Erioch Ourevest

Malinor.'s page

Organized Play Member. 443 posts (9,285 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 29 aliases.


Full Name

Malinor

About Malinor.

EXP: Total: // Current:
Strength 10, Stamina 10, Agility 4, Dexterity 4, Fighting 4, Intellect 4, Awareness 4, Presence 4

Advantages
Power Attack (1 point)
Accurate Attack (1 point)
Defensive Attack (1 point)
Uncanny Dodge (1 Point)
Skills

Powers
Immortal Being [Enhanced Stamina 10, Enhanced Strength 10, Immunity: Life Support 10, Regeneration 10, Immortality 5]
Warp Reality [Blast
Bend Reality [Teleport 10 ()]

Equipment

Offense
Initiative
Unarmed + / Melee Damage:
Ranged Blast + / Ranged Damage

Complications
Seeking Redemption
Languages: English
Defense
Dodge , Parry , Fortitude , Toughness , Will
Power Points
Abilities +4 Advantages + Skills + Powers + Defenses =

Dungeon Crawl Malinor:
Name: Malinor
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Male Aasamir[Garuda Blooded)] Gunslinger [Pistolero] 5/ Inquisitor of Cayden Cailean [Sanctified Slayer] 1
NG Medium Outsider (Native)
Init +8 ; Senses Perception +17
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Defense
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AC 22, touch 17, flat-footed 15 (+4 armor, +6 Dex, +1 Dodge, +0 Natural Armor, +0 Deflection, +1 Shield)
hp: 51 (5d10 + 1d8 +12)
Fort +9, Ref +11, Will +8
Defensive Abilities: Deeds, Nimble
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Offense
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Speed: 30 Ft
Melee: MW Rapier +12 (1d6+1;18+ x2)
Ranged: +1 Pistol +12 (1d8+7 ; x4; 20 ft; Misfire 1 (5 ft.)) Or
+1 Pistol +10 / +10 (1d8+7 ; x4; 20 ft; Misfire 1 (5 ft.))
Special Attacks:
spoiler=Spells] (CL 1st; Concentration +4)
Level 0 (-) : [4] Detect Magic, Detect Poison, Guidance, Stabilize
Level 1 (2/2) : [2] Divine Favor, Shield of Faith
[/spoiler
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Statistics
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Str 12, Dex 22, Con 14, Int 10, Wis 16, Cha 10
Base Atk +5 ; CMB +5; CMD 23

Racial Abilities:
spoiler=Spell Like Ability:] Aasimars can use See Invisibility once per day as a spell-like ability (caster level equal to the aasimar’s class level). [/spoiler
spoiler=Darkvision:] 60 ft. [/spoiler
spoiler=Skilled:] +2 Racial Bonus to Acrobatics and Fly. /spoiler]
spoiler=Celestial Resistance:] Cold Resistance 5, Electrical Resistance 5, Fire Resistance 5. [/spoiler

Class Abilities:
spoiler=Grit [3/3]:] A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.[spoiler=Regaining Grit
Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit. [/spoiler
spoiler=Gunsmith:] Start with a busted Pistol. Have Gunsmithing feat. [/spoiler
spoiler=Deeds:] Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level.
The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This precision damage stacks with sneak attack and other forms of precision damage.
This deed replaces the deadeye deed.
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.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally. [/spoiler
spoiler=Pistol Training:] Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. [/spoiler
spoiler=Nimble:] Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). /spoiler]
spoiler=Travel Domain:]
Agile Feet (Su): As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dimensional Hop (Sp): At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought./spoiler]
spoiler=Studied target:] A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack rolls, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.
At 7th level, a slayer can study an opponent as a move or swift action. [/spoiler
spoiler=Monster Lore:] The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. [/spoiler
spoiler=Orisions:] You know how to cast 0-Level spells. /spoiler]
spoiler=Stern Gaze:] Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). [/spoiler

Traits
spoiler=Indomitable Will:] You gain a +1 trait bonus on Will saves. [/spoiler
spoiler=Reactive (Combat):] Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse. /spoiler

Feats:
spoiler=Gunsmithing:] If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.


