Vorrea Talminari

Meryl Boyden's page

11 posts. Alias of Edinoiz.


Full Name

Meryl Boyden

Race

Human

Classes/Levels

Gunslinger (Bolt Ace) 5, Warlord (Steelfist Commando) 2 | HP: 47/47 | AC: 25 (Tch 18, FF 18) | CMB: +7, CMD: 23 | F: +10, R: +9, W: +2 | Init: +6 | Perc: +13 | Speed 30ft | Grit: 1/1 | Active conditions: None.

Gender

Female

Size

Medium

Age

23

Special Abilities

See SA section in full profile

Alignment

CG

Deity

Net'Varka

Location

?

Languages

Common, Orc

Occupation

Inventor/Bowyer, Monster Hunter as a hobby.

Strength 11
Dexterity 21
Constitution 12
Intelligence 12
Wisdom 10
Charisma 16

About Meryl Boyden

MERYL BOYDEN
Female Human
Gunslinger (Bolt Ace) 5, Warlord (Steelfist Commando) 2
CG Medium Humanoid (Human)
Init +6; Senses Perception +13

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DEFENSE
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AC 25, touch 18, flat-footed 18 (+6 armor, +5 Dex, +2 dodge, +1 deflection, +1 natural armor)
HP 47 {6d10+1d8, +7 Con}
Fort +10; Ref +9; Will +2

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OFFENSE
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Speed 30 ft. (Light Armor)
Melee unarmed strike +12/+7 (1d4/x2)
Ranged +1 minotaur double crossbow +12/+7 (4d8+8 [2x(2d8)+8]; 19-20/x3 (8d8+24 on crit); 120 ft.; reload free action)
Special Abilities Rapid Shot, Sharpshoot, Gunslinger's Dodge, Vigilant Loading, Gunslinger's Initiative, Pistol Whip, Shooter's Resolve, Stance of Piercing Rays, Sunwalker Stance, Steady Hand, Feel the Wind, Intercepting Shade, Solar Lance, Solar Flare, Phantom Wind Ray, Solar Reflection, Acrobatic Gambit, Pinhole Gambit, Indomitable Presence, Rallying Presence.

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STATISTICS
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Str 11, Dex 21, Con 12, Int 12, Wis 10, Cha 16
Base Atk +7; CMB +7; CMD 23
Feats Skill Focus (Perception), Rapid Reload (Minotaur Double Crossbow), Precise Shot, Rapid Shot, Improved Unarmed Strike, Crossbow Mastery, Weapon Focus (Minotaur Double Crossbow), Weapon Specialization (Minotaur Double Crossbow).
Traits Practiced Initiator (Warlord): Pick an initiating class-- your initiator level in that class gains a +2 trait bonus as long as this bonus does not raise your initiator level above your current Hit Dice.
Patient Calm (Craft Bows): Choose one Craft or Profession skill. Whenever you take 10 with that skill, determine the result as if you had rolled a 12 instead of a 10.
Skills 56 points (35 class, 0 INT, 7 human, 14 background); Acrobatics 7 ranks (+14), Craft (Bowyer) 7 ranks (+11), Climb 1 rank (+4), Diplomacy 4 ranks (+10), Knowledge (Engineering) 7 ranks (+11), Knowledge (Martial) 7 ranks (+11), Perception 7 ranks (+13), Sense Motive 5 ranks (+8), Stealth 7 ranks (+14), Survival 5 ranks (+8), Swim 1 rank (+4)
Languages Common, Orc
Combat Gear +1 impervious darkwood minotaur double crossbow (5,180gp 9lbs), +1 mithral kikko armor (5,250gp 12.5lbs); Other Gear 270pp, 245gp, 55sp, 30cp, ring of protection +1 (1,000), amulet of natural armor +1 (2,000), cloak of resistances +1 (1,000 1lbs), explorer's outfit (8lbs), belt of incredible dexterity +2 (4,000 1lbs), 60 crossbow bolts (6gp 2lbs|4lbs), handy haversack (2,000 2lbs), 2 blankets (1gp 6lbs), bedroll (1sp 5lbs), everburning torch (110gp 1lbs), 2 waterskins (2gp 8lbs) (Light Encumberance at 35.5/38 lbs, everything noted after the handy haversack, and 40 of the crossbow bolts, is stored inside it for an additional 20 lbs.)
Current disposable wealth: 2950 gp and 9 sp.
Carrying Capacity Light 0-38 lb. Medium 39-76 lb. Heavy 77-115 lb.
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Special Abilities:
Favored Class Bonus: Warlord (2/5 extra combat feat)

