About Ravenor TrevelyanBackground / Inspiration:
Think inquisitor from warhammer with a dash of wild west sheriff / gunslinger.
Defense:
HP 40 [10 (1HD10) + 5 (1HD8) + 15 (3HD8) + 10 (CON 5*2)]
AC 22, touch 15, flat-footed 18 (+6 armor, +4 Dex, +1 Enhancement, +1 Deflection) CMD 17 (10 + 3 BAB + 0 Str + 4 Dex + 0 Med) Fort +7 = +5 base + 2 Con Ref +9 = +5 base + 4 Dex Will +6 = +3 base + 3 Wis Offense:
Speed 30 ft
Initiative: +10 (+4 Dex, +2 trait, +3 Cunning Initiative, +1 Ioun stone) BAB +3 CMB +3 (+3 BAB) Normal
Attack (+1 reliable pistol) +9 = (+4 dex, +3 BAB, +1 Enhancement, +1 point blank shot)
Attack (masterwork cold iron sword cane) +8 = (+4 dex, +3 BAB, +1 masterwork)
Attack (alchemical silver gauntlet) +7 = (+4 dex, +3 BAB)
Buffed (Rapid Shot + Wrath + Divine Favor + Judgement (Destruction))
Attack (+1 reliable pistol) +9 / +9 = (+4 dex, +3 BAB, +1 Enhancement, +1 point blank shot, -2 rapid shot, +1 luck, +1 morale)
Spells per day
Traits & Languages:
Reactionary
Magical Knack Common
Feats:
Armor Proficiency Light / Medium armor / Shields (except tower shields)
Weapon Proficiency Simple / Martial / Exotic (1-handed firearms, hand crossbow, repeating crossbow, starknife) Gunsmithing Point Blank Shot Precise Shot Rapid Reload Rapid Shot Weapon Finesse Skills:
Climb +4, Swim +4, Acrobatics +8, Disable Device +13, Ride +8, Sleight of Hand +8, Stealth +8, Diplomacy +7, Intimidate +12, Perception +12, Sense Motive +8, Heal +7, Survival +8, Craft (alchemy) +4, Spellcraft +4, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Use Magic Device +3 Special Abilities:
Passives Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Sneak Attack: +1d6 damage anytime when flanking or target is denied Dex bonus to AC within 30 feet. Charm of Wisdom (Ex): You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy, and Intimidate checks. Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). Cunning Initiative (Ex): An inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks. Actives
Up Close and Deadly (Ex) (1 grit): add 1d6 points of precision damage on a hit, 0.5 precision damage if attack misses. This precision damage stacks with others. Gunslinger's Dodge (Ex) (1 grit): Move 5 feet as an immediate action for +2 AC bonus or drop prone for +4 AC bonus vs a range attack. Not a 5-foot step and provokes attacks of opportunity. Only while wearing medium or light armor, and while carrying no more than a light load. Quick Clear (Ex): Remove broken condition from firearm misfire as a standard action. The gunslinger must have at least 1 grit point to perform this deed. Spend 1 grit to quick clear as move-equivalent action instead of standard action. Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. Judgment (Su) (1/day): As swift action, activate one judgement listed.
Determination (Ex) (1/day): As a free action, activate an ability below.
Spells:
Spells Known: Level 0 (6) - Detect Magic; Stabilize; Brand; Light; Read Magic; Sift; Guidance; Detect Poison; Daze Level 1 (4) - Divine Favor; Wrath; Litany of Sloth; Protection from Evil Spells per Day: Level 1 - 4 (3+1) Difficulty Class: 10 + the spell level + Wis
Equipment:
Total Encumbrance 38 lbs (Gear 9 lbs, Armor 20 lbs, Weapons 11 lbs)
(Light 43 lbs; Med 86 lbs; Heavy 130 lbs) Mithral Breastplate +1
Belt Pouch - GP 103
Endless Bandolier (2 lbs)
Handy Haversack (5 lbs)
Chronicles:
XP 14; Prestige 23; Fame 23
Scions of the Sky Key, Part 2: Kaava Quarry Scions of the Sky Key, Part 3: The Golden Guardian The Sun Orchid Scheme We be Goblins Too! The Confirmation The Nightmarch of Kalkamedes The Deepmarket Deception Rise of the Runelords Part 1: Burnt Offerings Rise of the Runelords Part 2: The Skinsaw Murders House of Harmonious Wisdom Faction Rewards and Unused Boons:
Faction Rewards Freedom Fighter: +1 bonus to attack and damage vs slavers Boons
Infiltrator (1): When conducting stealth check with one ally, both may roll and choose the higher Stealth check between you and ally.
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