a pair of moss green eyes. Black hair falls down to his shoulders and stubble frames a thin face with sharp cheek bones. These combined with a long nose give the impression of a hawk watching its prey.

Beneath a worn duster is a shimmering shirt of mail, its rings occasionally ringing as a silver holy symbol of Sarenrae hangs from a fine chain. A bandoleer holds various potions while, about his waist, hang the tools of his trade: a pistol, longsword and dagger.

Personality Notes
Likes: Sunrises (holy for him), kindness towards strangers, strength without arcane magics
Dislikes: Children, food, confinement (fear), naïveté in adults, commitment/abandonment

Combat Post Template:

spoiler]
Rolls
[Dice=ABC]1d20+0[/dice]
[Dice=Attack]1d20+0[/dice] [dice=Damage]1d8+0[/dice]
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Actions
Free:
Swift:
5' Step (Y/N):
Move:
Standard:
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Active Conditions/Modifiers: In Character Header
Contingent Modifiers:
[/spoiler