Lirianne

Lassandra Dreldrebi's page

34 posts. Organized Play character for D3sp3rato.


Full Name

Lassandra Dreldrebi

Race

Aasimar, Garuda

Classes/Levels

Gunslinger 1 | Grit 3 | AC: 17 TAC: 14, FAC: 13 CMD: 15 | HP 13 | Fort 4, Ref 6, Will 3 | Init +4 | Perception +7 | Native Outsider, Darkvision 60, Celestial Crusader

Gender

Female

Size

Medium

Age

N/A

Alignment

CN

Deity

Desna

Location

Mendev

Languages

Common, Celestial, Draconic, Elven

Strength 10
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 16
Charisma 10

About Lassandra Dreldrebi

Basic Info:
Name: Lassandra Dreldrebi
Player: Nathan Love
Race: Aasimar
Class: Gunslinger
Alignment: Chaotic Neutral
Homeland: N/A

--BOT INFORMATION--:
Lassandra will keep out of melee distance if possible but remain in her first range increment. She will default to regular bullets and black powder instead of using cartridges. If she misfires and is in melee range, she will draw her machete and engage in melee. If she misfires and is out of melee range she will use QUICK CLEAR to remove the broken condition.

If she is out of grit, she will perform some sort of Acrobatics check with a stunt during an attack to attempt to regain grit.

[dice=Attack/Pistol]1d20+6+1;1d8+1[/dice]

[dice=Attack/Machete]1d20+2; 1d6[/dice]

[dice=Stunt/Acrobatics]1d20+9[/dice]

Ability Scores:
HP: 13
STR 10
DEX 18
CON 14
INT 14
WIS 16
CHA 10

skills:
Acrobatics 8
Appraise 2
Artistry 2
Bluff 2
Climb 0
Craft Alchemy 6
Diplomacy 0
Disguise 0
Escape Artist 4
Fly 4
Handle Animal 0
Heal 3
Intimidate 0
Knowledge Engineering 6
Knowledge Planes 3
Perception 7
Perform
Profession
Ride 4
Sense Motive 3
Sleight of Hand 8
Spellcraft 2
Stealth 4
Survival 3
Swim 0
Use Magical Device 0

Combat:

Weapons:
Pistol 1d8 x4 20 ft. 1 (5 ft.) 1 4 lbs. B and P — (cartridges x10) (Reg. Bullets x20)
1d20+5 Attack

Machete 1d6 19-20/x2 — 2 lbs. S —
(+1 Survival checks to get along in the wild)
1d20+1 Attack

Celestial Crusader:
Some aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance and skilled.

Infused Grit (Su): Each day when a planar rifter recovers grit, he can attune his grit pool to one of the following subtypes: air, chaotic, earth, evil, fire, good, lawful, or water. Whenever he is on a plane that has an alignment or elemental trait, he can switch his attunement to match one of that plane’s traits as a standard action. After reducing an outsider to 0 hit points or below, he can switch his attunement to match one of that outsider’s subtypes as a free action. He regains grit as normal from critical hits, but killing blows replenish his grit pool only if the target is an outsider.

This alters grit.

Deeds: A planar rifter gains the following deeds.

Infused Bullet (Su): At 1st level, a planar rifter’s bullets carry the essence of a plane to which his grit pool is attuned, striking true against creatures that shrink from that plane’s nature. As long as he has at least 1 point in his grit pool, he gains the following benefits: if he infuses his bullets with an alignment, his bullet’s damage counts as that alignment for the purposes of overcoming DR; if he infuses his bullets with an element, half of his bullet’s damage changes to an energy type determined by the element infused: acid (earth), cold (water), electricity (air), or fire (fire).

Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Feats:
Point Blank Shot
Precise Shot
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Gear:
Studded Leather Armor 25gp, 20lb
Battered Pistol -gp, 4lb
Gunsmiths Kit 15gp, 2lb
Machete 10gp, 2lb
Paper Cartridges (10) 60gp
Reg. bullet. (20) 2gp
Powder Horn (2) 6gp, 1lb
Powder Dose (20) 20gp
Backpack

Gold 10gp

Feats and Other:

Feats:

Point Blank Shot
Gunsmithing
Armor Proficiency, light
Weapon Proficiency, Simple
Weapon Proficiency, Martial
Weapon Proficiency, Exotic: Firearms

Other:

Gunslingers Dodge
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 condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Quick Clear
Grit
Infused Grit
Infused Bullet
Darkvision 60
Celestial Crusader
Spell Like Ability
See Invisibility
Native Outsider
Heritage: Garuda Blooded

Traits:

Demon Slayer: By studying a demonic opponent, you can sense and target its weak spots. You can attempt a Knowledge (planes) check to find a demon’s weak spot. (DC 10 + the demon’s CR). If you succeed, you gain a +3 trait bonus on rolls to confirm critical hits against that demon until the end of the battle. This effect only works on demons.

Chance Encounter (Trickster)

You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster. Multiple Characters: You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions—the discovery that someone else was saved by the mysterious stranger has resulted in a long friendship (or perhaps friendly rivalry) with the others she rescued.

Surprise Strike (Ex): As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Path Ability: At 1st tier and every tier thereafter, select one new path ability from the trickster path abilities lists or from the universal path abilities lists (see page 50). Once you select an ability, it can’t be changed. Unless otherwise noted, each ability can be selected only once. Some abilities have requirements, such as a class ability or minimum mythic tier, that you must meet before you select them.

Spell Like Ability:

See Invisibility:
Casting
Casting Time 1 standard action
Components V, S, M (talc and powdered silver)
Effect
Range personal
Target you
Duration 10 min./level (D)
Description
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.

The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.