Eldran Tesh

Paul Antairis's page

530 posts. Alias of dain120475.


Full Name

Paul Antairis

Race

Human

Classes/Levels

Ranger: Blockade Runner: 1, Scout: 3, Gunslinger: 1 Fort +6 Ref+11 Will +4 Ini +4 Per +10 AC: 19 HP: 48: 48 Uncanny Dodge

Gender

Male

Size

Medium

Age

34

Occupation

Tracker

Strength 13
Dexterity 18
Constitution 13
Intelligence 14
Wisdom 14
Charisma 12

About Paul Antairis

Background 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
Fleet
Weapon Finesse:
Point Blank Shot:
Precise Shot:
Power Attack:
Gunsmithing:
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. Also -
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Trait Description:

Indomitable Faith: Gain a +1 on Willpower Saves.
Dealmaker:

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)
By aiming his attacks precisely, a scout can deal extra damage to his target.
When the scout uses the attack action, he deals an extra 1d6 damage. This extra damage increases by 1d6 every two scout levels thereafter. Should the scout score a critical hit with a targeted strike, this extra damage is not multiplied. Ranged attacks can count as targeted strikes only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed attack), a scout can make a targeted strike that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a hunter strike, not even with the usual -4 penalty.
The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A scout cannot use targeted strike against a creature with concealment.
Uncanny Dodge (Ex)
Starting at 2nd level, a scout can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A scout with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Scout Talents
Finesse – You gain Weapon Finesse

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
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.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this 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.
Quick Clear (Ex): 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.

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)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wheelman (Ex): The blockade runner adds his level to drive checks made to pilot a vehicle.

Gear:

On Person
Name Weight Cost
+1 Mithril Shirt 10 lbs 2,250 GP
+1 Short Sword 2 lbs 2,310 GP
MW Short Sword 2 lbs 310 GP
MW Musket 9 lbs 300 GP
Light Mace 4 lbs 10 GP
Daggers (2) 4 lbs 8 GP

31 lbs 5,188 GP

In Backpack
Survival Kit MW 5 lbs 50 GP
Link
Rope 50 FT

In Satchel
Gunsmith Kit 2 lbs 15 GP
MW Healers Kit 1 lbs 50 GP
MW Thieves Tools 4 lbs 100 GP
Surgeons Tools 4 lbs 20 GP
Pipe
Powder Horn 1 lbs 3 GP

Total Weight 48 lbs 5,406

Pic 1 one of Character

Pic 2 of Character

The song of a tracker in the wilderness...

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