Aredil Sultur

Raphael de Etoil-Mortant's page

9 posts. Alias of Helikon.


Full Name

Raphael de Etoil-Mortant

Race

Human

Classes/Levels

Gunslinger 1

Gender

Male

Size

medium

Age

31

Special Abilities

Grit

Alignment

Lawful Good

Deity

Catholic

Location

St Louis

Languages

English, French

Occupation

Clerk at the War Ministry

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

About Raphael de Etoil-Mortant

Southern Officer and Gentleman

Data:

Name: Raphael de Etoil-Mortant
Race: Human
Class: Gunslinger
Age: 28
Alignment: LG
Personality:
Likes: Whist, french cognac
Dislikes: beer.
Favorite foods: died fried vegetables surrounding a veal steak
Hobbies: Pipe, Ballet
Physical Description: Lightly tanned Skin, black hair, clear blue eyes, expertly groomed
Deity: Catholic
Languages: English, French

Rendering:

20 point buy for stats
Stat point distribution:
STR: 10 = 0
DEX: 16 = 10 (+2 Human Bonus) (18)
CON: 14 = 5
INT: 10 = 0
WIS: 14 = 5
CHA: 10 = 0

Combat:

Hit Points: 12 / 12
Initiative: +6
Perception: +6
---------------------------------
Offense:
Pistol +4; 1d8+2 20/x4 /40ft /MF 1,2/ Capacity 1
Musket +4; 1d12+2 20/x3 /60ft /MF 1,2/ Capacity 1
Sword Cane +1; 1d6 20/x2
Attack:
Melee: 1 = 1(base) + 0(STR);
Range: 5 = 1(base) + 4(DEX);
CMB: 1 = 1(base) + 0(STR);
----------------------------------------
Defense:
AC: 16 = 10 + 1(Armour) + 4(Dex);
Touch: 14 = 10 +4(Dex);
Flat: 11 = 10 + 1(Armour);
CMD: 15 =10 + 1(base) + 0(STR) + 5(DEX);
Saves:
Fort: 4 = 2(base) + 2(CON);
Ref: 6 = 2(base) + 4(DEX);
Will: 2 = 0(base) + 2(WIS)
Immune:

Class Traits:

Weapon and Armor Proficiency
Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Gunsmith:
At 1st level, a gunslinger gains one of the following firearms of her choice: Revolver, Rifle, or Shotgun. 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
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.


Racial Traits:

•Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
•Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
•Base Speed: Humans have a base speed of 30 feet.
•Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
•Extra Feat
•Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Skills,Feats,Traits:

Feats:
Point Blank Shot
Deadly Aim
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.
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.

Drawback:
Lame
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
Traits:
Chance Encounter:
+2 Initiative
Never stop Shooting
Even when the chips are down, you keep on shooting. If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.
Skills:
Gunslinger 4+INT +1H = 4 * 1 = 5 +2 BS
ACP = -0 //Armour Check Penalty
*Acrobatics: 4 = 0 + DEX Mod + 0 - ACP;
Appraise: 0 = 0 + INT Mod + 0;
*Bluff: 0 = 0 + CHA Mod + 0;
*Climb: 0 = 0 + STR Mod + 0 -ACP;
Craft (Gunsm.): 4 = 1 + INT Mod + 3;
Diplomacy: 0 = 0 + CHA Mod + 0;
Disable Device: 4 = 0 + DEX Mod + 0;
Disguise: 2 = 0 + CHA Mod + 0;
Escape Artist: 4 = 0 + DEX Mod + 0 - ACP;
*Handle Animal: 2 = 0 + CHA Mod + 0;
*Heal: 2 = 0 + WIS Mod + 0;
*Intimidate: 4 = 1 + CHA Mod + 3;
Know(Arcane): 0 = 0 + INT Mod + 0;
Know(Dung): 0 = 0 + INT Mod + 0;
*Know(Engin): 4 = 1 + INT Mod + 3;
Know(Geo): 0 = 0 + INT Mod + 0;
Know(Hist): 0 = 0 + INT Mod + 0;
*Know(Local): 0 = 0 + INT Mod + 0;
Know(Nature): 0 = 0 + INT Mod + 0;
Know(Nobility): 0 = 0 + INT Mod + 0;
Know(Planes): 0 = 0 + INT Mod + 0;
Know(Religion): 0 = 0 + INT Mod + 0;
Linguistics: 0 = 0 + INT Mod + 0;
*Perception: 6 = 1 + WIS Mod + 3
*Prof Soldier: 6 = 1 + WIS Mod + 3
*Ride: 8 = 1 + DEX Mod + 3 - ACP;
Sense Motive: 2 = 0 + WIS Mod + 0;
*Sleight of H.: 4 = 1 + DEX Mod + 3 - ACP;
Spellcraft: 0 = 0 + INT Mod + 0;
Stealth: 4 = 0 + DEX Mod + 0 - ACP; ;
*Survival: 2 = 0 + WIS Mod + 0;
*Swim: 0 = 0 + STR Mod + 0 -ACP;
Use Magical D.: 2 = 0 + CHA Mod + 0;


