Kazim

Nico Trichet's page

2 posts. Alias of rdknight.


Full Name

Nico Trichet

Race

Human Female Bolt Ace 4 | HP: 39/39 | AC: 19 (T: 15, F: 14) | CMB: +4, CMD: 18 | F: +7, R: +9, W: +4 | Init: +6 | Perc: +8, SM: +7 | Speed 30' | Grit: 2/2

Gender

Female

Size

Medium

Age

19

Alignment

CG

Deity

Cayden Cailean

Languages

Taldane, Polyglot

Strength 11
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 15
Charisma 10

About Nico Trichet

Nico Character Art

Statistics:
Female Human Bolt Ace 4
CG Medium Humanoid

Init +6; Senses Perception +8
------------------------------
DEFENSE
------------------------------
AC 19, touch 15, flat-footed 14 (+4 armor +4 dex +1 Nimble)
hp 39
Fort +7, Ref +9, Will +4
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee +4

Ranged +8 (+10 Crossbow)
------------------------------
STATISTICS
------------------------------
Str 10, Dex 18, Con 14, Int 10, Wis 15, Cha 10
Base Atk +4; CMB +4; CMD +18
.
.
.
.
.
Traits

Ilizmagorti Native:
You grew up in the city of Ilizmagorti on Mediogalti Island, a pirate port infamous for both the scoundrels who visit it and the feared Red Mantis assassins who run it. You’ve been around pirates all your life, but you’ve learned to be wary in your dealings with people, as there’s no telling who might be a Red Mantis in disguise. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, your familiarity with the pirate’s life allows you to make untrained Knowledge (local) checks regarding pirates or the region of the Shackles. Looking to make your fortune, you hopped aboard a pirate ship in Ilizmagorti, and decided to celebrate your safe arrival in Port Peril with a few drinks at a tavern called the Formidably Maid.

Ease of Faith:
Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Feats

Precise Shot:
You are adept at firing ranged attacks into melee.
Prerequisites: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Point Blank Shot:
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Rapid Reload (Light Crossbow):
Benefit: 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.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm.

Weapon Focus (Light Crossbow):
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Skills (20 points; 16 class, 4 Skilled)
-------------------------------
Acrobatics* +9 = DEX 4+2+3
-------------------------------
Appraise +0 = INT 0+0+0
-------------------------------
Bluff +4 = CHA 0+1+3
-------------------------------
Climb* +5 = STR 0+2+3
-------------------------------
Craft +0 = INT 0+0+0
-------------------------------
Diplomacy +6 = CHA 0+2+3+1 (+1 Trait)
-------------------------------
Disable Device*† +4 = DEX 4+0+0
-------------------------------
Disguise +0 = CHA 0+0+0
-------------------------------
Escape Artist* +4 = DEX 4+0+0
-------------------------------
Fly* +4 = DEX 4+0+0
-------------------------------
Handle Animal† +0 = CHA 0+0+0
-------------------------------
Heal +2 = WIS 2+0+0
-------------------------------
Intimidate +0 = CHA 0+0+0
-------------------------------
K (Arcana)† +0 = INT 0+0+0
-------------------------------
K (Dungeoneering)† +0 = INT 0+0+0
-------------------------------
K (Engineering)† +0 = INT 0+0+0
-------------------------------
K (Geography)† +0 = INT 0+0+0
-------------------------------
K (History)† +2 = INT 0+0+0
-------------------------------
K (Local)† +6 = INT 0+3+3
-------------------------------
K (Nature)† +0 = INT 0+0+0
-------------------------------
K (Nobility)† +0 = INT 0+0+0
-------------------------------
K (Planes)† +0 = INT 0+0+0
-------------------------------
K (Religion)† +0 = INT 0+0+0
-------------------------------
Linguistics† +1 = INT 0+1+0
-------------------------------
Perception +8 = WIS 2+3+3
-------------------------------
Perform +0 = CHA 0+0+0
-------------------------------
Profession† (Sailor) +7 = WIS 2+2+3
-------------------------------
Ride +4 = DEX 4+0+0
-------------------------------
Sense Motive +7 = WIS 2+1+3+1 (+1 Trait)
-------------------------------
Sleight of Hand*† +4 = DEX 4+0+0
-------------------------------
Spellcraft† +0 = INT 0+0+0
-------------------------------
Stealth* +4 = DEX 4+0+0
-------------------------------
Survival +6 = WIS 2+1+3
-------------------------------
Swim* +5 = STR 0+2+3
-------------------------------
Use Magic Device† +1 = CHA 1+0+0
-------------------------------
ACP -0
*ACP applies to these skills

