Lantern Bearer

Jon Yddina's page

219 posts. Alias of CloakedInSmoke.


Full Name

Jon Ydinna

Race

Gunslinger (Drifter) 3 / Swashbuckler | Perc +7 (low-light vision) | Speed: 25' | HP: 29/35 | AC: 20 | Fort: +7 Ref: +11 Will: +7 |

Classes/Levels

Conditions: Persist Bleed 1 |Hit the Dirt! ↺: When targeted by ranged atk: Leap, +2 AC vs atk, land prone | Hero Points: 1 | ◆ ◇ ↺

Gender

M

Size

M

Age

31

Location

Absalom

Languages

Common, Elven, Sakvroth

Occupation

Caravan/Ship Guard / Itinerant Scholar & Alchemist

Homepage URL

Image, Pathbuilder link

Strength 2
Dexterity 4
Constitution 0
Intelligence 1
Wisdom 0
Charisma 2

About Jon Yddina

If Crit, use this damage instead:
[dice=Fatal Crit Damage]1d8+1d4[/dice] x2 = ? + [dice]1d8[/dice] = ? total

Sword & Pistol: If that was a hit, it is off-guard to my next melee attack.

Backstory:
Jon Ydinna has been fascinated with the arcane since his grandmother read him a storybook about wizards as a boy. He was bright, but never got the knack of spells except for detecting magic. Instead, he studied alchemy which he did have an affinity for. His real talent, however, is in his marksmanship. Growing up in Alkenstar, he had the opportunity to learn both firearms and ammunition. He also developed a sword and pistol style of combat. He also uses a whip in combat to ward off enemies wanting to close into combat range. He's spent his life so far traveling with caravans and ships as a guard and making money between voyages as an itinerant alchemist. He's currently working in an apothecary and studying in the libraries in Absalom, but makes regular trips to Otari to see his favorite bookseller Morlibint at Odd Books, who has fantastic taste.

He's adventurous, easygoing, and inquisitive. He loves reading of all kinds. He takes pride in his alchemy and marksmanship, and loves meeting new people, discovering secrets, and seeing the sights.

Physical Description:
He’s a 31 year old pale-skinned auivarin with black hair. He likes wearing plaid shirts (which usually are covered by his leather armor) and canvas trousers, with a leather belt with a gun holster, shortsword in a sheath, and his whip coiled up and hanging from it. For warmth and to keep the road dust off, he completes his ensemble with a black duster.

Crunch:
JON YDINNA

Ancestry Aiuvaran
Background Bibliophile
Languages Common, Elven, Sakvroth

____________________
APPEARANCE
He’s a 31 year old pale-skinned half-elf with black hair. He likes wearing plaid shirts (which usually are covered by his leather armor) and canvas trousers, with a leather belt with a gun holster and his whip coiled up and hanging from it. For warmth and to keep the road dust off, he completes his ensemble with a black duster.

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DEFENSE
Speed 25'
[dice=Perception (E)]1d20+7[/dice]
Low-light vision

current HP 9
max HP 32
AC 20
Speed 25'
[dice=Fort (E)]1d20+7[/dice]
[dice=Ref (E)]1d20+11[/dice]
[dice=Will (E)]1d20+7[/dice]

____________________
OFFENSE

______________________
Ranged

[dice=+1 Double-Barreled Pistol (rng. 30')]1d20+12[/dice]
[dice=+1 Double-Barreled Pistol -5 MAP (rng. 30')]1d20+12-5[/dice]
[dice=+1 Double-Barreled -10 MAP (rng. 30')]1d20+12-10[/dice]
[dice=P/Concussive + Precision Damage]1d4+1d4[/dice]
[dice=Fatal Crit Damage]1d8+1d4[/dice] x2 = ? + [dice]1d8[/dice] = ?
Sword & Pistol: If that was a hit, it is off-guard to my next melee attack.
[dice=DC 5 Flat Check vs Misfire]1d20[/dice]

[dice=Hand Crossbow (rng. 60')]1d20+11[/dice]
[dice=Hand Crossbow -5 MAP (rng. 60')]1d20+11-5[/dice]
[dice=Hand Crossbow -10 MAP (rng. 60')]1d20+11-10[/dice]
[dice=P + Precision]1d6+2[/dice]

[dice=Bomb (20' rng increment)]1d20+9[/dice]
[dice=Bomb -5 MAP]1d20+9-5[/dice]
[dice=Bomb -10 MAP]1d20+9-10[/dice]
[dice=Damage + Splash Damage]1d8+1[/dice]
On failure or better: Every creature within 5' of the target takes 1 splash damage.