===

[Human]

+2 Dexterity: Humans are versatile and varied, existing nearly everywhere in the world. They thus receive a +2 bonus to a statistic of their choice upon character creation.

Human: Humans are humanoid with the human subtype.

Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

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.

Slaver's Legacy: Elves, fey, tengu, and other intelligent races from the Evergreen are automatically one step more unfriendly towards you. However, you gain +2 intimidate when dealing with slaves.

===

Human
Gunslinger (Bolt Ace)

Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all crossbows. They are proficient with all light armor.

Crossbow Maven: A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice.

This ability alters the gunslinger's weapon proficiencies and replaces gunsmith.

Grit (Ex): A bolt ace gunslinger makes her mark upon the world with daring deeds. Some bolt aces claim they belong to a mystical way of the crossbow, but it’s more likely that the volatile nature of combat simply prunes the unlucky and careless from their ranks. Whatever the reason, all bolt aces have grit. In game terms, grit is a fluctuating measure of a bolt ace's ability to perform amazing actions in combat. At the start of each day, a bolt ace 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 bolt ace spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Crossbow: Each time the bolt ace confirms a critical hit with a crossbow 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 bolt ace’s character level does not restore grit.

Killing Blow with a Crossbow: When the bolt ace reduces a creature to 0 or fewer hit points with a crossbow 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 bolt ace’s character level to 0 or fewer hit points does not restore any grit.

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.

Sharpshoot (Ex): At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed's cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature 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.

Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.

Gunslinger's 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 crossbow is not hidden, she can draw a single crossbow 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 crossbow 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 crossbow. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed crossbows deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed crossbows 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.

Shooter's Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.

Nimble (Ex) +1: 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).

Bonus Feats: At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

Crossbow Training (Ex): Starting at 5th level, a bolt ace can select one specific type of crossbow, such as hand crossbow or heavy crossbow. She gains a bonus on damage rolls equal to her Dexterity modifier with that crossbow. Furthermore, when she scores a critical hit with that type of crossbow, her critical modifier increases by 1 (a x2 becomes a x3, for example). Every 4 levels thereafter, she can pick a different type of crossbow, gaining the bonus damage and increased critical multiplier with that type of crossbow as well.

Crossbows Selected: Minotaur Double Crossbow.

===

Warlord (Steelfist Commando)

Weapon and Armor Proficiency: Steelfist commandos are proficient with all simple and martial weapons and with monk weapons, and they are proficient with light armor. Steelfist commandos are not proficient with shields.

Maneuvers: A warlord begins his career with knowledge of six martial maneuvers. The disciplines available to him are Golden Lion, Solar Wind, and Thrashing Dragon. The steelfist commando adds the Broken Blade and the Steel Serpent disciplines to the ones known instead of the Primal Fury and Scarlet Throne disciplines. Once he knows a maneuver, he must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by warlords is considered an extraordinary ability unless otherwise noted in its description. His maneuvers are not affected by spell resistance, and he do not provoke attacks of opportunity when he initiates one. He learns additional maneuvers at higher levels, as shown on Table 1-3: The Warlord. The warlord must meet a maneuver's prerequisite to learn it. See the Systems and Use chapter for more information.