Languages Taldane, Polyglot

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Bolt Ace:

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 regains grit when she scores a critical hit or deals a killing blow with any kind of crossbow. This ability modifies the grit class feature.
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.

Deeds:
A bolt ace can perform the following deeds with a crossbow instead of a firearm: gunslinger initiative, pistol-whip, dead shot, targeting, bleeding wound, death’s shot, and stunning shot. The bolt ace swaps the following deeds.

Sharp Shoot (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). This deed replaces deadeye.

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. This deed replaces quick clear.

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.

Nimble (Ex):
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).

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.

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. This deed replaces utility shot.

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.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS

Cloak (capelet) of Protection +1
MWK Light Crossbow
Mwk Boarding Axe (Cold Iron)
Club
Dagger
Brass Knife
Mithril Shirt
Traveler's Outfit (2)
Bandolier
Holy Symbol
Guards Kit:
-MWK Backpack
-Belt Pouch (2)
-Rope, Hemp 50'
-Flint & Steel
-Soap
-Manacles
-Signal Whistle
Notebook
Pen & Ink
Grooming Kit
Chalk (5)
Map Case & Sheets of Paper (5)

---------------------------
Consumables:

Potion: Cure Light Wounds (2)
Potion: Comprehend Languages
Potion: Longshot
Potion: Shield
Potion: Touch of the Sea
Alchemists Fire (2)
Antitoxin
Antiplague
Alchemist's Kindness (5)
Calistria's Kindness (6)
Tindertwigs (5)
Candles (5)
Torches (5)
Caltrops (2)
Silver Weapon Blanche (2)
Crossbow Bolts (40)

------------------------------
Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 1128 GP 2 SP 4 CP 5

Background:

Nico is from the city of Ilizmagorti on Mediogalti Island, just north of The Shackles. Her mother was a prostitute and her father is unknown. While Ilizmagorti might not be so chaotic and violent as a town like Port Peril, Quent, or others in The Shackles, it is not a kind place to live. The Red Mantis keeps Ilizmagorti fairly orderly, but justice is not a consideration, and opportunities for the self-made are scant. Without a trade, or a good education and social connections, Nico was destined for the brothels or menial work that would hardly keep her fed.

The only real talent Nico ever showed was in shooting. Self-defense is a necessary skill in the city, so of course she learned how to use a crossbow and a few other basic weapons. She excellent with the crossbow though, even winning a bit of prize money in contests a couple of times.

After her mother got sick and died, Nico decided she might be best off leaving Ilizmagorti. She didn't figure she'd be any worse off for it at least. It took her a while, but she did find a merchantman willing to take her onto the crew. She stayed on that ship for almost a year, until it was captured by pirates. After that she went with the pirates since it was clearly better than dying right away.

Appearance and Personality:

Height: 5'1" | Weight: 105 | Hair: Dark Brown | Eyes: Blue

Appearance

Nico is a bit short and on the skinny side or average. Her hair is cropped off too short to touch her shoulders. Her complexion is fairly lightly tanned due to plenty of time in the sun. Considering the amount of sun exposure crewing a ship entails, it's a decent guess her ancestry might be Chelaxian, or partly Chelaxian, otherwise she would be darker. The most immediately notable thing about her appearance are her large blue eyes and fine facial bone structure.

She wears standard mariner clothing: loose trousers, a shirt and vest, and wide leather belt. In warm weather her trousers are short, just past her knees, and she favors leather sandals. In colder weather she wears full-length trousers and light boots. In both cases Nico almost always wears a short hooded capelet of waxed canvas that comes down to her elbows. If it's sunny she also wears a floppy brimmed straw hat.