Poisoner

Roydin Keen Eye's page

No posts. Organized Play character for Kevin Hanley.


Full Name

Roydin Keen Eye

Race

Halfling

Classes/Levels

Gunslinger (Mysterious Stranger) 1/Investigator (Sleuth) 3

Gender

Male

Size

Small

Age

24

Alignment

N

Deity

Norberger

Location

Taldor

Languages

Abyssal, Azlanti, Common, Dwarven, Halfling, Osiriani, Skald, Tien

Occupation

Librarian

Strength 8
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 10
Charisma 14

About Roydin Keen Eye

Roydin Keen Eye
Male halfling gunslinger (mysterious stranger) 1/investigator (sleuth) 3 (Pathfinder RPG Advanced Class Guide 30, 101, Pathfinder RPG Ultimate Combat 9, 51)
N Small humanoid (halfling)
Init +5; Senses Perception +6
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 32 (4 HD; 3d8+1d10+8)
Fort +6, Ref +8, Will +3; +2 bonus vs. poison, +2 vs. fear
Defensive Abilities trap sense +1; Resist poison resistance
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee rapier +3 (1d4-1/18-20)
Ranged mwk pepperbox +9 (1d6/×4) or
mwk pistol +8 (1d6/×4)
Special Attacks deeds (deadeye, focused aim, gunslinger's dodge), grit (4), low blow
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Statistics
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Str 8, Dex 16, Con 14, Int 16, Wis 10, Cha 14
Base Atk +3; CMB +1; CMD 14
Feats Gunsmithing[UC], Point-blank Shot, Weapon Focus (pepperbox)
Traits fate's favored, resilient
Skills Acrobatics +4 (+0 to jump), Bluff +6, Climb +0, Craft (alchemy) +7, Diplomacy +8, Disable Device +5 (+7 vs. magic traps), Disguise +6, Heal +4, Intimidate +7, Knowledge (arcana) +7 (+9 to understand the nature and ways of dragons), Knowledge (dungeoneering) +7 (+9 while navigate dungeons beneath the Cairnlands' siege castles), Knowledge (engineering) +7, Knowledge (geography) +7 (+9 to navigate the City of Brass and surrounding areas), Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7 (+9 to identify demons and other outsiders native to the Abyss), Knowledge (religion) +7, Linguistics +9, Perception +6 (+8 vs. magic traps), Profession (librarian) +4, Sense Motive +7 (+9 to distinguish between true statements and exaggeration regarding esoteric topics), Sleight of Hand +4, Spellcraft +7, Stealth +8, Survival +0 (+2 to notice and follow tracks in Arctic environments), Use Magic Device +6
Languages Abyssal, Azlanti, Common, Dwarven, Halfling, Osiriani, Skald, Tien
SQ adaptable luck, deed: daring, deed: oppurtunist evasion, deed: sleuth's initiative, gunsmith, inspiration (4/day), investigator talent (intelligence inspiration), keen recollection, poison lore, sleuth's luck, trapfinding +1
Other Gear studded leather, alchemical cartridge (paper) (50), black powder (10), mwk pepperbox, mwk pistol, pitted bullet (10), rapier, bandolier, blue book, pathfinder chronicles, volume 11, pathfinder chronicles, volume 14, pathfinder chronicles, volume 2, pathfinder chronicles, volume 27, 2,473 gp
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Special Abilities
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Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
Deed: Oppurtunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw ligt/1-hand melee weap as part of the initiative check.
Fate's Favored Increase luck bonuses by 1.
Fearless +2 racial bonus vs Fear saves.
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.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Intelligence Inspiration (Ex) Free Inspiration with Knowledge, Linguistics, Spellcraft even when untrained.
Low Blow +1 to critical confirmation rolls against larger creatures.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Sleuth's Luck At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the d
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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