Upon reaching 4th level, and at every even numbered warlord level after that, he can choose to learn a new maneuver in place of one he already knows. In effect, the warlord loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he knows. The warlord need not replace the old maneuver with a maneuver of the same level. The warlord can swap only a single maneuver at any given level. A warlord's initiation modifier is Charisma.

Maneuvers Readied: A warlord can ready four of his six starting maneuvers, but as he advances in level and learns more maneuvers, he must choose which maneuvers to ready. He readies his maneuvers by going through weapon drills for 10 minutes. The maneuvers he chooses remain readied until he decides to repeat this again and change them. Warlords do not need to sleep or rest for any long period of time to ready their maneuvers; any time he spends 10 minutes in practice, he can change his readied maneuvers. He may not ready any individual maneuver more than once. He begins an encounter with all readiedmaneuvers unexpended, regardless of how many times he may have already used them since he chose them. When the warlord initiates a maneuver, he expends it for the current encounter, so each of his readied maneuver can be used once per encounter (until they are recovered, see below).

For a warlord to recover expended maneuvers, he must perform one of two types of actions: a gambit action in which he gambles on his performance in battle (see Warlord's Gambit below), or he may spend a standard action to recover a single readied maneuver of his choosing.

Stances Known: Warlords begin play with knowledge of one stance from any discipline open to warlords. At the indicated levels (see class table), the warlord selects an additional new stance. Unlike maneuvers, stances are not expended and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, the warlord cannot learn a new stance at higher levels in place of one he already knows.

Warlord's Gambit (Ex): At his core, the warlord is a warrior who relies on both skill and daring; without this he is but any other combatant. By setting himself to danger, does his true skill shine, or so the motto of the warlord goes. At 1st level, a warlord selects two gambits as methods by which the warlord can recover expended maneuvers. Each gambit possesses three aspects; a risk, a rake, and a reward.

Each gambit's risk describes an action that the warlord must undertake in order to attempt to recover an expended maneuver. The warlord begins a gambit as a swift action, effectively diving recklessly into the act he is attempting. The warlord then performs the action described in the gambit, and if he is successful, he regains maneuvers (see below). If he is not, he suffers the rake of the gambit and only regains a single maneuver of his choosing. While performing a gambit, the warlord may add his Charisma modifier to the d20 check(s) to aid in accomplishing the gambit as a luck bonus. A warlord may attempt the actions of a gambit, but without declaring the attempt a gambit attempt by spending a swift action to do so, the character does not regain any maneuvers nor does he suffer a rake for failure. The character may initiate a maneuver while performing a gambit (if the maneuver helps him accomplish it) but he may not recover the maneuver used to achieve the gambit as part of the reward.

A gambit's rake is the penalty that the warlord suffers if he attempts his gambit and fails, such as failing a trip attempt or failing to strike an opponent with a charge attack. Each gambit possesses a unique reward that the warlord enjoys for succeeding at that gambit. All gambits possess the same rake; the warlord only regains a single expended maneuver and suffers a -2 penalty on all d20 rolls for one round. A warlord who succeeds at fulfilling his gambit immediately recovers a number of expended maneuvers equal to his Charisma modifier (minimum 2) and enjoys the unique reward for each gambit. Allies who would receive benefits from a warlord's successful gambit must be within 60-ft. of the warlord and must be able to see him perform the action. Finally, gambits may not be initiated outside of combat due to their reliance upon the stresses of battle to bring out the best of the warlord.

At 4th level and every four levels thereafter, the warlord selects an additional gambit.

. . Acrobatic Gambit:
Risk: The warlord attempts an Acrobatics check to move through an opponent's threatened area.
Reward: The warlord's brash move allows attacks against the opponent or opponents that the warlord evaded this round to inflict an additional 1d6 + his Charisma modifier points of damage upon a successful hit. This damage is not multiplied on a critical hit.

. . Pinhole Gambit:
Risk: The warlord attempts to successfully use a ranged attack against an opponent engaged in melee with an ally.
Reward: The successful and surprising attack against the foe shakes the enemy's confidence and harms its ability to defend itself; the warlord's Charisma modifier is applied as a penalty to its Armor Class until the warlord's next turn.