Equipment:

Weapons:
Pistol.
Richmond Rifle (Musket) 100
Sword cane of cherry wood and stainless steel. Head shows
Kansas Toothpick Dagger
--Weight:16
Armour:
Heavy Duster
--Weight:0
Misc:
Gunsmithing Kit
2 suits of well made gentleman's clothing
One pair of low shoes, one pair of riding boots.
Sketchbook.
Lead ingot for bullets
silver ingot for bullets
bullet mold
--Weight:20
Weight Total:20.5 + 8(Clothes)
Light: 76, Med: 153, Heavy: 230
--Weight: 58

Appearance:

Raphael is a man just shy of his 30th birthday just shy of 6 feet and maybe 180 pounds. He has black wavy hairs and is cleanly shaven. He prefers black and red clothes, and walks with a limp, aided by a cane. His right leg and hip is heavily scarred due to the claws of an undead.

Backstory:

Raphael was born in the year of the Lord 1836 in the Saint Louis as the second son of Raphael and Sophie de Etoile-Mortant. His father was a very strict man who ruled his house and family with an iron fist. As a well respect solicitor he owned a large mansion with many slaves on Lafayette Square. But while his father was harsh, his mother was a very warm person, even treating her slaves with kindness and respect.
His older brother Etienne was 5 years older together they were thick as thieves and responsible for many a prank. But one day one of those pranks backfired and resulted in the flogging of Joshua, the oldest house slave.
From that day on he understood the concept of responsibility and duty. His father did intend for him to follow his footsteps and later pursue a career in politics.
But in the end Raphael did choose differently. During a christmas soiree in 1850 he made the acquaintance of Colonel William Gates, an artillery officer. The hero of the mexican war filled the young boy with the glories of war, with his stories of his experiences in the seminole war and many other tales. In the end he gifted the boy with a small button he still had from his cadet uniform of west point. A gift that would carry Raphael from now on every day of his life on a string around his neck.
His father was less than pleased with the decision of his second son, but then he used his many connections to fulfill his son grandest wish, admission to the 1855 class of West Point.
Raphael was not a stellar student, far from it, he often had his problems with the curriculum, especially mathematics and physics were not really his forte.
But he had an innate intuition with any gun and cannon and what he lacked in trigonometry he made more than up with gut feeling.
Raphael did not always make friends, as a southern boy many of the northern looked down on him and gave him a hard time. But the worst of all was Ezekia Gravenant, a young boy from Chicago. What Raphael had in gut feeling he made up with his sleazy charm. They got into a fight no less than three times, and would have nearly been expelled, but they were always a bit lucky.
At the final exams, it was Raphael and Ezekia who would compete for the best shooter of their year. Raphael had managed to score nine times a perfect ten on this day, with Ezekia not far behind. It was supposed to be their last duel, but then one of Ezekia´s cronies managed to swap Raphael´s last bullet. And Raphael just managed a Five. Not enough, so he was just the second. In fury he checked his bullet later and found the tampering, but he knew that this would never be enough. The evil face of Ezekia was a sight he would never forget.
Still Raphael graduated on the 10th of March 1860 as a second lieutenant. His first assignment was the second company of the the second brigade of the third Artillery regiment. But he would not stay long, because he returned home to his family as it was clear that the south would secede and a civil war was about to break out.
He saw many of the finest moments of mankind and some of the worst atrocities in the war. The worst moment of his life was the night of the 3rd of July 1863. The night the dead rose from the fields of Gettysburg to attack the living. The night one of his best friends, killed by a cannon ball, missing half his face, would rip deep into his leg and cause a horrible wound. The night he would kill his comrades, not dead anymore but undead, shooting bullet for bullet in dead faces, and finally hacking with his sword till he was buried alive. Where countless others died, he survived. For some weeks he seemed he would lose his leg, but thanks to the expert hands of Doctor LaMat it was saved. But he would have a limp ever since.
Not longer able to join the ranks of the army, Raphael stayed in St. Louis and would work relentlessly to get arms for the confederate army. Not because he believed in the cause. But for his home.
One night his father was summoned to a farm just outside, a dear friend of the family feared for his loved ones and Raphael rode to the Fleur de Lille plantation. A family who would treat their slaves fairly, and took it upon them to still feed them reasonably well. But still, a black voodoo priest called le Duke de Mort had driven the slaves into an angry, violent mob and what they did was so evil, so horrible, it would be called the crimson carnage. In the end they were all killed, to a man, apart from their leader, who had somehow fled into the mists. In the master´s bedroom Raphael found a middle aged man, who introduced himself as Professor Lorrimar, who had saved the children and protected them with his life, wounded, without any more shots and just armed with a bowie knife.
The Etoile-Mortants took the professor to their mansion and tended him while he recovered. Raphael had an instant liking to the eloquent and erudite man with the simple convictions and iron mind. They would exchange letters on a weekly basis till the day the professor died. And when the professor called for help, Raphael came instantly!


