Count Lucinean Galdana

Rhone Hexenbane's page

18 posts. Alias of ExiledMimic.


Full Name

Rhone | Init+2 | HP:13 | AC: 15, T:12, FF: 13 | Fort:+6, Ref:+4, Will:+3 | Perception+7

About Rhone Hexenbane

Rhone
Male Aasimar (Archon) Gunslinger 1
NG Medium Outsider (native)/Humanoid (human)
Init +2; Senses: Perception +7
Deity: Erastil
Grit: 3
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Defense
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AC 15, touch 12, flat-footed 13
hp 13 (1d10+3)
Fort +5, Ref +4, Will +3
Defensive Abilities:
+1 saves vs evil arcane spellcasters
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Offense
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Speed 30 ft.
Melee:
Cutlass (One-Handed) +2 (1d8+1/18-20x2)

Ranged:
Pistol (One-Handed) +3 (1d8/20x4)

Special Attacks:
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Racial Abilities
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Celestial Resistance: 5 Acid, Cold and Electricity resistance

Darkvision: 60 ft

Scion of Humanity: Count as both outsider (native) and humanoid (human), pass as human

Spell-Like Ability: Can cast Continual Flame 1/day

Truespeaker: +2 to Linguistics and Sense Motive, learn 2 languages per point of linguistics
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Statistics
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Str 12, Dex 14, Con 16, Int 13, Wis 16, Cha 10
Base Atk +1; CMB +4; CMD 16

Feats:
Gunsmithing (Gunslinger), Rapid Reload (1st)

Traits:

Fate's Favored: +1 to all Luck Bonuses

Warded Against Witchery: You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters

Skills:
Acrobatics (Dex), Bluff: 4, Climb (Str), Craft (Alchemy): 5, Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) Int), Knowledge (local): 5, *Linguistics: 4 Perception: 7, Profession (Wis), Ride (Dex), Sleight of Hand: 6, Survival: 7, and Swim (Str).

* Non Class Skills

Languages: Common, Orcish, Skald

Gear:
Battered Pistol (One Handed Firearm) 1d8 20x4, 4lbs (Free)
Cutlass (One Handed Sword) 1d6 18-20x2, 4lbs (15 gp)
Dagger x3 (One handed light weapon) 1d4 19-20x2 (6 gp)
Studded Leather +3 AC, +5 Max Dex Bonus, -1 ACP, 20 lbs (25 gp)
Ice Coat +4 AC, +3 Max Dex Bonus, -2 ACP, 20 lbs (80 gp)
Powder Horn x3, 3lbs total, (9 gp)
Firearm Bullet x30, 1/2lb, (3 gp)
Gunpowder (30 doses), -lbs, (30 gp)
Alchemical Cartridge x6, -lbs, (36 gp)
Alchemist Fire x3 (Thrown weapon) 1d6 20x2 (20 gp)
Gunsmith's Kit, 2lbs, (15 gp)
Cold Weather Outfit (Free)
Traveler's Outfit (1 gp)
Full Essentials Kit
Backpack 2 gp 2 lbs, Bedroll 1 sp 5 lbs, 1-pint flask 3 cp 1.5 lbs, 7 days’ trail rations 3.5 gp 7 lbs
Total Cost: 5.63 gp
Weight: 15.5 lbs
Silver Holy Symbol (25 gp)
Remaining Gold: 29.37 GP

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Special Abilities
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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.
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Favored Class Bonus
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Born in the far lands of the North, Rhone hales from the Land of the Linnorm Kings, growing up among an adopted family in Averaka. Orphaned at a young age, he was raised by half-orcs who had become the newest community in the North after his parents were presumed killed by a Rusalka. He was one of the few who worshiped Erastil, but was one of several lads who would make runs to Halgrim every season for supplies.

It was there he made friends with the alchemists guild, often doing small errands for them and forraging supplies they asked for. In return he learned about the science of alchemy and the strange new weapons it was able to create. As he grew older he became aware of the incresingly hostile relations between White Estrid's tollerance of magic and the surrounding hags and hedge witches who despised the loss of banished arcane casters. They began raiding caravans and travelers, sowing havoc in an attempt to draw out others like themselves.

He and others like him began fighting back. Using skills unknown to them previously to drive them back and out of the their small corner of the world and back into the frozen wastes. Using his alchemical knowledge to help track and hunt wayward casters down, he found a deeper calling. From there he began ranging futher and further south to help escort new passengers to Averaka to join their growing community and ensure their safety on the trip. He's only recently passed through Heldren on his way back south on a long trek, taking a moment to relax before finding more settlers to escort to the frozen northlands he calls home.