Melee
‾‾‾‾
[dice=Whip]1d20+9[/dice]
[dice=Whip -5 MAP]1d20+9-5[/dice]
[dice=Whip -10 MAP]1d20+9-10[/dice]
[dice=S Damage, nonlethal]1d4+2[/dice]
Sword & Pistol: If that was a hit, my next ranged attack does not provoke Reactive Strike or similar reactions from my target.

[dice=Shortsword]1d20+9[/dice]
[dice=Shortsword -4 Agile MAP]1d20+9-4[/dice]
[dice=Shortsword -8 Agile MAP]1d20+9-8[/dice]
[dice=P/S damage]1d6+2[/dice]
Sword & Pistol: If that was a hit, my next ranged attack does not provoke Reactive Strike or similar reactions from my target.

____________________
Common Actions
[dice=Demoralize ◆ (auditory, bravado, concentrate, emotion, fear, mental)]1d20+7[/dice]

____________________
SKILLS

[dice=Acrobatics (T)]1d20+9[/dice]
[dice=Arcana (T)]1d20+6[/dice]
[dice=Athletics (T)]1d20+7[/dice]
or
Athletics Assurance: 15
[dice=Crafting (T)]1d20+6[/dice]
[dice=Deception (-)]1d20+2[/dice]
[dice=Diplomacy (T)]1d20+7[/dice]
[dice=Intimidation (T)]1d20+7[/dice]
[dice=Medicine (-)]1d20[/dice]
[dice=Nature (-)]1d20[/dice]
[dice=Occultism (-)]1d20+1[/dice]
[dice=Performance (-)]1d20+2[/dice]
[dice=Religion (-)]1d20[/dice]
[dice=Society (-)]1d20+1[/dice]
[dice=Stealth (T)]1d20+9[/dice]
[dice=Survival (-)]1d20[/dice]
[dice=Thievery (E)]1d20+11[/dice]

LORE
‾‾‾‾
[dice=Library (T)]1d20+6[/dice]

CLASS DC
Gunslinger (T) 19
Swashbuckler (T) 19

____________________
Ancestry, Background, Class Feats & Features
‾‾‾‾
Ancestry: Human (8 HP, M, 25' Speed, 2 free Boosts: +Dex, +Str, Common)
Heritage: Aiuvarin (Gain elf trait, auivarin trait, and low-light vision)
Background: Bibliophile (+Cha & +Dex), Arcana & Library Lore, Arcane Sense)
Free Boosts: (lvl 1): Dex, Str, Cha, Int
Proficiencies: Perception (E), Fort (E), Ref (E), Will (T)
Skills: Acrobatics (T) (from Gunslinger Way), Athletics (T), Arcana (background), Crafting (T) (from Munitions Crafter feat), Diplomacy (T), Intimidation (T) (from Swashbuckler Dedication), Thievery (T)
Weapon & Armor: Simple/Martial Firearms & Crossbows (E), Advanced Firearms & Crossbows, Simple/Martial Weapons, Unarmed Attacks (T), Light/Medium Armor (T), Unarmored Defense (T)
Class DC (T)

____________________
Ancestry & General Feats
1st: Natural Ambition
You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

Toughness (level 3 general feat)
Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

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Skill Feats
Alchemical Crafting (gunslinger feat bonus skill feat)
You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

Arcane Sense (background bonus skill feat) Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank detect magic at will as an arcane innate spell. If you’re a master in Arcana, the spell is heightened to 3rd rank; if you’re legendary, it is heightened to 4th rank.

Assurance: Athletics (level 2 skill feat)
Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Special: You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

____________________
Class Features
Gunslinger's Way: Way of the Drifter
Reloading Strike ◆ [manipulate]
Requirements: You're wielding a firearm or crossbow in one hand, and your other hand either wields a one-handed melee weapon or is empty.
You make a melee attack and then reload your gun in one fluid movement. Strike an opponent within reach with your one-handed melee weapon (or unarmed attack, if your other hand is empty), and then Interact to reload. You don't need a free hand to reload in this way.

