Gun Scavenger

Persephone Alleria's page

22 posts. Organized Play character for Rennaivx.


Full Name

Persephone Alleria

Race

Human

Classes/Levels

Mysterious stranger gunslinger 1

Gender

Female

Size

Medium

Age

22

Alignment

N

Strength 11
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 12
Charisma 14

About Persephone Alleria

Zarah bint Hahn al-Nizam enjoyed a childhood of adventure as the daughter of one of the most feared pirate lords of the Shackles, and darling of the Abendego Jewel's crew. But he had made enemies in his climb to the top - and when she was nine, those enemies brought her father's rule of the seas to an abrupt halt. The Jewel's first mate, though, made his getaway with his captain's young daughter in tow. Under different names, the mate made his living in Absalom as a cut-rate gunsmith, and as Zarah (now Persephone Alleria) grew up she studied under him and learned all she could of his craft. Now, though, her father's wanderlust has resurfaced in his only daughter, and she seeks entrance to the Society in order to see the world and create a better life for the man who raised her.

Point of order: Persephone travels with her gun loaded the old fashioned way. Her first shot will always be with this setup, while she will only use paper cartridges when the speed is beneficial.

Persephone Alleria
Human mysterious stranger gunslinger 1
N Medium humanoid (human)
Init +4; Senses Perception +5

----- Defense -----
AC 17, touch 14, flat-footed 13 (+4 DEX, +3 armor)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +1

----- Offense -----

Speed 30 ft. (20 ft. with backpack)
Melee Cestus +1 (1d6)
Ranged Pistol +5 (1d8/x4) (v. touch within 20 ft.)
Space 5 ft.; Reach 5 ft.

----- Statistics -----

Str 11, Dex 18, Con 12, Int 10, Wis 12,Cha 14
Base Atk +1; CMB +1; CMD 14
Feats Rapid Reload, Point Blank Shot
Skills Acrobatics +7, Perception +5, Craft (alchemy) +5, Climb +4, Swim +5 (can always take 10), Profession (gunsmith) +5
Traits Magical Talent (Mending), Sea-Souled
Languages Common, Osiriani, Polyglot
Gear battered pistol (free, 4 lb), cestus (5 gp, 1 lb), studded leather armor (25 gp, 20 lb), Pathfinder's kit (12 gp, 22 lb) (backpack, bedroll, belt pouch, clay mug, dagger, two fishhooks, flint and steel, sewing needle, signal whistle, 50 feet of string, 50 feet of thread, a week’s worth of trail rations, waterskin, whetstone), gunsmith's kit (15 gp, 2 lb), powder horn (3 gp, 1 lb), black powder (30 doses, 30 gp, -), bullets (30, 3 gp, 0.5 lb), paper bullet cartridges (10, 12 gp, -), alchemist's fire (20 gp, -), acid x2 (20 gp, -), two bandoliers (4 sp, -), ten sacks of powder (1 sp, -) 4 gp, 5 sp

----- Special Abilities -----

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 Charisma modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Charisma 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 (Ex) 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.

Focused Aim (Ex) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack.