Keyra Palin

Mallory Lewis's page

338 posts. Alias of YoricksRequiem.


Full Name

Mallory Lewis

Race

Human

Classes/Levels

Desperado 3 [ HP: 25/25 | AC: 15 (T: 13, FF: 11) | Fort +5 / Ref +6 / Will +1 | Init +4 / Percept +6 ]

About Mallory Lewis

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Background:
Background
When Mallory was just a kid, her parents dragged her across the desert in search of silver. What they found in The Big Drop was the same as most people found - absolutely nothing. Her father, Quinns, took off, leaving her uncle (Gabriel) and mother (Sarah-Jean) alone to raise her. Gabriel had lost a leg during the journey due to infection, or else it's likely that Quinns would have tried to take him with him.
Gabriel took his wound as a sign that it was time to retire from their old life and make an honest living. No more holdups, no more thievin' folks. Growing up, Mallory was infatuated with the stories of his old life, and while he dramatised the gunslinger life for her amusement, he was always sure to explain the importance of having honour, something her father never had. He would tell her how important it was to look after your crew, because they were all you had.

When Mallory was in her early teens, Gabriel became ill and passed away. Since her mother wanted something different for her, she pulled strings to get Mallory hired at a local bar, serving drinks and entertaining travelers. Eventually Mallory was able to leave home, serving with a bandit crew for a few years. After a bad job left them destroyed, and her lost in the desert, she ended up becoming a bounty hunter.

Vignette
(This is an excerpt from a Vignette I was writing, in which Mallory is already an established bounty hunter, and finds a teenaged boy who ran away, and is trying to decide what to do with him. At first she intends to take him back, but then sits him down to talk to him.)

Mallory opened her mouth to say something, and then stopped. A few minutes passed in silence, and then she tried again. “You know what a barmaid is?” she asked, and the kid shook his head. "Towns bigger 'en the one you're from... they get a lot of travelers passin' through. Lotta respectable types. Growin' up without a daddy, I had to start working, early and often, and that was all I could do."

"The days were long, and it often felt like bein' a slave. I was tied to any man who came through, singin' for 'em, playin' viola, and tryin' to get 'em to drink more, to talk. Some just wanted comp'ny. Others, well, there were girls more skilled than I for that kinda work."

"Once, I was maybe a lil older than you are, we had a man come by, refused to pay, but thought that because he was a man, he was still entitled to whatever girls he wanted. Town was big, but we still didn't have a law man, and most folk didn't care what happened, especially not to girls like us, without privilege or status. An' so he just meant to take us, one by one. They’s screaming and crying but didn't matter none to him. Like nothing we did mattered, cause we didn't matter. He was halfway through the secon' one when I took my uncle's sword and ran him through.”

Mallory paused for a second, pulling a few apples from her satchel, and passing one to the body. He bit right into it like he hadn't ever eaten before. Taking the knife from her thigh, she began slicing her apple up, eating the chunks slowly.

"Those damn fool people,” she continued, “ain't care none about a whore gettin' raped, figured she had it comin'... but murderin' a rich man passin' through, killin' the hope of him investin' some money in the town, of him bringin' more people? That just don't sit right wit ‘em. So I did what you did, I ran. Learned enough to make my way. I knew how to talk, an' how to listen. I knew how to survive."

The kid swallowed a bite of his apple, and looked at the girl sitting next to him for the first time, as she stared out at the sand dunes on the horizon. Her long red curls fell down past her shoulders, framing her lightly tanned face. Green eyes shone out like emeralds. At a guess he’d put her in her early thirties. She was still attractive, but not like she’d once been. The hard life was chipping away at her bit by bit. She looked back at him, her eyes studying his face. “You seem like a smart kid, and you've got some of that magic in you. Where’d you learn that?”

He stammered, “I-I dunno, ma’am. I just kind of know it. I know how to make air into water, and, and I can make people hear stuff ain't real.”

Mallory chewed on a slice of apple and thought for a while, her brow furred. The kid knew that she was trying to make a decision, but he wasn't sure what was going through her head, or what he could say in his own favour. When he finally opened his mouth to try, she cut him off.

“You've cost me plenty already, makin' me chase you all over this damn desert, and if I want to take you back it’ll be a lost day, too. Ain't gonna get the law after me on account of your scrawny ass.”

