Mage Slayer

Riegel Jacobim PFS's page

89 posts. Organized Play character for Bofus Beerswizzler.


Full Name

Riegel Jacobim PFS

Race

Half-orc

Classes/Levels

Gunslinger (Pistolero) 10 Init 7(9); HP; 70/80 AC 30 T 19 FF 22; Perception 19; Grit 3/4

FA RS:
[dice=1]d20+14[/dice] [dice]d8+16[/dice] [dice=2]d20+14[/dice] [dice]d8+16[/dice] [dice=3]d20+9[/dice] [dice]d8+16[/dice]

Gender

M

Size

M

Age

19

Special Abilities

Shooting

Alignment

LG

Languages

Taldane, Orc

Strength 11
Dexterity 22
Constitution 12
Intelligence 10
Wisdom 18
Charisma 12

About Riegel Jacobim PFS

PFS NUMBER: 2296-3

Speed: 30

OFFENSE
Initiative +7 (+9 if at least 1 grit) BAB +10

CMB: +10 (BAB +10)
CMD: 30 (BAB +10; Dex +6; Ring of Prot +1; Nimble +3)

+17 Discordia (+2 Pistol, Distance) (+10 BAB; +2 Enchantment; +6 Dex; +1 PBS; +1 Pistol Training; -3 Deadly Aim)
--Damage d8+16 19-20 X 4 (+2 Enchantment; +1 PBS; +1 Pistol Training; +6 Deadly Aim; +6 Dex)
+14/+14/+9 Discordia, Full Attack (-2 Rapid Shot)
+12 Pistol Whip (+10 BAB; +2 Enchantment) COST: 1 grit
--Damage d6+2 X2 (+2 Enchantmemt) If hits, make free-action CMB to knock enemy prone
+10 Longsword (+10 BAB)
--Damage d8 19-20X2

DEFENSE
HP MAX: 81 (Lvl 1 11; lvl 2 7; lvl 3 7; lvl 4 8; lvl 5 8; lvl 6 8; lvl 7 8; lvl 8 8; lvl 9 8; lvl 10 8)
AC: 30 (+2 Mithral BP: +8; +2 Buckler: +3; Dex +5; Ring of Prot +1; Nimble +3)

Fort: +11 (Base +7; Con +1; Cloak of Resistance +3)
Cold Weather outfit: +5 Fort vs. cold environment
Ref: +16 (Base +7; Dex +6; Cloak of Resistance +3)
Will: +10 (Base +3; Wis +4; Cloak of Resistance +3)

Skills:
Acrobatics: 12 (Ranks 4+3; Dex +6; ACP -1)
Appraise: 0
Bluff: 9 (Ranks 5+3; Cha +1)
Climb: 4 (Ranks 2+3; Climber's Kit +2; ACP -1)
Craft: Alchemy: 4 (Ranks 1+3)
Diplomacy: 1 (Cha +1)
Disguise: 1 (Cha +1)
Escape Artist: 5 (Dex +6; ACP -1)
Fly: 5 (Dex +6; ACP -1)
Handle Animal: 0
Heal: 4 (Wis +4)
Intimidate: 17 (Ranks 10+3; Cha +1; Traits +3)
Knowledge (Engineering): 0
Knowledge (Local): 0
Perception: 19 (Ranks 10+3; Wis +4; Traits +2)
Perform: 1 (Cha +1)
Profession: 4 (Wis +4)
Ride: 5 (Dex +6; ACP -1)
Sense Motive: 4 (Wis +4)
Sleight of Hand: 9 (Ranks 1+3; Dex +6; ACP -1)
Stealth: 5 (Dex +6; ACP -1)
Survival: 16/18 (Ranks 9+3; Wis +4; Ioun Stone +2 to avoid becoming lost)
Swim: -1 (ACP -1)
Equipment:

Discordia +2 pistol, Distance
Powder & Shot: ||||| ||||
Metal cartridge, normal: 47
Metal cartridge, Nexavarian steel: 35
+1 Flaming bullets: 10
+1 Frost bullets: 10
+2 Mithral Breastplate
+2 Buckler
Cloak of Resistance +3
Ring of Protection +1
Headband of Wisdom +2
Belt of Dexterity +4
Wayfinder
Hematite Sphere ioun stone: +2 survival to avoid becoming lost
Climber's Kit
Cold Weather outfit
Trail rations ||||| ||
Potion of Fly |
Oil of Silence | | |
Boots of Speed ||||| ||
Feats & Traits:
FEATS
Gunsmithing
Rapid Reload
Point Blank Shot
Deadly Aim
Rapid Shot
Precise Shot
Improved Crit (Pistol)
Medium Armor Proficiency

TRAITS
A Sure Thing, Silver Crusade: Once per day, gain +2 bonus on a single attack roll vs. Evil creature
Brute, +1 Intimidate
Bestial, Racial: +2 Perception
Intimidating, Racial: +2 Intimidate

Class Abilities:
DEEDS
Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.

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.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.

•Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
•Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
•Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
Deadeye Shot: resolve a firearm attack vs. touch AC at the cost of 1 grit per range increment after the first.
Dead Shot: Pool all shots in a round. +’s or extra dice are not multiplied on a crit.
Targeting: may make called shots for specific effects.

BOONS:
Assume the Mantle once per scenario, as a swift action, add +1 to Strength for 1 minute Source: PFAP #67, The Snows of Summer

Soothsayer: A reliable, yet disturbingly strange, soothsayer has attached himself to you and renders his “services” to you. Once per adventure, he can predict imminent events with his Harrow cards, and grant you one of the following: +4 insight bonus to a skill check; +2 insight bonus to AC vs. one attack; +2 insight bonus to one attack roll or 1 save. Use the ability before rolling (or before the final result of the attack is known). You are shaken for 1 round after using this ability due to the dreadful portents of the soothsayer’s insights.

Light of Redemption (SC faction): whenever you would receive more than one Will save to overcome an Enchantment (compulsion) effect, you gain a +1 bonus on the extra Will save. Boon may be expended to reduce the PP cost of an Atonement spell by 2. Source: PFS Scenario #5-22: Scars of the Third Crusade

Mendevian Commendation: You gain +1 bonus on Cha based ability checks/skills to influence crusaders of Mendev (max +3) Commendations: 2 Source: PFS Scenario #5-22: Scars of the Third Crusade; PFS Scenario 5-02: The Wardstone Patrol

Lamashtu's Bane: Gain +2 on attack/damage rolls vs. targets displaying an unholy symbol of Lamashtu. Source: PFAP Rise of the Runelords, Chapter 1: Burnt Offerings

Harvestmaster's Bane: +2 bonus in Intimidate checks vs. worshippers of Zyphus

Hero of the Inheritor: While in Mendev, you may purchase the following spells at half price: Cure Light Wounds, Remove Blindness/Deafness, Remove Curse, Remove Disease, Remove Paralysis. May be used 3 times. Uses remaining: 3

Outstanding Bounty: While adventuring in the Brass City, expend boon to regain 4 spent Prestige. Alternatively, expend boon to grant +10 diplomacy check on any creature native to the Plane of Fire.

Redoubt's Repairs: Expend this boon to forego a day job check and instead restore 1d4+1 charges to a timeworn device (Technology feat instead restores 1d4+5 charges)

WEALTH CHANGE & GOODIES in current scenario:

Current Conditions:
Heroism: +2 morale to attacks, skills, saves
Fly potion