Sorshen

Rosalina Luri's page

1,099 posts. Alias of Phaedra Rose.


Race

Dhampir

Classes/Levels

Gunslinger 4; HP: 32/33; AC: 17, T: 14, FF: 13, Init: +4; Fort: +4, Ref: +8, Will: +4; Perception +10

Gender

Female

Size

M

Age

129

Special Abilities

Grit, Deeds

Alignment

CG

Deity

Undecided

Location

Oldenburg

Languages

Common, Elven, Lohnen

Occupation

Tailor/Wandering Adventurer

Strength 10
Dexterity 19
Constitution 10
Intelligence 12
Wisdom 14
Charisma 13

About Rosalina Luri

Vital Stats:

HP: 33 (+1 FC)
Height: 5'4"
Weight: 140 lbs
Speed: 30 ft.

Racial Traits:

Senses: Low-light vision and darkvision 60 ft.
Manipulative: +2 to Bluff and Perception
Undead Resistance: +2 to saves vs. disease and mind-affecting effects
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Dayborn: A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait. This racial trait replaces the spell-like ability racial trait.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Traits:

Armor Expert: When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.

Artisan: You gain a +2 trait bonus on Craft(clothing).

Trained Skills:

Acrobatics +7
Climb +6
Craft(alchemy) +5
Craft(clothing) +9
Intimidate +8
Perception +10

Feats:

Rapid Reload: The time required for you to reload your musket is reduced to a standard action.
Gun Smithing: Create and restore firearms, craft bullets, and mix black powder for all types of firearms. Do not need craft check to create firearms and ammunition or to restore firearms.
Nimble: +1 dodge bonus to AC
Extra Grit: Gain 2 Grit
Point Blank Shot: +1 to any target within 30 ft.

Gunslinger Features:

Grit(Ex): 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, you gain 2 grit points. Your grit goes up or down throughout the day, but usually cannot go higher than 2, 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:

Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

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.

Equipment and Possessions:

Studded Leather Armor: +3 AC, +5 Max Dex, no armor check penalty, Speed: 30 ft.
Musket (battered)
Warhammer
Explorer's Outfit
Artisan's Sewing Kit
Gunslinger's Kit: Backpack, bedroll, belt pouch, flint and steel, gunsmith's kit, iron pot, mess kit, powder horn, rope, torches (10), trail rations (5 days), waterskin,
Gunsmithing Kit
chocolate bar
4 potions inflict mod. wounds
23 gp

Combat:

BAB: +4, CMB: +4, CMD: 18
Musket: +8 atk, 1d12 dmg x4, 40 ft. range, 1-2 misfire
Ammunition: 16 black powder doses, 16 bullets
Warhammer: +4 atk, 1d8 dmg x3
Grit: 4/4

Appearance:

At 5'4" and 140 lbs, she may seem quite diminutive...but, don't let her size fool you. What she lacks in size, she makes up for in spirit. Not being as sensitive to light as some of the others of her kind, Rose enjoys spending time outside and has a nice coloring to her skin tone. It's the color of a dark caramel, a nice contrast to her long wavy black hair, and violet colored eyes. She usually keeps her hair back away from her face as to not interfere with her firearms training and wears it in either braids or pony tails. Her slight, but somewhat muscular frame gives her body an athletic appearance, while her small fangs give her smile an almost pixie like look.

Backstory:

Few could match her skill with a gun or a needle.

Her weapon instructor found her to be unusually gifted at wielding her gun, and not bad at using a warhammer either. However, it was her skills with firearms that most impressed him. So much so that he had a musket especially crafted for her which she started calling "Betsy". The beautiful design was nothing compared to the firepower of the gun and Rose handled her very well.

She has a keen mind and love for learning new things. She enjoys more than anything her time training with her weapons as well as learning how to create things with needle, material, and thread. Some of her earliest attempts at clothing resulted in some unusual looks from her trainers and comrades to say the least, but many found her designs to be creative and functional in the way they could hide a strapped on weapon or wand.

Her ability to be out during the day without the hindrances that many of her peers suffered, might have caused a little envy in others of her kind. Some that got to know her though, came to understand how dedicated she was to protecting what matters to her and if someone became her friend there was little to nothing that she would not do for them.