![]()
About Lassandra DreldrebiBasic 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:
Machete 1d6 19-20/x2 — 2 lbs. S —
Celestial Crusader:
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:
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
Other: Gunslingers Dodge
Quick Clear
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:
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. |