About Karos ValdianPFS Number:2405-8 Statblock:
Karos Valdian
Male garuda-blooded aasimar (plumekith) gunslinger (pistolero) 1/inquisitor of Cayden Cailean 7 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 9, 51, Pathfinder RPG Ultimate Magic 46) CG Medium outsider (native) Init +9; Senses darkvision 60 ft.; Perception +15 -------------------- Defense -------------------- AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex) hp 53 (8 HD; 7d8+1d10+8) Fort +11, Ref +12, Will +12 Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee longsword +7/+2 (1d8+1/19-20) Ranged +2 distance pistol +13 (1d8+2/×4) or . . dragon pistol +11 (1d6/×4) Special Attacks deeds (gunslinger's dodge, quick clear, up close and deadly +1d6), greater bane (12 rounds/day), grit (4), judgment 3/day Spell-Like Abilities (CL 8th; concentration +8) . . 1/day—see invisibility Inquisitor Spell-Like Abilities (CL 7th; concentration +11) . . At will—detect alignment, discern lies (7 rounds/day) Inquisitor Spells Known (CL 8th; concentration +12) . . 3rd (2/day)—channel vigor, prayer . . 2nd (4/day)—aid, litany of defense[UC], surmount affliction[UM], weapon of awe[APG] (DC 16) . . 1st (5/day)—bless, divine favor, lend judgment[UM] (DC 15), litany of sloth[UC] (DC 15), protection from evil . . 0 (at will)—detect magic, disrupt undead, guidance, light, read magic, sift[APG] . . Domain Conversion inquisition[UM] -------------------- Statistics -------------------- Str 12, Dex 20, Con 13, Int 10, Wis 18, Cha 10 Base Atk +6; CMB +7; CMD 22 Feats Gunsmithing[UC], Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot Traits armor expert, magical knack Skills Acrobatics +8 (+4 to jump), Craft (alchemy) +4, Diplomacy +15, Fly +4, Intimidate +18, Knowledge (dungeoneering) +5, Knowledge (engineering) +4, Knowledge (history) +2, Knowledge (local) +8, Knowledge (nature) +4, Knowledge (planes) +5, Knowledge (religion) +8, Perception +15, Sense Motive +18, Survival +9, Swim +2; Racial Modifiers +2 Acrobatics, +2 Fly Languages Celestial, Common SQ determination, gunsmith, monster lore +4, stern gaze +3, track +3 Combat Gear potion of protection from evil, snapleaf[UE], wand of cure light wounds (22 charges), air crystal (2), smokestick (2); Other Gear +2 chain shirt, +2 distance pistol[UC], adamantine bullet[UC] (30), dragon pistol[UC], dragon's breath cartridge[UC] (30), longsword, paper cartridge[UC] (50), bane baldric[UE], belt of incredible dexterity +2, cloak of resistance +3, feather step slippers[UE], handy haversack, belt pouch, canteen[UE], chalk, cold weather outfit, flint and steel, furs[APG], gunsmith's kit[UC], holy text (Cayden Cailean)[UE], mess kit[UE], silver holy symbol of Cayden Cailean, trail rations (5), basilisk extract (cures basilisk extract w/in one hour) (worth 600 gp), 610 gp -------------------- Tracked Resources -------------------- Alchemical cartridge (dragon's breath) - 0/30 Alchemical cartridge (paper) - 0/50 Detect Alignment (At will) (Sp) - 0/0 Determination (3/day) (Ex) - 0/3 Discern Lies (7 rounds/day) (Sp) - 0/7 Feather step slippers (1/day) - 0/1 Firearm bullet, adamantine - 0/30 Greater Bane (+2 / 4d6, 12 rounds/day) (Su) - 0/12 Grit Pool (4/day) - 0/4 Judgment (3/day) (Su) - 0/3 Potion of protection from evil - 0/1 See Invisibility (1/day) - 0/1 Smokestick - 0/2 Snapleaf - 0/1 Teamwork Feat (change 4/day) - 0/4 Trail rations - 0/5 Wand of cure light wounds (22 charges) - 0/22 -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Deeds Use Grit to perform special abilities with your firearms. Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will. Determination (3/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack. Discern Lies (7 rounds/day) (Sp) Discern Lies at will 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. Greater Bane (+2 / 4d6, 12 rounds/day) (Su) Make the weapon you are holding a bane weapon. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmith Gain free starting firearm that only you can use properly. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Inquisitor Domain (Conversion Inquisition) Deities: Any deity. Granted Powers: You are a powerful persuader. A honeyed tongue empowered by divine argumentation sways the indifferent and adversarial to your side.