Warlord Bonus Feats: At the 6th, 14th, and 18th level the warlord gains a bonus combat feat or teamwork feat of his choosing. The warlord must qualify for the feat before selecting it.

Steelfist Commander Bonus Feats: At 1st level and at 6th level, and then every four levels after, the steelfist commando gains a bonus combat feat or teamwork feat of his choosing. Alternately, starting at 6th level, he may instead choose to select a rogue talent instead of a bonus feat. At 14th level, he may select advanced rogue talents.

Unarmed Combat (Ex): At 1st level, the steelfist commando learns to use his body as the best weapon he can bring to any confrontation. He gains the Improved Unarmed Strike feat at 1st level, and he gains the Greater Unarmed Strike feat at 3rd level as bonus feats. Additionally, the unarmed strikeof the steelfist commando is considered both a natural weapon and a manufactured weapon for the purposes of feats, spells, and other effects.

Tactical Presence (Ex): At 2nd level, the warlord's innate charisma allows her very presence to aid and assist not only himself but her allies as well, just by her being around. Adopting a presence is a move- equivalent action, and only one presence may be maintained at any given time. At 7th level, the warlord is capable of adopting a presence as a free action.

. . Indomitable Presence
At 2nd level, the warlord shines as a beacon to her allies on the field of battle, inspiring them to fight with her to their last breath. All allies within 30-ft. of her position gain the benefits of the Die Hard feat, and may add the warlord's Charisma modifier to Fortitude saves versus death effects, fatigue or exhaustion effects, or poison effects as a morale bonus.

. . Rallying Presence: The sight of a warlord on the battlefield is enough to strengthen the hearts and wills of those who fight beside her in battle. At 5th level, the warlord may add her Charisma modifier as a morale bonus to Will saves versus fear, death effect, or compulsion effects to all allies within 30-ft. of her position. If the warlord maintaining this presence becomes cowed, frightened, panicked or falls prey to a hostile mind-affecting ability (such as one that would stun or daze her), compulsion or death effect, this presence immediately ends.

Dodge Bonus (Ex) +1: At 2nd level, the steelfist commando is especially capable of avoiding attacks and gains a +1 dodge bonus to his Armor Class. This improves by +1 at 6th level and every four levels after (to a maximum of +5 at 18th level).

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Stances:
===1st Level===
Stance of Piercing Rays
Discipline: Solar Wind (Stance)
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
A Solar Wind disciple learns to cause his ammunition to pierce like the burning rays of the sun itself. While in this stance, the initiator's ranged attacks inflict an additional 1d6 points of fire damage. This bonus damage increases by an additional 1d6 points of fire damage every eight initiator levels. This is a supernatural ability.

===3rd Level===
Sunwalker Stance
Discipline: Solar Wind (Stance)
Prerequisite(s): One Solar Wind maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Using the hunting techniques of the ancient days of the White Steppes, the Solar Wind disciple hunts on the move, making attacks while chasing down his prey. The initiator gains the benefits of the Shot on the Run feat (As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement) while in this stance (he does not need to meet the prerequisites of this feat), and he gains a +2 circumstance bonusto his armor class against attacks if he moves more than 10-ft. during his turn.

Maneuvers:
===1st Level===
Steady Hand
Discipline: Solar Wind (Boost)
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
The disciple's limbs and muscles are strong and wise with the knowledge of weapons in flight. As a swift action, the initiator may increase the range of his ranged attacks by an additional 30-ft. for the first range increment (first increment only) for one round.

===2nd Level===
Feel the Wind
Discipline: Solar Wind (Boost)
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round
By studying the wind and air around him, the Solar Wind disciple learns to overcome his surrounding's difficulties when using ranged weapons and may fire true. The initiator may ignore environmental variables such as high winds and storm and rain that would cause the initiator to suffer penalties to his attack rolls, magically created (such as wall of wind or control weather or naturally caused such as in a gale force wind), when making ranged attacks for one round. This is a supernatural ability.

