Witch

Ravenor Trevelyan's page

93 posts. Organized Play character for nejustmo.


Full Name

Ravenor Trevelyan

Race

Human Pistolero 1 / Rogue 1 / Preacher 3 (HP: 40/40 | AC:22 (24 vs evil creatures) T:15 FF:18 | CMB:+3 CMD:17 | Saves F:+7 R:+9 W:+6 (+2 bonus for all vs evil creatures) | Init:+10 | Per:+12 | Speed 30ft)

Classes/Levels

5.2

Gender

Male

Size

6'0

Age

35

Alignment

Neutral Good

Deity

Desna

Languages

Common

Occupation

Craft (Alchemy)

Strength 10
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Ravenor Trevelyan

Background / 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
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)
BAB +3; Space / Reach: 5 ft / 5 ft; CMB +3 (+3 BAB + 0 Str)

Attack (+1 reliable pistol) +9 = (+4 dex, +3 BAB, +1 Enhancement, +1 point blank shot)
Damage (+1 reliable pistol) 1d8+2 (+1 point blank shot, +1 Enhancement) / 20ft / Misfire 0 / 20 x4 / B&P

Attack (masterwork cold iron sword cane) +8 = (+4 dex, +3 BAB, +1 masterwork)
Damage (masterwork cold iron sword cane) 1d6 / 20 x2 / P

Attack (alchemical silver gauntlet) +7 = (+4 dex, +3 BAB)
Damage (alchemical silver gauntlet) 1d3 / 20 x2 / B

Buffed (Rapid Shot + Wrath + Divine Favor + Judgement (Destruction))
AC 24, touch 17, flat-footed 20 (+6 armor, +4 Dex, +1 Enhancement, +1 Deflection, +2 Protection from Evil)
CMD 17 (10 + 3 BAB + 0 Str + 4 Dex + 0 Med)
BAB +3; Space / Reach: 5 ft / 5 ft; CMB +3 (+3 BAB + 0 Str)

Attack (+1 reliable pistol) +9 / +9 = (+4 dex, +3 BAB, +1 Enhancement, +1 point blank shot, -2 rapid shot, +1 luck, +1 morale)
Damage (+1 reliable pistol) 1d8+6 (+1 point blank shot, +1 Enhancement, +1 luck, +1 morale, +2 sacred) / 20ft / Misfire 0 / 20 x4 / B&P

Spells per day
Level 1 - 4 0

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
Grit (Ex) (3): A gunslinger regains grit via Critical Hit with a Firearm or Killing Blow with a Firearm.

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.
Destruction: +2 sacred bonus on all weapon damage rolls
Justice: +1 sacred bonus on all attack rolls
Smiting: weapons – magic / dr
Piercing: +2 sacred bonus on concentration checks and caster level checks vs target’s spell resistance
Protection: +1 sacred bonus to Armor Class
Purity: +1 sacred bonus on all saving throws
Resiliency: DR 1/magic
Healing: Fast healing 2
Resistance: Energy resistance 4 (choose one - acid, cold, electricity, fire, or sonic)

Determination (Ex) (1/day): As a free action, activate an ability below.
Aggression: Reroll an attack roll
Defense: +4 insight bonus to AC against attack
Warning: Attacker must reroll the attack against ally within line of sight and use the results of the second roll.

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
Spell DC: level 0 - 13; level 1 - 14

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
'Desna's Justice' (+1 Reliable pistol)
Alchemical Silver Gauntlet
Masterwork Cold Iron Sword cane
Ring of Protection +1
Burglar’s Bracers
Wayfinder (Cracked, Dusty Rose Prism)
Flask of Reconcoction (Sanctuary)

Belt Pouch - GP 103
Explorer's Outfit
Alchemists Fire (2)
Anti-Toxin (1)
Anti-Plague (1)
Powder (2)
Chalk (10)
Ioun Torch
Vermin Repellent
Flint & Steel
Wand of Cure Light Wounds (50)

Endless Bandolier (2 lbs)
Gunsmith Kit
Powder horn
Bullets 46
Adamantine bullets 10
Alchemical Silver bullets 20
Cold Iron bullets 20
Paper cartridges 56

Handy Haversack (5 lbs)
-Blanket
-Mess Kit
-Waterskin
-Rope (50 ft)
-Trail rations (2)
-Manacles

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
Gripplis Favor: +2 to Cha based checks vs gripplis
Lamashtu’s Bane: +2 attack and damage vs. targes with unholy symbol of Lamashtu
Ghoul Hunter: +1 insight AC bonus vs. ghouls and ghasts, +1 Fortitude saving throws vs ghoul and ghasts disease, paralysis and stench special attacks
Scholar of Ashkurhall: +1 bonus to Appriase, Knowledge or Linguistics, or substitute Perception or Sense Motive bonus for the check for architecture, objectis or writing of dwarven origin
Friend of Janira Gavix: +1 bonus on Knowledge checks attempted while in Grand Lodge

Infiltrator (1): When conducting stealth check with one ally, both may roll and choose the higher Stealth check between you and ally.
You really be goblin (1): As a free action, gain the benefits of one of the following race traits for 1 round. May permanently replace one of your existing traits with new trait.
Bouncy: First 1d6 points of lethal damage suffered in the fall are automatically converted to nonlethal damage. +2 trait bonus on all Reflex saves made to avoid unexpected falls.
Goblin Bravery: When facing an enemy that's larger than you, if you have no allies in any adjacent squares, +1 trait bonus on attack rolls with non-reach melee weapons.
Advantageous Distraction: 1/day, as a swift action +2 dodge bonus to your AC for 1 round.
Confirmed Field Agent: Free wayfinder
Explore, Report, Cooperate (1): GM inform on impact of action to Pathfinder Society
Gift of the Ghaele (1): Use one of the following spell-like ability once, using character level as caster level. (Tier 4-5: Continual Flame, Dispel Magic, Lesser Globe of Invulnerability, Restoration)
Curious Pipefox (1): Treat Knowledge (History or religion) as roll of 25 even if not trained OR +5 bonus to check.
Manarius’s Blade (1): May purchase lesser sword of subtlety.
Yekai Deathhand’s Marvel: May purchase Flask of Reconcoction
Impressive Find (1): Once earn 12 or more Fame, awarded additional 1 Prestige Point (but not Fame). Cannot have more PP than Fame, bonus PP must be spent or lost.
Sun Shogun Talismans (3): May purchase Talisman of Freedom, Talisman of Good Fortune, Talisman of Warrior’s Courage. Sun Shogun talismans function as normal, except that as an immediate action, may prevent talisman from activating and save magic for later.