The kid looked down, and Mallory thought he might cry. Wouldn't that just be the perfect ending to this day, making a little kid cry. She followed his gaze to his feet, cracked and bloody. Swollen, with at least one broken toe. He had been so desperate to survive that he’d run too hard, too far, knowing anything would be better than what waited for him there. Mallory remembered how she'd felt, and sighed.

“Listen, you wanna stay with me, make it worth my while. Teach me what you can about magic, how to fight it, 'nuff to survive, and ride with me a while. You managed to fool me earlier. Risky as hell, but smart. Could use someone clever watchin' my back. Gonna be a lot of work, I get into a fair amount of trouble. Ain't always gonna be good livin', but it’ll be livin'.”

His eyes lit up, and he promise her that she wouldn't regret it, that he’d stay with her for as long as she'd have him. She smiled, but it wasn't a happy smile, and somehow he knew it. She dressed his wounds, and brought him to the local tavern where they could stay the night. He lay down on his side, facing away from her, and she watched him curl up like a child. 'Another lost little dog'. she thought.

She drifted off to sleep with the satisfaction of knowing that he would never leave her side. Loyalty like that was the most important thing out here. She could teach him to survive, they could watch each other's backs, and maybe she'd be able to get through a few more years, and she'd leave something of value behind when she finally went.

That thought turned to ash less than 2 months later, when she emerged from a crossfire with a few more scars, and the kid was dead.

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Link to Desperado Archetype


Mallory Lewis
Female Human
Gunslinger (Desperado) 3

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    Stats
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Size / Type: Medium Humanoid (Human)
Alignment: Lawful Neutral
Deity: The Hangman
Age: 33
Initiative: +3
Senses: Perception +6
Languages: Common, Elven

Attributes
STR 8 (-1)
DEX 16 (+3)
CON 12 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 16 (+3)

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    Offense
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BAB: +2

Pistol
Attack: 1d20 + 5 (2 BAB +3 Dex)
Damage: 1d8

Rapier
Attack: 1d20 + 1 (2 BAB - 1 Str)
Damage: 1d6 - 1 (-1 Str)

Notes
- The pistol also does +1 Attack and Damage within 30 feet.

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    Defense
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HP: 25 (3d10 + 1 Con per Dice)
AC: 15 (10 Base +3 Dex +2 Armour)
Touch: 13 / Flat-Footed: 11

CMB: 1 (2 BAB - 1 Str)
CMD: 14 (10 Base + 2 BAB - 1 Str + 3 Dex)

Fort +5 (+3 Base +2 Con)
Refl +6 (+3 Base +3 Dex)
Will +1 (+1 Base +0 Wis)

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    Skills
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Per Level: 8 (4 Base + 2 Int + 1 Human + 1 Favored Class)


  • Acrobatics +7 (+1 Rank +3 Class Skill +3 Dex)
  • Bluff +9 (+3 Ranks +3 Class Skill +3 Cha)
  • Craft (Alchemy) +8 (+3 Ranks +3 Class Skill +2 Int)
  • Intimidate +9 (+3 Ranks +3 Class Skill +3 Cha)
  • Kn (Local) +7 (+2 Rank +3 Class Skill +2 Int)
  • Perception +6 (+3 Ranks +3 Class Skill +0 Wis)
  • Perform (Whistle) +7 (+1 Ranks +3 Class Skill +3 Cha)
  • Perform (Violin) +10 (+2 Ranks +3 Class Skill +2 Trait +3 Cha)
  • Ride +7 (+1 Rank +3 Class Skill +3 Dex)
  • Stealth +10 (+3 Ranks +3 Class Skill +1 Trait +3 Dex)
  • Survival +5 (+2 Rank +3 Class Skill +0 Wis)

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    Traits
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Slippery: +1 Stealth and it becomes a Class Skill

Savant: +2 to one Perform check and it becomes a Class Skill.

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    Feats
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Point Blank Shot: +1 Attack and Damage with ranged weapons within 30 feet. (Human Bonus Feat)

Precise Shot: No -4 penalty for firing into Melee (Level 1)

Gunsmithing You can repair and craft Firearms, and craft ammunition. (Gunslinger Level 1)

Rapid Reload You can reload your pistol as a move action instead of a standard action. (Level 3)

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    Specials
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Proficiencies - All simple and martial weapons, pistols, and light armour.

