About Louly a'Maris[ ooc]Perception:[/ooc] [dice]1d20+5[/dice] [ spoiler=Quick stats]
--- Favored Class: Alchemist, gunslinger Hit Points: 20
Attacks:
BAB: +1 Melee: +1 Ranged: +4 (+1/+1 within 30 feet) Club:
Bombs:
Pistol:
Dagger:
Javelin:
Defense:
AC: 16 (+3 armor, +3 Dex) Touch: 13 Flat-footed: 13 CMD: 13 Armor: Studded leather armor (Armor Bonus: +3; Max Dex: +5; Check Penalty: -1; Type: Light; Weight: 15 lbs.) Fortitude save: +5 (4 base, 1 Con)
Extracts:
Mutagen: +4 Str, -2 Cha 1st (2/day): cure light wounds (1) Formula book:
Class abilities:
Weapon and Armor Proficiency: Proficient with all simple and martial weapons, all firearms and bombs. They are also proficient with light armor, but not with shields. Bomb: 4/day (1d6+3; 4 splash damage, Reflex DC 14 for half) Mutagen: When an alchemist brews a mutagen, he selects one physical ability score — Strength, Dexterity or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time. Grit: 1/day Deeds
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:
Brew potion (bonus) Throw anything (bonus) Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Gunsmithing (bonus) Other feats to get:
Skills:
Acrobatics +7 (1 rank, 3 class skill, 3 Dex) Bluff +4 (1 rank, 3 class skill, 0 Cha) Climb +3 (1 rank, 3 class skill, 0 Str, -1 armor) Craft (alchemy) +7 (1 rank, 3 class skill, 3 Int) Craft (siege engine) +7 (1 rank, 3 class skill, 3 Int) Diplomacy +1 (1 rank, 0 Cha) Disable Device +7 (1 rank, 3 class skill, 3 Dex) Knowledge (arcana) +7 (1 rank, 3 class skill, 3 Int) Knowledge (local) +7 (1 rank, 3 class skill, 3 Int) Knowledge (engineering) +4 (1 rank, 3 Int) Knowledge (nature) +7 (1 rank, 3 class skill, 3 Int) Perception +5 (1 rank, 3 class skill, 1 Wis) Profession (cook) +6 (1 rank, 3 class skill, +1 cookbook, 1 Wis) Sleight of Hand +7 (1 rank, 3 class skill, 3 Dex) Spellcraft +7 (1 rank, 3 class skill, 3 Int) Survival +5 (1 rank, 3 class skill, 1 Wis) Swim +3 (1 rank, 3 class skill, 0 Str, -1 armor) Untrained class skills
Suggested skills
Languages spoken:
Taldane (common), Polyglot, Osiriani, Kelish Gear:
Combat gear Club (3 lbs.) Dagger (2 gp, 1 lb.) 3 javelins (3 gp, 6 lbs.) Pistol (can only be used by her) (4 lbs.) Leather armor (10 gp, 15 lbs.) Non-combat gear
Backpack (2 gp, 2 lbs.)
3 Belt pouches (3 gp, 1.5 lbs.)
37 gp, 15 sp, 2 cp Items found (and presumably still available) in the galley:
Traits:
Buccaneer’s Blood: One of your ancestors was an infamous Free Captain of the Shackles, whose very name struck fear in the hearts of those who sailed the seas in search of an honest living. Piracy is in your blood, and you’ve always longed to follow in your forebear’s footsteps and plunder the shipping lanes. You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores. Highly adaptive: An early life of constant change has left you quick to adapt to changes. You may choose two favored classes at first level.
Racial traits:
+2 to One Ability Score: Applied to Dexterity. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Background:
Louly cried out in pain as the truncheon slammed into her head, the glow of lovemaking suddenly gone as the devilishly handsome corsair she'd just bedded raised his arm to hit her again. She dove for her blade and bombs, but tangled in the bedsheets, she didn't come even close. Turning over, her eyes widened as the club descended. Wondering how it could all end this way, she could do nothing but watch as her short life flashed before her eyes. She'd arrived earlier yesterday at the Formidably Maid, in Port Peril, seeking more information about her father, the first one, the one who gave his seed but about whom she knew so little. The only clue had been the flag she'd had with her as long as she can remember: Navy blue so deep it looked black, a silver mermaid with a cutlass between her teeth stitched in silver. Her inquiries had led to the discovery that it had once belonged to one of the dreaded free captains of the Shackles, a pirate named Adamar Voulge whose ship, the Daunting Mermaid, had last been seen more than two decades earlier. Next she saw herself leaving her home in Alkenstar, the father of her heart dead and buried. Tears flowed freely from her eyes as she bid farewell, heading out to learn more about the past she hadn't realized she'd cared about until Roldan a'Maris was no longer in her life. The evening, she'd unwrapped the pistol, the gift he'd given her on his deathbed, from the flag he'd found her in two decades earlier, in the wake of the Gorilla King's attack on Alkenstar in 4690 AR. She hadn't paid close attention to the lessons he'd tried to teach her about the weapon, but now she wished she had. No one was sure how the human toddler had ended up on the battlefield in the Mana Wastes, but it seemed clear to the man that found her that she had been brought there by some simian soldier of the Gorilla King's, a foundling that had been abandoned again in the desolate plains. Roldan used to say she'd retained some wildness from whatever time she'd spent in the Mwangi Expanse. She had been a rambunctious child, who had resisted her father's mild efforts to rein her in. And when he tried to eventually teach her how to use his trademark Alkenstar pistol, she'd instead been fascinated by the bombs being created by some of the black powder smiths. She'd sneak out to watch, getting underfoot until he finally let her apprentice with the city's alchemists, where she found a a knack for it all her own. Then, in just brief flashes, something she didn't even consciously remember. Red splashes cover the ruined camp as a monkey-like figure lift her from a cradle in a lush jungle. She vies for attention from the pack's elder with several other young primates, frustated that she can't keep up or match their simian strength. Then fear as the pack's silverbacks are forced to march to war, being secreted along as it was too dangerous to be left behind.
Shipmates:
Helpful Ambrose "Fishguts" Kroop* - Wormwood's Drunken Cook Cut-throat Grok - half-orc woman, Wormwood's Quartermaster - superstitious - tensed Rosie Cusswell - Female Halfling - tensed Sandara Quinn - Fetching Woman in the tricorne hat, Cleric of Besmara Crimson Cogsward* Owlbear Hartshorn* - Plugg's brute Jack Scrimshaw - human young lad talented at carving scrimshaw "Ratline" Rattsberger* - male halfling, rat-faced, missing fingers - tensed; gambles at throwing games with Louly Tilly Bracket - female human; tough joker who liker her rum Barefoot Samms Toppin - female human; never wears shoes Conchobhar Shortstone - Gnomish man in the foppish hat Caulky* - Captain's cabin girl * Louly's closest friends Friendly Unknown
Foes
Dead
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