Initial Deed: Into the Fray ◇ [manipulate]
Trigger: You roll initiative.
You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon and then can Interact to draw a one-handed melee weapon. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this Stride.

Slinger's Precision
You deal an extra +2 precision damage with Strikes made using non-repeating crossbows and you deal an extra 1d4 precision damage on Strikes using non-repeating firearms.

If you have gunslinging legend, you instead deal +3 additional precision damage with Strikes using non-repeating crossbows and an additional 1d6 precision damage with Strikes using non-repeating firearms.

If you are using a combination weapon whose ranged form is a firearm or crossbow, you use your proficiency with firearms and crossbows for attacks made with the melee configuration of that weapon.

Munitions Crafter: Advanced Alchemy
During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don't need to attempt a Crafting check to do this, you can use an alchemist's toolkit instead of an alchemist's lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of bombs or batches of four alchemical items ammunition up to 4 + your Intelligence modifier half your level (rounded up). Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

Swashbuckler: Panache
You care as much about the way you accomplish something as whether you actually accomplish it in the first place. When you perform an action with particular style, you can leverage this moment of verve to perform spectacular, deadly maneuvers. This heightened state of flair is called panache. You gain panache by performing actions that have the bravado trait. Tumble Through and additional actions determined by your swashbuckler's style gain the bravado trait when you use them. The GM might determine that a check to perform a particularly daring action, such as swinging on a chandelier or sliding down a drapery, can gain the bravado trait. These checks typically involve at least a single action and a non-trivial DC. Normally, you gain and use panache only in combat encounters; when an encounter ends, you lose panache. Powerful finisher actions, including Confident Finisher, can be used only while you have panache and cause you to lose your panache.

Swashbuckler Style: Braggart
You boast, taunt, and psychologically needle your foes. You are trained in Intimidation. When you Demoralize, the action gains the bravado trait.

Stubborn
You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn.
_____________________
Class Feats
Bonus: Sword & Pistol
You're comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged Strike against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is off-guard against your next melee attack with a one-handed melee weapon.

When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Reactive Strike. Either of these benefits is lost if not used by the end of your next turn.

1st: Munitions Crafter
Bullets and bombs can be scarce in some parts, so you've learned to make your own. You become trained in Crafting and gain the advanced alchemy benefits (Player Core 2). You can use the advanced alchemy benefits to create a number of daily consumables equal to 4 + half your level (rounded up); these consumables must be bombs or alchemical ammunition.

You gain a formula book that includes the formula for black powder and four 1st-level types of common or uncommon alchemical ammunition or bombs of your choice.

When crafting alchemical ammunition, including black powder in doses or rounds, using advanced alchemy, you create the ammunition in batches of 4 (meaning that if you were 4th level and used all of your advanced alchemy consumables to create alchemical ammunition, you could create a maximum of 24 rounds). You cannot use advanced alchemy to Craft horns or kegs of black powder.

2nd: Hit the Dirt! ↺
Trigger: A creature you can see attempts a ranged Strike against you.
You fling yourself out of harm's way. You Leap. Your movement gives you a +2 circumstance bonus to AC against the triggering attack. Regardless of whether or not the triggering attack hits, you land prone after completing your Leap.

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Archetype Feats
Swashbuckler Dedication
Prerequisites: Cha +2, Dex +2
Choose a swashbuckler style. You gain the panache class feature, and you apply the bravado trait to Tumble Through and any actions indicated in your swashbuckler style, allowing you to gain panache. You become trained in Acrobatics or the skill associated with your style. If you were already trained in both skills, you instead become trained in a skill of your choice. You also become trained in the swashbuckler class DC. You don't gain any other effects of your chosen style.

Equipment, Encumbrance, and Gold:
____________________
EQUIPMENT

Worn
Leather Armor (1 B)
Thieves' Toolkit (1 B)
Spare Picks x 2

Wielded
‾‾‾‾
Double-Barreled Pistol [uncommon, concussive, double barrel, fatal d8, range: 30'] (1 B)
Whip [disarm, finesse, nonlethal, reach, trip] (1 B)
Shortsword [agile, finesse, versatile S] (LB)
Hand Crossbow [crossbow, range: 60'] (LB)

Firearm Ammunition x 1 (backup) (0.1 LB)
Crossbow Bolts x 30 (3 LB)
Aberration Bane Firearm Ammunition (lesser) x 4 (infused) (0.4 LB)
Acid Firearm Ammunition (lesser) x 4 (infused) (0.4 LB)
Cold Firearm Ammunition (lesser) x 4 (infused) (0.4 LB)
Ghost Charge x 3 (3L B)
Ammo numbers track loose ammunition only and assumes both barrels of the pistol are already loaded. Also, I keep track of each reload on Pathbuilder even when I don't keep it up to date here.