Gunsmith - The gunslinger starts with a battered pistol that only she knows how to use. All other creatures treat her gun as if it had the broken condition. This can be sold for scrap, though it is only worth 4d10 when sold. The gunslinger gains Gunsmithing as a bonus feat.

Grit (3 Per Day) - At the start of each day the Desperado gains a number of grit points equal to her Charisma modifier (min 1). It goes up or down throughout the day but usually cannot exceed her Charisma modifier. There are feats and items that may change that. Grit is spent to accomplish deeds, and is regained by scoring critical hits, or getting killing blows.

Liquid Courage (Max 1 Per Day) - At 2nd level, the Dresperado gains the ability to fortify their grit with a strong alcoholic drink. The act of drinking is a standard action that provokes attacks of opportunity. Each drink provides 1 grog point. The Desperado can have a maximum number of grog points equal to 1, plus 1 additional for every two levels thereafter (4th, 6th, etc). These grog points can be used in place of grit points to fuel deeds or grit feats (including those which require a minimum of 1 grit point to use). These grog points last for 1 hour, or until used, whichever comes first.

Deeds

  • Gunslinger's Dodge - 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 attack. This movement is not considered a 5-foot step and does provoke Attacks of Opportunity. Alternatively, the Gunslinger can drop prone to gain a +4 bonus to AC against the incoming attack. The gunslinger can only perform this while in Light or Medium armour, and while carrying no more than a Light load.

  • Up Close and Deadly - 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, she grazes the target, dealing 1/2 the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. The damage increases to 2d6 at 5th level, 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level. This stacks with Sneak Attack and other forms of precision damage.

Desperado's Tune (11 Rounds / Day)
A desperado is an expert at surviving dangerous situations by the grit of his teeth, and has mastered the ability to create magical effects through music. This ability is similar in all respects to Bardic Performance as used by a bard of the same level. However, the Desperado only gains certain performances. The Desperado can use this a number of rounds per day equal to 4 + Her Charisma Modifier plus 2 rounds for each level after 1st. Each round, the Desperado can produce any one of the types of performance that she has mastered, as indicated by her level. Starting a Desperado's Tune is a standard action, but it can be maintained each round as a free action. Changing from one effect to another requires the Desperado to stop the previous performance and start a new one as a standard action. A Desperado's Tune cannot be disrupted, but it ends immediately if the gunslinger is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. The gunslinger cannot have more than one bardic performance in effect at one time.

  • Fascinate - The Desperado can use his performance to cause creatures to become fascinated with him. Each creature must be within 90 feet, be able to see and hear the Desperado, and be capable of paying attention to him. The Desperado must also be able to see the creatures affected. Distraction of nearby combat or other dangers can prevent this from working. At 1st level this can only affect one target. For every three levels beyond first, it can target one additional creature.

    Each creature within range receives a Will save (DC 10 + 1/2 the Desperado’s level + his Charisma modifier) to negate the effect. If a creature’s saving throw succeeds, the gunslinger cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the gunslinger continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion) mind-affecting ability.

  • Distraction - The Desperado can use his performance to counter magical effects that depend on sight. Each round, he makes a Perform skill check. Any creature within 30 feet of the Desperado that is affected by an illusion (pattern) or illusion (figment) magical attack may use the Desperado’s Perform check result in place of its saving throw, if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the desperado’s Perform check result for the save. Distraction does not work on effects that don’t allow saves.

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    Gear
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Gold: 476 gp

Leather Armour (15 lbs)
Light Armour
AC +2, Max Dex +6, Check Penalty 0

Rapier (2 lbs)
One Handed Melee Weapon
Damage 1d6, Crit 18-20 x2

Pistol (4 lbs)
One Handed Ranged Weapon
Damage 1d8, Crit 20 x4

Other Equipment (14 lbs)
Backpack, Violin, Bedroll, Compass, Small Steel Mirror, 100 Feet Silk Rope, Canteen, Flint and Steel, Grappling Hook, Crowbar, 10 Days Trail Rations, Waterskin, 250 Bullets

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    Other
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Rules:

#1 - Don't get involved.

#2 -

#3 - Best way to know someone is to fight them.

#4 - Never underestimate your enemy.

#5 - Never send a slinger to kill a slinger.