Precise Shot::
Ignore -4 for shooting or throwing into melee. [/spoiler
spoiler=Rapid Shot:] When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot. [/spoiler
spoiler=Rapid Reload (Pistol)] The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow. [/spoiler

spoiler=Deft Shootist Deed:] As long as you have at least 1 grit point, you do not provoke attacks of opportunity when shooting or reloading a firearm. [/spoiler

spoiler=Ricochet Shot Deed:] You can fire a shot at a wall or piece of solid terrain, and have it ricochet off. When you do, use the square immediately in front of the wall or piece of solid terrain to determine line of sight to a target, and this square is considered the new origin square of the attack. Use that square to determine the effects of cover, and your own square to determine the effects of concealment. You can make this shot as long as you have at least 1 grit point. When making this shot, you can spend 1 grit point to ignore the effects of all cover or concealment. You must choose to spend the grit point before you make the attack roll. [/spoiler

spoiler=Skills:] Acrobatics +17 [6], Climb +5 [2], Fly +8 [0], Knowledge [Arcana] +10 [3], Knowledge [Dungeoneering] +10 [3], Knowledge [Nature] +10 [3], Knowledge [Planes] +10 [3], Knowledge [Religion] +10 [3], Perception +17 [6], Stealth +15 [6], Survival +7 [1], Swim +4 [1] [/spoiler

spoiler=Languages:] Common, Celestial [/spoiler

spoiler=Combat Gear:] Battered Pistol, +1 Pistol (2800), 660 paper cartridges (790), Haversack (2000), Endless Bandolier (1500), MW Buckler (1155), Mithral Chain Shirt (1100), Eyes of the Eagle (2500), MW Rapier (320), Belt of Incredible Dexterity (4000), Cloak of Resistance +1, Wand of CLWs [50/50 charges] (750 gp), +3 Anarchic Longsword.
Gold: 58 Silver: 5 Copper: .4
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Tracked Resources
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Traveler's Outfit 1/1 5
50 ft rope* 1/1 5
Grappling Hook* 1/1 4
Crowbar* 1/1 5
Rations* 7/7 7
Waterskin* 1/1 4
Bedroll 1/1 5

Total Weight 38 lbs/ 43 lbs light or less/ 44-86 medium / 87-130 heavy /spoiler]

spoiler=Attack Sequences]
dice= MW Rapier Attack]1d20+12[/dice]
dice= MW Rapier Damage]1d6+1[/dice]
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dice= +1 Pistol Touch Attack]1d20+12[/dice]
dice= +1 Pistol Damage]1d8+7[/dice]
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dice= +1 Pistol Touch Attack]1d20+10[/dice]
dice= +1 Pistol Damage] 1d8+7[/dice]
dice= +1 Pistol Touch Attack]1d20+10[/dice]
dice= +1 Pistol Damage] 1d8+7[/dice]
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dice= +1 Pistol Attack]1d20+12[/dice]
dice= +1 Pistol Damage] 1d8+7[/dice]
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dice= +1 Pistol Attack]1d20+10[/dice]
dice= +1 Pistol Damage] 1d8+7[/dice]
dice= +1 Pistol Attack]1d20+10[/dice]
dice= +1 Pistol Damage] 1d8+7[/dice]
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dice= +1 Pistol Deadly Aim Touch Attack]1d20+10[/dice]
dice= +1 Pistol Deadly Aim Damage]1d8+11[/dice]
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dice= +1 Pistol Deadly Aim Touch Attack]1d20+8[/dice]
dice= +1 Pistol Deadly Aim Damage] 1d8+11[/dice]
dice= +1 Pistol Deadly Aim Touch Attack]1d20+8[/dice]
dice= +1 Pistol Deadly Aim Damage] 1d8+11[/dice]
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dice= +1 Pistol Deadly Aim Attack]1d20+10[/dice]
dice= +1 Pistol Deadly Aim Damage] 1d8+11[/dice]
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dice= +1 Pistol Deadly Aim Attack]1d20+8[/dice]
dice= +1 Pistol Deadly Aim Damage] 1d8+11[/dice]
dice= +1 Pistol Deadly Aim Attack]1d20+8[/dice]
dice= +1 Pistol Deadly Aim Damage] 1d8+11[/dice]