Palaveen

Ralrae Arkmir's page

135 posts. Alias of River of Sticks.


Full Name

Ralrae Arkmir

Race

Tiefling

Classes/Levels

Init: +3 | Per: +9 | DV 60' | Grit: 3/3 | Speed 30'

Gender

Legendary Gunslinger 3 | HP: 14 | AC: 19 | FF: 16 | TAC: 14 | F: +4, R: +4, W: +2 |

About Ralrae Arkmir

Tiefling Legendary Gunslinger 3 (Bullet Wizard)
CN Small humanoid (Native Outsider)

Background:

Ralrae has always been around High Gulch; he’s been a fixture for decades. His habit of scavenging lower-yielding sites has kept him off the radar of gang leaders, while still providing him with a reliable-enough income to survive and fragments of history to tinker with. Rae does not have a lot of ideals left; between the preconceptions he’s been forced to overcome as a smaller than average example of Tiefling heritage and the struggle to survive, a goody-goody attitude just has no place in his life. He has not let life turn him from cynicism to a darker malevolence, however, and does not pleasure when his cynical thoughts turn out correct. He keeps to himself, not letting anyone get too close to him; but when High Gulch has needed to come together in the past, Rae has stepped forward with other townspeople.

Statistics:

STR: 10, DEX: 17, CON: 14, INT: 17, WIS: 15, CHA: 8
BAB +2; CMB +1; CMD + 14
Grit: 3
Feats: Healers Hands, TBD
Traits: TBD, Scavenger (Campaign, +1 K. Engineering)
Offense
Speed 30 ft.
Ranged: +6 , 1d10 +3 20/x4 Capacity 1, full round reload, 40' range, Misfire 1
Melee: Dagger, +3, 1d4+0

Special Attacks:

Risky Strike: -1 attacks, and +2-3 damage
Defensive Stance: -1 attacks and +1 dodge to AC
Arcane Artillery: Swift action and Expend 1st level slot for +1d4 elemental damage and weapon is always loaded for 1 minute
Arcane Shot: Standard action and 1 grit to cast a ranged touch attack spell through weapon

Defenses:

AC: 19 | FF: 16 | TAC: 14
Fire Resist 5
+1 NA to AC
HP: 14 + 2d8
Fort +4, Ref +4, Will +2

Magic
Caster Level 3; 3 1st level spells known. 3 or 4 cantrips. One spell from Bonded Gun.
Spells Known: all cantrips, 10 1st level: Mount, Unseen Servant, Vanish, Silent Image, Snowball, Ray of Enfeeblement, Jump, Hide Weapon, True Skill
Darkness 1/day, CL 3

Skills & Languages:

Skills: Acrobatics +7 (1), Bluff + 1 (0), Climb + 4 (1), Craft: Alchemy +7 (1 B) , Craft Weapons (Firearms): +9 (3 B), Heal +8 (3) , Intimidate -1 (0) , Linguistics + 8 (2 B), K. Arcana +9 (3), K. Engineering +8 (1), K. Local +7 (1), K. Planes + 6 (3), Perception + 9 (3), Ride +4 (1) , Sense Motive + 8 (3), Spellcraft +9 (3), Stealth + 15 (3), Survival + 3 (1), Swim +4 (1), UMD + 10 (4)
Languages: Abyssal*, Common*, Elven, Dwarven, Draconic, Elven, Sign Language (*Racial)

Automatic Bonus Progression And Other Gear (5000 gp)
Automatic Bonus Progression: Resistance +1
Other Gear: MW Buckler (155 gp), MW Musket (300 gp), MW Studded Leather (150+60), Portable Alchemists Lab (300 gp), Sunderblock x2 (35 gp), 6 doses of Desna's Star Tea (30 gp), Spring Loaded Wrist Sheathes x2 (10 gp), Travelers Any Tool (125 gp), Gunsmith’s Kit (15 gp)

Feats, Special Abilities and Details
Favored Class Bonus: +1/6 of a gun mastery (3 times selected)
Gunsmithing: Craft firearms and ammunition. Ammunition is 1% of listed price: 1-3 silvers each
Gun Training: Add Dex modifier to damage on firearms, cannot exceed level before 5th.
Grit: WIS Mod points per day. 1 point restored on critical confirmation on enemy, downing an enemy, or succeeding on saving throw.
Prehensile Tail: Tiefling Racial Trait
Eagle Eyes: +1 morale to Perception
Slingers Quirk: Two Wisdom or Charisma based skills are based off of Int instead (Heal, Perception, Intimidation, Sense Motive, Bluff)

Dice Rolls:
Musket: 40', 1d10 x4
[dice=Musket Attack w/Risky Strike] 1d20 + 5; 1d10+3 +3 [/dice]