Powers Note:
Determination At 3rd level, the preacher is a person of few words on the battlefield, but those words hold great power and authority. Once per day, the inquisitor can use this ability to create one of the following effects. Each is a free action to use. Aggression: The preacher may reroll an attack roll that she just made before the results of the roll are revealed. She must take the result of the reroll, even if it’s worse than the original roll. Defense: When the inquisitor would be hit by a melee or ranged attack, as an immediate action she may add a +4 insight bonus to her Armor Class against that attack, and if this makes the inquisitor’s AC higher than the opponent’s attack roll, the attack misses. Warning: When a preacher’s ally within line of sight would be hit by a melee or ranged attack, she may call out a warning to that ally, and the attacker must reroll the attack and use the results of the second roll. The ally must be able to hear the preacher and must not be helpless for this ability to have any effect. Whenever the preacher could select a bonus teamwork feat (at 3rd, 6th, 9th, 12th, 15th, and 18th level), she can instead choose to increase her number of uses per day of this ability by one. This ability replaces solo tactics. Background:
Born and raised in Alkenstar to parents descended from the ancient visits of Celestials, Karos was trained as a gunslinger in the service of Grand Duchess Trietta Ricia. But when he heard the tales of Cayden Cailean, he admired the hard-drinking, hard-fighting man of principle who became the Accidental God. Karos decided to enter the priesthood, but found he was less interested in spreading the faith than he was emulating Cayden's goals with a powerful zeal. Thus he became something of a contradiction, an inquisitor of the god of freedom and bravery. Karos traveled north into Garund, eventually visiting both Absalom and Taldor on a pilgrimage to locations in his hero-god's life. It was in Absalom that he became part of the Pathfinder Society, viewing the Society as an excellent means of locating and fighting evil with like-minded allies. Boons:
Corruption Uncovered - Once per scenario, add +2 to a Sense Motive check Mythic Legacy - One time, use the mythic version of any one feat you possess, then cross off this boon. Warm Friend in a Cold Land - +2 bonus on Diplomacy checks in Irrisen. You may bring Ulhiya with you on one mission, allowing you to use this bonus anywhere, but then cross off the boon. Grippli's Favor - +2 bonus on Charisma-based checks to influence Grippli. Pathfinder's Excellence (Skill) - Before attempting a skill check, you can check one of the two boxes preceding this boon in order to roll the check twice and take the better result. If the skill check is attempted during an encounter in which you directly oppose a member of the Aspis Consortium or someone in their employ, you gain a bonus to this chedk equal to half your character level. Stinkeye's Friend - When subjected to a gaze attack, cross off this boon to gain a +4 insight bonus on the saving throw. Azlanti Wonder - When adventuring in ruins that predate Earthfall, you can cross off this boon and choose two of the following: AC, attacks rolls, saving throws or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your AC. Timelost Character - Permanent +1 bonus to Knowledge (history). Also, once per scenario, gain a +1 to a single d20 roll (must announce before the roll.) Skillful Barterer - Once, in a settlement of at least 100 people, trade up to 300 gp worth of non-magical gear for non-magical equipment of equal value. Curious Pipefox - Pipefox as a familiar or cross off this boon to treat one Knowledge (history or religion) check as if the roll were 25, even if not trained in the skill. Alternately, gain a +5 bonus to the skill. Air Affinity - No mechanical effect on its own. Elemental Awakening - Can check off various boxes when you receive a chronicle with an elemental affinity:
Coiled Companion - rare snake companion. Jiraku's Respect - Cross off this boon to cast dispel magic, invisibility, lonstrider, stone shape or wind wall. Personality:
Karos is casual in demeanor, a lover of life, art, women, alcohol, sports, adventure and the occasional barroom brawl. Like his patron, Karos holds freedom and adventure in high regard, and opposes tyranny and oppression on principle, particularly hating devils and Asmodean cultists but having little tolerance for evil wherever it arises. Introduction:
Common Dice Rolls: [dice=+2 distance Pistol, Divine Favor, Judgment of Destruction, Point-Blank Shot and Bane (First Attack)]1d20+13+2+1+2[/dice] <-vs. Touch AC
or [dice=+2 distance Pistol, Divine Favor, Judgment of Destruction, Point-Blank Shot, Bane and Rapid Shot (First Attack)]1d20+13+2+1+2-2[/dice] <-vs. Touch AC
[+1d6 if Up Close and Deadly]
If you have to bot Karos:
Karos is friendly, brave and action-oriented. Think Captain Kirk, not Captain Picard. In any fight, he will first consider whether the opposition seems significant. If so, he will buff up for a round before fighting. Round 1: Cast divine favor as a standard action, declare Judgment of Destruction as a swift action and move to within 30' of his target as a move action. Round 2: Declare bane as a swift action. Open Fire! |