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About Paul AntairisBackground Notes:
Paul was born of a minor noble family that was all but wiped out by a rival House. He alone managed to survive because a retainer managed to save him and smuggle him away from danger into the wilderness. He spent his time surviving in the wild and learned the ways of the Fey culture; how to hunt, track and survive. From time to time he’d travel into cities and do what he could to learn about the wild. During his time in the city he learned how to use firearms and work on them. More to come – Languages:
Common Elven Dwarven Goblin Sylvan Saving Throws:
Save Base Ability Misc. Total Fort. 5 1 0 6 Refl. 7 4 0 11 Will. 1 2 1 4 Combat Bonuses:
Type Base Ability Misc. Total Melee 4 4 0 8 Ranged 4 4 0 8 CMB 4 1 0 5 CMD 14 5 0 19 Init. 0 4 0 4 Weapon Attacks:
Weapon Attack Dam. Crit. +1 Short Sword +9 1d6+2 19-20x2 MW Short Sword +9 1d6+1 19-20x2 MW Musket +9 1d12 20x4 Cold Iron Daggers (4) +8 1d4+1 19-20x2 Light Mace +8 1d6+1 19-20x2 Defense Bonuses:
Armor Type AC Bonus Armor +1 M. Chain Shirt: +5 Dexterity Mod : +4 Misc. Modifier : 0 Flat Footed : 19 AC : 19 HP : 48/48 Grit : 2 Skills:
Skill Name Total Rank Ability Mis Acrobatics 12 5 4 3 Appraise 6 1 2 3 Bluff 5 1 1 3 Craft (Alchemy) 6 1 2 3 Climb 5 1 1 3 Craft Diplomacy 8 4 1 3 Disable Device 10 1 4 3+2 Disguise Escape Artist 8 1 4 3 Fly Handle Animal 5 1 1 3 Heal 10+1 2 2 3+3 Intimidate Know. Arcana Know. Dungeon 6 1 2 3 Know. Engineer 7 2 2 3 Know. Geo. 6 1 2 3 Know. History Know. Local 6 1 2 3 Know. Nature 6 1 2 3 Know. Nobility Know. Planes Know. Religion Linguistics 7 2 2 3 Perception 10 5 2 3 Perform Prof.: Pilot 9 4 2 3 Prof.: Ride 8 1 4 3 Sense Motive 6 1 2 3 Sleight of Hand 8 1 4 3 Spellcraft Stealth 12 5 4 3 Survival 10/11 5 2 3+1 Swim 5 1 1 3 Use Magic Dev. [spoiler= Feat Description] Two-Weapon Fighting
Trait Description:
Indomitable Faith: Gain a +1 on Willpower Saves.
Benefit: Once per week, when looking for an item with a price greater than the local community’s base value (see page 461 of the Pathfinder RPG Core Rulebook), make a DC 10 Diplomacy check; add 10 to the DC for each community size category between the current community and the community size with a base value sufficient for that item. Success means (with GM approval) you’re able to sell or purchase that item as if the local community were of sufficient size. Each additional attempt (successful or otherwise) in that community increases the DC by an additional +10. Example: If you’re trying to find a +1 cloak of resistance (1,000 gp), you’d normally need to be in a small town (base value 1,000 gp) or larger to be able to find that item with little trouble. If you’re currently in a hamlet, that’s two community sizes away from a small town, so the Diplomacy DC is 30. If you went to a village and asked there, the DC would only be 20 because it’s only one community size away from a small town. Class Abilities Scout:
Trapfinding (Ex) A scout adds ½ his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A scout can use Disable Device to disarm magical traps. Targeted Strike (Ex)
Scout Talents
Fleet: You gain the Feat “Fleet”.
Gunslinger:
Gunsmith At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or 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 (Ex) 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
Ranger:
Favored Enemy (Ex): Human At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. Public Enemy (Ex): When the blockade runner selects a creature type that is capable of humanoid social interaction as his favored enemy, his favored enemy bonus against the chosen creature type also applies to Diplomacy, Disguise, and Intimidate skill checks. However, when selecting creature types incapable of humanoid social interaction, such as animals, constructs, or oozes, the blockade runner’s favored enemy bonus is instead halved. This ability is identical in all other ways to favored enemy, and supplements that ability. Track (Ex)
Wheelman (Ex): The blockade runner adds his level to drive checks made to pilot a vehicle. Gear:
On Person
31 lbs 5,188 GP In Backpack
In Satchel
Total Weight 48 lbs 5,406 |