Anevia Tirablade

Mira Ellis Alder's page

112 posts. Organized Play character for Ayjee.


Full Name

Mira Ellis Alder

Race

Human

Classes/Levels

Gunslinger 1 | HP 16/16 | AC: 17 /T: 15 /FF: 12 | F: +3 /R: +7/ W: +3 | CMB +3 | CMD +16 | Speed 30 | Init. +4 | Perc. +9 | S.M. +3 |

Gender

Female

Size

M

Age

19

Strength 12
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 16
Charisma 8

About Mira Ellis Alder

About Mira

Mira Alder
Female Human Gunslinger - 2
Lawful Good
Medium Humanoid
Init +4; Senses: Perception +8
Languages: Common
XP: 3
Prestige: 6 Fame: 6
Money: 176g

Transactions:

+150g starting
-126.05 for equipment on creation
+430 for Chronicle 1
-300 to upgrade battered musket to masterwork
+417 for Chronicle 2
-542.95 spent on equipment
+556 for Chronicle 3
-408 spend on equipment

Ammo Prices Cheat Sheet:

Bullets: 0.1g
Black Powder: 1g
Alchemical Flare: 1g
Paper Cartridge: 1.2g
+1 [Seeking] Bullets: 1601 /10 (Mira has a boon for buying small quantities of these magic bullets)

Ammo Tracking:

Character Generation: +20 paper cartridges, +10 bullets/powder, +2 Flares
Session 1: -2 paper cartridges, -2 bullets/powder
Session 2: -3 bullets/powder
Purchses: +10 bullets/powder
Session 3: - 1 paper cartridge, -1 bullet/powder
Start of Session 4: 17 cartridges, 2 flares, 14 bullets/powder


Defense:
AC 16
Touch 12
Flat-footed 14

Hp 16 (2d10 +0 CON, +0 FCB)

Fort +3
Ref +7
Will +3

Offense:
Speed 30ft
Melee:
Bayonet +4 (1d6+1) 20/x2 crit
Masterwork Rapier +5 (1d6+1) 18-20/x2 crit
Ranged:
***Precise shot negates penalty for shooting into melee***
***Shots within first range increment are ranged touch attacks***
***Paper cartridge increases misfire range by 1***
Masterwork Musket
+7 (1d12) 20/x4 crit, 1-2 misfire range, 40 foot range increment

Masterwork Musket (point blank)
+8 (1d12+1) 20/x4 crit, 1-2 misfire range, 40 foot range increment

Stats:
Str 12 (+1)
Dex 18 (+4)
Con 10 ( / )
Int 10 ( / )
Wis 16 (+3)
Cha 8 (-1)

Base Attack Melee +3
Base Attack Ranged +6
BAB +2;
CMB +3
CMD 16

Skills:

Acrobatics +9 (DEX +2 rank, +3 (class skill))
Craft: Alchemy +5 (INT +2 rank, +3 (class skill))
Disable Device +10 (DEX +2 rank, +3 (class skill), +1(gold finger trait))
Perception +8 (WIS +2 rank, +3 (class skill))
Stealth +10 (DEX +2 rank, +3 (class skill), +1 (highlander trait, +1 in hills/mountains))

Feats:
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:
No penalty for shooting into melee.

Rapid Reload – Muskets: (from Musket Master archetype)
Muskets reload one step faster (standard action instead of full round)

Gunsmithing (from gunslinger class):
In PFS, allows the gunslinger to purchase ammo at 10% of the usual market cost

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).

Traits:
Gold Finger:
Your family comes from a long, proud tradition of housebreaking and thievery. You are a strong part of that tradition.
You gain a +1 trait bonus on Disable Device and Sleight of Hand checks, and one of these skills (Disable Device chosen) becomes a class skill for you.

Highlander:
You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands.
Benefits: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Boon - Custom Order: (+1 [Seeking])
You have a special contract with an ammunition crafter, and you are able to order small batches of specialty ammunition as a result. Choose either a +1 or +2 ranged weapon enchantment. You may purchase +1 [enchantment] pieces of ammunition in sets of 10 instead of sets of 50. Once you choose the weapon enchantment, you may only change the enchantment type by spending 4 Prestige Points.

Deeds:

***Grit: 3***

Deadeye 1 grit per range increment
Use touch AC beyond first range increment

Steady Aim 0 grit (requires at least one remaining)
As a move equivalent action, aim to increase range increment by 10 ft

Quick Clear 1 grit
Fix a broken firearm as a standard action

Gear:
On Person (42 lb)
*** Note that of the gunslinger's kit, only the powder horn, flint & steel, belt pouch and backpack will usually leave camp, reducing the weight of Mira's adventuring/combat equipment by 27lb. The reduced number is noted above, add 27lb if she is carrying her camping gear

*** 43lb is Mira's light load ***
9 lb, 22g – Battered Musket
31 lb, 26g – Gunslinger’s Kit (includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith's kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin)
15lb, 10g – Leather armor
1 lb, 5g – Bayonet
0 lb, 50g - Alder-leaf shaped brooch
0 lb, 30g - Courtier's outfit
4 lb, 8g - Daggers (x4)
2 lb, 320g - Masterwork Rapier
0 lb, 5c - Candle (x5)
0 lb, 10g - Tindertwig (x10)
1 lb, 2g - Sunrod
1 lb, 30g - Thieves' Tools
1 lb, 2g - Scrivener's Kit (contains a vial for holding ink, an ink pen, spare pen nibs, a small container of pigment for making ink, a tiny knife for cutting quills into pens, a blotter, and a small ruler.)
0 lb, 1g - Parchment x5 sheets
1 lb, 1g - Sealing Wax

Purchased for Adventure 3:
.5lb, .8g - Marlinspike
4 lb, 1g - Grappling Hook
7lb, 8g - Cold-Weather Outfit
-- , 100g - 2x Potions of Cure Light Wounds

300g - Combat Trained Heavy Horse "Pumpkin"

On Horse
30lb, 20g - Military Saddle
40lb, 100g - Studded Leather Barding
13 days trail rations (.85g)
20 days of horse feed (1g)

Heavy Horse:
N Large animal, in Studded Leather Barding
Init +4; Senses low-light vision, scent; Perception +8

DEFENSE
AC 18, touch 13, flat-footed 14 (+4 Dex, –1 size, +2 natural, +3 barding)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3

OFFENSE
Speed 50 ft.
Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance, RunB
Skills Perception +8
SQ docile


Backstory:

Mira Alder is the seventh child of the seventh child of the famed adventurer and Pathfinder Edmund Alder. In legends and bards’ tales, these circumstances guarantee magic of untold power, and some spectacular destiny to match. In reality, however, it merely means that the adventurer in question is 49th in line for inheriting the treasures from her grandfather’s exploits. Clearly, somebody neglected to tell Mira this, and she spent the better part of her childhood training for the grand adventure she envisioned for herself (mostly by running through the woods, slaying imaginary beasts with whatever branch or twig she designated as her ‘sword’ for the day).

As Mira got older, she started taking an interest in firearms. All the flash and force of magic without the need for boring studies? Perfect! Of course, firearms don’t come cheap, and the only one in the girl’s price range was very broken. No problem! A few weeks, a bit of elbow grease, and one singed eyebrow later, Mira managed to fix the firearm to fireable condition. Working firearm in hand, Mira set out for the nearest pathfinder lodge, ready to set out for fame and fortune!