THE PLEDGE:

I will not PvP!
I will keep player and character knowledge separate!
I will post at least 3 times between Monday and Friday and 1 time during the weekends. (If I cannot make this, I must let us know)
I will respect the GM's and each other's time and the fact that we all have real lives too.
Addition:
I know that this is a game and the idea of a game is to have fun

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.
Raphael was born to Pierre and Sophie in New Orleans. His father is a solicitor and owns a big mansion at Lafayette Square.
Raphael graduated from West Point in the year 1860
He joined the Fourth brigade as Lieutenant and participated in Manasse, commanding three canons.
He was at Gettysburg, the night the dead rose to attack the living. He received a very bad leg wound and it seemed that he would lose his leg.
Relieved from duty due to his leg wound and returned home. He now works in the War Ministry, tasked with providing weapons for the war effort.
Two years ago he saved Professor Lorrimar from a cult of death-eaters on the Fleur de Lille Plantation. That massacre is called the crimson carnage. He and the Professor bonded very deeply during that event.
2) Two goals that you'd like the character to accomplish in-game.
He wants to join the Texas Rangers one day. He has first hand knowledge of the arcane and knows that the populace has to be protected from the beyond.
Get even with Ezekia Gravenant. Ezekia has killed now more than 20 southerners, raped innocent women and is his personal nemesis. Too often Raphael has now seen reports of his deeds and his frustration is sky high.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
In the end of the night of Gettysburg, when he was wounded Raphael crawled under dead bodies to save himself.
The leg has been healed, but his shame and fear make Raphael limp.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.
Sophie de Etoil-Mortant, mother.
Major Ezekia Gravenant, Union Soldier, butcher, raper.
Jean Alexandre LaMat, Inventor, Gunsmith and foremost Physician. He saved Raphael´s leg and the booth share a love of Gunsmithing.
The leader of the slaves at the Crimson Carnage, a black haitian vodou priest called Duke de Mort at that time escaped and is now one of the Lieutenants of the Mistwalker.

5) Three key memories that define your character as the person they are at the time of submission.
The 18th of december 1859. Raphael and Ezekia Gravenant were the last two contestants in the annual cadet shooting contest. In the end Ezekia cheated and sabotaged the bullet. Ezekia won, leaving Raphael beaten. Nevertheless for 9 shoots he scored perfect 10s.
The night of Gettysburg, when suddenly the fallen rose and attacked the living with claw and tooth, changing the war forever. The blood and carnage, the fear. The black and crimson hours till the sun rose and it was no longer a war between north and south, but between the dead and the living.
The Crimson Carnage, a band of mad slaves running amok on the Sweet Lily plantation, killing all white people and slaughtering the guests. Professor Lorrimar was holding them off in the master´s bedroom, protecting the children. The professor was on his last shot and only had a broken saber and an empty gun when Raphael came in six-shooter blazing and methodically sending the fanatics to hell, saving the children and the professor. The professor, wounded badly, stayed for many days at your family's house, and the long talks deeply impressed Raphael and they have been writing at least monthly.
6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic.
After the hours laying under dead bodies Raphael has agoraphobia. Trapped in small rooms makes him panic and his worst nightmare is trapped in a coffin, buried 6 feet deep.
7) Dawnrunner massacre story.
”Dear Raphael,
forgive my hasty words, but I have found him. I found the Duke de Mort. He is here. Here in Flagstaff. Well close by. We have to find him and he has to pay for his crimes. Please come as soon as possible. And do not forget your gun.
He will face his maker, so god help me.
Your friend,
Auguste

Within 4 hours Raphael was on the train west, just having packed some bare necessities. He arrived five days later in Flagstaff, leaving the wells fargo coach with his six-shooter belted and his artillery sword on the other side, together and a kansas toothpick in his back sheath and his Springfield rifle on his shoulder. Waiting for him were dozens of men and even a few women, all wearing an assortment of firearms and other weapons, ready to follow the professor to apprehend a vile criminal. Raphael even spied a few old comrades and friends and quickly accepted a horse given to him from Jaques, a fellow confederate soldier, a member of the cavalry and a daredevil on the horse. In the end he found himself riding next to a middle aged Jewish Rabbi carrying a union rifle, and later next to a mexican Don, but what matters the name of the god you pray to, or which side you support, when you ride against beings like the mistwalker and his cronies. In the end they arrived at meteor crater, a desolate place and prepared for the worst.
And the worst they got. Suddenly, like pus from an infected wound cut open, the dead rose from the mine and swarmed toward them.
The braves ran toward them, but the they were swarmed by the dead and ripped to pieces. The faint of heart ran for it, but in the end the dead catched them and tore out their throats. But Lorrimar quickly saw that only a retreat would save them.
A retreat under fire is the most difficult maneuver, but some made it to the village alive. The next hours were hell on earth, literally, Raphael sat on the tower of the church next to the bell, pouring down bullet for bullet on the masses of the unliving. Shooting, trading the rifle for a new one and shooting again. Over and over again, if they hadn´t use blades to repel attackers climbing up the tower. As the sun rose less than 10 had survived, but the Mistwalker was in chains. Raphael´s clothes were in tatters, his sword broken and a huge gash on his left arm. But he was alive.