Race |
Human Gunslinger 1 / Inquisitor 2 | HP: 28/28 | AC: 19 (19 T, 15 FF, +2 vs. firearms) | CMD: 16 | Fort: +7, Ref: +7, Will: +7 | Init: +7 | |
Classes/Levels |
Perception +9 | |
About John 'Snake-Eyes' Maverick
John "Snake-eyes" Maverick
Male Human Gunslinger 1 / Inquisitor 2 Archetypes Maverick / Suit Seeker
N Medium humanoid (human)
Deity Nivi
Init +7, Senses Perception +9
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DEFENSE
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AC 19, touch 19, flat-footed 15 (+5 armor, +4 Dex) [+2 luck vs. firearms]
HP 28
Fort +7, Ref +7, Will +7
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OFFENSE
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Speed 30 ft.
Ranged mw Revolver +6 (1d8+6/x4)
Ranged mw Revolver +4/+4 (1d8+6/x4)
Ranged Acid Splash +6 (1d3)
Melee Unarmed Strike +6 (1d4)
Known Spells
Inquisitor (CL 2nd; concentration +5)
1st, 3/day: Divine Favor, Cure Light Wounds, Shield of Faith
0th: Acid Splash, Brand, Create Water, Detect Magic, Guidance
Special Abilities Judgement 1/day, Bit of Luck 6/day, Grit: 3
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STATISTICS
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Str 10, Dex 18, Con 12, Int 8, Wis 16, Cha 10
Base Atk +2, CMB +2, CMD 16
Feats Precise Shot, Rapid Shot, Improved Unarmed Strike, Snake Style
Skills Acrobatics +8, Bluff +7, Knowledge (local) +3, Perception +9, Sense Motive +13, Sleight of Hand +8, Stealth +8
Backgrouns Skills Craft (Gems) +5, Profession (Gambler) +10
Traits Fate's Favored, Scion of Legend
Languages Common
Gear Amulet of Bullet Protection +1 (150 gp), masterwork Revolver (700 gp), Cloak of Resistance +1 (1000 gp), Wayfinder with resonating Cracked Deep Red Sphere (900 gp), Harrow Deck (100 gp), 2x Potion of Cure Light Wounds (100 gp), Gunslinger’s Kit (26 gp), Saddlebags (4 gp), Riding saddle (10 gp), iron holy symbol of Nivi (5 gp), 5 gp
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SPECIAL ABILITIES
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Maverick Gunslinger
Gun Training
Grit
Deadeye
Quick Clear
Stacked Deck At 1st level, the maverick can spend 1 grit point when she attempts a Bluff, Profession (gambler), or Sleight of Hand check to roll 1d6 and add the result to the check. She can do this after she rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Wisdom modifier (minimum 1).
Suit Seeker Inquisitor
Domain: Luck
Bit of Luck: You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Judgement
Monster Lore
Stern Gaze
Cunning Initiative
Track
Improvised Array: The suit seeker can call upon the harrow to help her choose an appropriate judgment and bolster her effectiveness with that judgment. As part of activating her judgment ability, the suit seeker can draw an impromptu array of two cards from a complete harrow deck she owns. Once drawn, the array remains the same until the judgment effect ends, though the inquisitor can change her judgment at any time as a swift action, as normal. The act of drawing an improvised array requires a free hand, though the suit seeker can keep a drawn array in her belt or otherwise on her person to perform actions with both hands while still maintaining the cards’ benefits.
At 1st level, as long as the suit seeker has at least one card in her improvised array that matches her current judgment, she increases her effective inquisitor level by a number of levels equal to the number of matching cards for the purpose of determining that judgment’s effects.
Eye of the Harrow: At 2nd level, a suit seeker can use the magic of her improvised array to hone her attacks against targets that match the cards’ alignment. If any of the cards in her improvised array matches the alignment of an enemy creature within 60 feet on either the good-evil axis or the lawful-chaotic axis, the card glows faintly and the inquisitor gains a +1 sacred bonus on attack rolls against enemies of the matching alignment as long as the card is in her array. If a card matches the alignment of an enemy within 60 feet on both alignment axes, the card glows brightly and the inquisitor gains a +1 sacred bonus on attack rolls and damage rolls against enemies of the matching alignment.
Racial
Heart of the Fields
Traits
Fate's Favored
Scion of Legend Gared Smith was a rich farm owner from the south with good connections into the north. He regularly purchased slaves only to set them free and relocate them via the underground railroad that he funded. One of the first men to achieve freedom that was was John Maverick I. Snake-Eyes' grandfather reached the north, settled down and married Luisa, a baker's daughter. They had two lovely child's and six evern more lovely grandchildren, whom the old man would tell the stories of the great Gared Smith that freed him and so many others. Only until much later, Snake-Eyes would find out that the stories about Gared Smith being a well-accomplished adventurer, too, are not goodnight stories made up by grandpa, but actually true.
As a child he wanted to be like Smith, his hero, today he honors his accomplishments and tries to live up to him.
Class Skills: Bluff, Sense Motive
Favored Class Bonus
2x 1 Vigor
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SUITS AND HARROW DECK
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[dice=Draw from Harrow Deck] 1d6 +1d9[/dice] The XXX
Suit Judgment Ability
1. Books Piercing Intelligence
2. Crowns Smiting Charisma
3. Hammers Destruction Strength
4. Keys Protection Dexterity
5. Shields Resiliency Constitution
6. Stars Healing Wisdom
Alignment
1. LG
2. NG
3. CG
4. LN
5. N
6. CN
7. LE
8. NE
9. CE
Link to Harrow Deck
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BACKGROUND
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John Maverick is both a lawman and an outlaw. He walks a narrow path between his dayjob and his obsession, both of which are dominated by luck, fate and dice.
As an Inquisitor of Nivi, he travels from town to town and investigates gambling dens and casinos. If he exposes a cheater, he has the authority to arrest them. If a game is rigged, he shuts the place down. This makes him a very unwelcomed person in most smaller towns and he has been run out of town more than once. The thrill of winning the game is waht keeps him going.
Games of chance, be it cards or dice, are his obsession. When he arrives in a new place he goes undercover and for a few nights plays at the tables that win too much and against players he finds suspicious. It's unclear, whether Nivi approves of his duplicity, but in the end he gets the job done.
He sees himself as a freedom fighter. Nobody shall be deprived of the path the universe has chosen. If you rig a game of chance or cheat in one, you steal the option to let luck decide life's direction. You bind people to your will. You enslave them.
His inexplicable luck at dice have given him his street name, but cards are his real forte. Not only does he excel at card games, he also let's his harrow deck decide most of his life decisions.