Invested
‾‾‾‾
n/a

Stowed
‾‾‾‾
Backpack (- B) Holds up to 4 Bulk; ignore the first 2 Bulk for Bulk limits)
Adventurer's Pack (1 B) [bedroll, flint & steel, rope (50'), soap, waterskin, rations x 2, torches x 5, chalk x 10]
Firearm Cleaning Kit (L B)
Alchemy Toolkit (1 B)
Formula Book (1 LB)

Formulae
(0) Black Powder Ammunition

(1) Bane Ammunition - Aberration, Animal, Beast, Fey, Fungus/Plant, Dragon, Ooze, or Giant (lesser): (◆Activate before firing: 1d4 persistent poison damage to target matching trait of ammo)

(1) Elemental Ammunition - Acid, Cold, Electricity, Fire, or Poison (Lesser) (◆Activate before firing: 1 persistent [element] damage + 1 [element] splash damage)

(1) Ghost Charge (Lesser) (bomb) (1d8 vitality damage, 1 vitality splash damage, target is enfeebled 1 till start of your next turn. Deals full damage to incorporeal undead.)

(1) Glue Bomb (Lesser) (bomb) Hit: 10' status penalty to Speed for 1 minute, Critical Hit: 10' status penalty to Speed for 1 minute + Stuck to solid surface & immobilized for 1 round/flying creature wings tangled, fall safely then cannot Fly again for 1 round; Target can Escape (DC 17) or spend 3 Interact◆ actions to carefully remove the sticky stuff)

(2) Aromatic Ammunition (◆Activate before firing: Target gains a distinct odor for up to 1 hour or until washed off using at least 1 gallon of water and 10 minutes of scrubbing. Even creatures with a weak sense of smell can detect it and gain a +1 item bonus to Track the target. A creature with scent doubles the effective range of their scent ability)

(2) Life Shot (minor) (◆Activate before firing: Target takes no damage but heals 1d4 HP and gains a +1 item bonus to saves against poisons and disease for 1 minute. On a critical hit, roll the healing twice and take the better result [fortune]. A creature willing to be hit is off-guard to the attack)

Coin Purse
0 pp 41 gp 3 sp 5 cp

Total Bulk 4.6
Encumbered: >7
Max: 12

Akarna Awakens Profile:
[spoiler=Backstory]Jon Ydinna was born to Etta Ydinna (a human), a successful upscale baker in Marnas. His father is Lord Naidaniel, an elf lord in the Delendel Forest. Lord Naidaniel loved Etta but ultimately because of political pressures, he had to break off the relationship even though Etta was pregnant. He paid for Jon’s tuition to a boarding school in H’Tesk, where Jon studied and did well enough (through hard study) to gain admittance to Delthis University. It was here Jon’s interest into the arcane bloomed as a result of him wishing to connect more with his elf heritage and studying the Marathis debacle. He became insanely curious about what went wrong with the spell and what became of his high elf ancestors, so he decided he would focus on arcana. His father found out and threatened to cut off his tuition money if he did not give it up for a less controversial subject. Jon wouldn’t, so his father cut off his money. Then, as described above, Jon remembered the ratfolk gunslingers and took the last of his father’s money to buy a ticket to Dendar, a dueling pistol, and passage to Yshoka to learn from them.
For the past few years, he’s lived a life on the road, traveling with caravans and ships and providing security for them with his gunslinging skills. This life of travel has enabled him to conduct independent research in the field and visit farflung libraries. Although his university tuition was cut off, he has not been publicly denounced (Lord Naidaniel probably feels the denunciation would inform nearly everyone of his son’s behavior when few people know about it now) so he can use the family name to get into private libraries which otherwise wouldn’t be available to him. When he’s not traveling with a caravan or ship, he finds jobs with alchemical supply shops to craft black powder for them. He tries to visit his mother at least once a year and writes to her every month or so.