Intercepting Shade
Discipline: Solar Wind (Counter)
Initiation Action: 1 immediate action
Range: Personal, or weapon's first range increment
Target: You or ally
Duration: Instant
Sometimes a good offense can be used as a good defense, so the Solar Wind discipline learns, as he uses his range to dissuade attacks by his sheer skill and exceptional aim. The initiator makes an opposed attack roll against his foe's attack roll on an incoming attack (such as an arrow or thrown weapon, a charging barbarian, or a skillful slash from a sword, but not a spell or similar attack) targeting himself or an ally he can see within his weapon's first range increment; if successful then the attack is negated.

Solar Lance
Discipline: Solar Wind (Strike)
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant
The disciple focuses his energies into his weapon and lets loose a powerful shot in a gusting wind. The initiator makes a ranged attack against his foe and if successful, the attack inflicts an additional 2d6 points of damage. The force of the wind that accompanies this blow is enough to potentially bull rush an opponent, allowing the initiator to make a free bull rush attempt as part of this attack, using his initiation modifier to calculate his CMB for the attempt with a +2 circumstance bonus. This is a supernatural ability.

Solar Flare
Discipline: Solar Wind (Strike)
Initiation Action: 1 standard action
Range: Ranged attack
Target: One creature
Duration: Instant
Where the light of the sun touches, so does the burning reach of the Solar Wind disciple, allowing him to curve his weapons around impossible angles. The initiator makes a ranged attack against a target creature, and this attack ignores any coverdefense that the creature possesses and inflicts an additional 2d6 points of fire damage. This is a supernatural ability.

===3rd Level===
Phantom Wind Ray
Discipline: Solar Wind (Boost)
Prerequisite(s): One Solar Wind maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instant
The disciple's knowledge of the desert mirages caused by the sun grants him the ability to obscure his attacks, using gaps in a foe's perception. The target must make a Perception check opposed by the initiator's next attack roll against the target; if the Perception check fails then he is caught flat-footed against the attack and the attack is resolved against his flat-footed armor class. This is a supernatural ability.

Solar Reflection
Discipline: Solar Wind (Strike)
Prerequisite(s): One Solar Wind maneuver
Initiation Action: 1 full-round action
Range: Ranged attack
Target: One or two targets, see description
Duration: Instant
As reflective surfaces bounce the rays of the sun, so can the Solar Wind disciple ricochet a missile weapon from one target to another. The initiator makes a single ranged attack roll and if this roll is successful, he may apply this same attack rollagainst another opponent within 20-ft. of the first. This strike inflicts an additional 2d6 points of damage to the first target, and normal damage to the second target. Each reflection attack is considered a separate attack for the purposes of determining the effectiveness of single attack boosting abilities, such as boosts that affect one attack or spells like true strike. If the ammunition had special properties, the ammunition retains its properties on each attack until the strike ends.

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Background:

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Appearance and Personality:
At a length of 5'5" and a weight of 120 lbs Meryl is about average in length and mass for a human woman. Her shoulder length curly and red hair, confident movements, and a lithe and well built frame sums up a rather good loking figure. She would catch the eye of many a man, which she does, and keep their interest for quite some time if it was not for that barely contained gleam of energy in her piercing brown eyes, the suddenness of her movements and her abrupt switch between topics, both in conversation and action.

She means well but might just be the very poster child/person for Chaotic Energetic Devoted. A bundle of energy contained only by a trained will and a good sense of self, awaiting an outlet. That this outlet tends to be either tinkering with various objects or filling enemies and monsters with so many crossbow bolts that they resemble cactii does not lend her any real success on the romantic front.

Her beliefs against slavery may or may not have resulted in some "extracurricular activities" while hunting monsters in other lands, but that is something she gladly risks.