Poryphanes

Nishoh's page

134 posts. Alias of CampinCarl9127.


Full Name

Nishoh "Dueces" Maldersha

Race

Tiefling

Classes/Levels

Gunslinger (Pistolero) 1

Gender

Male

Size

Medium

Age

82

Alignment

LN

Languages

Primordial, Infernal, Common, Draconic

Strength 10
Dexterity 19
Constitution 14
Intelligence 14
Wisdom 14
Charisma 8

About Nishoh

Statistics:
Male Tiefling Gunslinger (Pistolero)
LN Medium Outsider (Tiefling)
Init +4; Senses Perception +6; darkvision 60 ft.
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DEFENSE
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AC 18, touch 15, flat-footed 13 (+3 armor, +4 dex, +1 dodge)
hp 21
Fort +5, Ref +7, Will +2
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OFFENSE
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Speed 30 ft.

Melee Dagger +2 (1d4)
2 Claws +2/+2 (1d4/1d4)

Ranged Pistol +6 (1d8)
Duel Pistols +2/+2 (1d8/1d4)
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STATISTICS
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Str 10, Dex 19, Con 14, Int 14, Wis 14, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats The Man with Two Guns is God, Gunsmithing, Rapid Reload
Skills (14 points; 8 gunslinger, 4 INT, 2 favored class)
ACP -?
(2) Acrobatics* +9
(2) Bluff +6
(2) Craft (Alchemy) +7
(2) Knowledge (Engineering) +7
(2) Perception +7
(2) Sense Motive +7
(2) Sleight of Hand* +9
*Armor Check penalty applies to these skills.
Non-Standard Skill Bonuses
+2 Bluff (racial)
+2 Stealth (racial)
Languages Primordial, Infernal, Common, Draconic

Special Abilities:

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SPECIAL ABILITIES
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Claw Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit dangerous claws. The tiefling has two claws that each deal 1d4 points of damage. These attacks are primary natural attacks.

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.

Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Darkvision Tieflings can see perfectly in the dark for up to 60 feet.

Gunsmith At 1st level, a pistolero gunslinger gains a pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit 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.

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.

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 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. This precision damage stacks with sneak attack and other forms of precision damage.

Gunslinger’s Dodge 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 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.

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).

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 31 lb.

Money GP 32 SP 12 CP 15
Pistol, Battered (4d10gp) (4 lb.)
Pistol, Coat (187.5gp) (1 lb.)
Pistol, Dragon (250gp) (3 lb.)
Dagger (2gp) (1 lb.)
Hide Shirt (20gp) (18 lb.)
Gunsmith's Kit (15gp) (2 lb.)
Firearm Bullet x30 (7.5gp) (0.5 lb.)
Pellets x30 (7.5gp) (0.5 lb.)
Salt Shot Alchemical Cartride x20 (60gp)
Black Powder Dose x30 (75gp)
Powder Horn (3gp) (1 lb.)
Flare Cartridge x4 (10gp)
Dragon's Breath Cartridge x3 (120gp)
Firearm bullet, pitted x2 (10gp)
Blue whinnis poison (120gp)
Sassone leaf residue (300gp)
Oil of Silence (300gp)
Sun Rod x2
Potion of Waterbreathing
Potion of Aid x2
Scroll of Pyrotechnics x4
Scroll of Passwall x2
Scroll of Silence x2

Background:

Five background and concept elements important to Nishoh.

1) Nishoh grew an orphan in Cherage. He was quick and had a keen mind, but did not empathize well and his strange devilish nature made him the victim of bullying in any home he went to. He moved from orphanage to orphanage but eventually gave up and took to living on the streets. He survived by being a thief, stealing food and selling off anything he could swipe. Eventually a sharp eyed guard by the name of Whirrun caught him and threw him into jail for a day to teach him a lesson. Nishoh was both humiliated and angered he had been caught and was being punished, but when Whirrun learned that he was an orphan just trying to survive he felt pity. Whirrun was friends with a wealthy couple who couldn't have children but wanted one, so he introduced them to Nishoh. They were vary caring and loved the opportunity to turn somebodies life around so they took him in. Nishoh believes that those in poor positions in life can do better if they receive some help.
2) Nishoh grew up and showed great aptitude in school, and even more with fighting (especially firearms). This lead his parents to enroll him in the Jierre Sciens d’Arms. The prestigious school helped to hone his natural skill and help him focus on what he wanted to do in life. Once exposed to firearms he began to excel with them, but as with orphanages he was bullied. During practice exercises he would get ganged up on and had to learn how to survive on his own and fight when outnumbered. This lead him to using two guns at once, a hard tactic to aim with but it allowed him to put pressure on multiple opponents. A loner in spirit, not used to relying on others. Also explains his theme feat.
3) After graduating Nishoh's parents knew he could be on his own for a bit and they began doing some world traveling. However they didn't return on time and even after an investigation into the manner there were no results.
4) Nishoh's constant exposure to bullies has given him contempt for anybody that takes advantage of those less powerful than them, and he almost always takes action.
5) Since Nishoh's exposure to firearms improved his life, he is excited and curious about any further technology he is exposed to and can't help asking endless questions and trying it out if possible.

Two goals that are important to Nishoh.

1) Nishoh wants to improve upon the technology of warfare, especially that of handheld weaponry. I'm wanting him to go into the "Mad Shootist" PrC and it would be really cool if he could invent some sort of new weapon or ammunition personal to him.
2) Nishoh wants to learn what happened to his parents. They were who gave him a second chance in life and he won't rest until he either finds them or gets closure.

Two secrets about Nishoh, one that he knows, and one that he not yet aware of.

1) Nishoh hates and is deathly afraid of magic. He despises anybody that uses it and is always afraid of having his mind or body tampered with. However he does give some leniency towards divine casters who only use their magic for healing.
2) A few months ago after rescuing a young damsel in distress Nishoh spent a night with her, but had to leave soon after that. He thinks about her all of the time, but unknown to him she was impregnated that night.

Four people that are tied to Nishoh, three are friends and one is an enemy.

1) Yoguth and Isabella Maldersha: Nishoh's kind adoptive parents. They gave him his second chance in life which he seized. They are an older human couple that are excited about traveling the world and helping those in need. During a trip they disappeared and nobody knows what happened to them.
2) Captain Whirrun: The old beat guard captain that arrested Nishoh. Is experienced in the field and favors common sense rulings over written laws. Likes using tough love.
3) Emily Seimah: Nishoh's love interest and future mother of his child. She lives in Cherage and has a job serving drinks and waiting tables at a tavern. Her aspiration is to own a tavern of her own one day. She's friendly and always has a kind word for somebody, but also has a fierceness about her.
4) Tyrane Moarashia: A brute of a tiefling who used to shake shop owners down for "protection money". Nishoh was the only person to ever catch and arrest him, but the tiefling broke out and has sworn vengeance on him.

Three memories, mannerisms or quirks Nishoh possess.

1) Nishoh loves to play card games of all types, especially gambling ones. He keeps a two of spades around his neck which he kisses for good luck at the beginning of any card game or fight. It's also part of the reason he got the nickname dueces. The hole where the necklace runs through is a bullet hole.
2) Nishoh has the sharp, dangerous claws that tieflings sometimes are born with. Whenever he is lost in thought or distracted he raps them against a table, wall, his leg, or anything else convenient, often producing an audible series of tapping.
3) Whenever he enters a new building Nishoh either stands or sits in a place where he can see all of the entrances. He spent a few years doing stake outs inside and has a certain routine to keep sharp whenever he's inside. Sometimes it's very noticeable, like when he drags a chair around a table to get a better spot.