Shorafa Pamodae

Saera Dyar's page

178 posts. Organized Play character for StephNyan.


Full Name

Saera Dyar

Race

(HP 25/25 | AC:20 | T:14 | FF:16 | CMB:5 | CMD:18 | Fort:+4 | Ref:+6 | Will:+4 | Init:+3 [+2 with at least 1 grit] | Perc:+7 | Speed:30 [20 with backpack]) PFS#: 115025-7

Classes/Levels

Grit:
3/3

Gender

F Tiefling Gunslinger (Musket Master)/3

Size

Medium (5 ft. 5 in. / 165 cm)

Age

25

Alignment

Chaotic Neutral

Languages

Abyssal, Common

Strength 14
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 16
Charisma 8

About Saera Dyar

Character Sheet:
CN Medium Outsider (Native)
Init +3 [+2 with at least 1 grit] (+3 Dex)

Defense
AC 20 (10 +2 Natural Armor +4 Armor Bonus +3 Dex +1.75 Dodge); Touch 14 (10 +3 Dex +1.75 Dodge); Flat-Footed 16 (10 +2 Natural Armor +4 Armor Bonus)
HP 25 (22 +3x1Con +0x1HP Favored Class Bonus)
Fort Save +4 (+3 Class +1 Con); Ref Save +6 (+3 Class +3 Dex); Will Save +4 (+1 Class +3 Wis); Resistance 5 to Cold, Electricity and Fire

Offense
Speed: Medium (30 ft) -10 for carrying Medium Load

Melee: Masterwork Longsword
Damage: 1d8 +2
Attack roll: +6 (+3 Base Atk +2 Str +1 Enhancement)
Crit: 19–20/×2

Melee: Maw [Secondary]
Damage: 1d6 +1
Attack roll: +0 (+3 Base Atk -5 Secondary +2 Str)
Crit: x2

Melee: Maw [Normal]
Damage: 1d6 +2
Attack roll: +5 (+3 Base Atk +2 Str)
Crit: x2

Ranged: Masterwork Musket
Damage: 1d12 [+2 Deadly Aim]
Attack roll: +7 [-1 Deadly Aim] (+3 Base Atk +3 Dex +1 Enhancement)
Crit & Range: x4; 40 feet
Misfire: 1-2; 5 feet

Statistics
Str 14, Dex 16 (14 +2 Race), Con 12, Int 10 (8 +2 Race), Wis 16, Cha 8 (10 -2 Race)
Base Atk +3; CMB +5 (+3 Base Atk +2 Str); CMD 18 (10 +3 Base Atk +2 Str +3 Dex)

Feats:
Armor of the Pit
Deadly Aim
Deeds (Class)
Grit (Class)
Gunsmith (Class)
Gunsmithing (Class)
Rapid Reload [Muskets] (Class)

Racial Traits:
Beguiling Liar
Darkvision [60 feet]
Fiendish Resistance
Maw
Prehensile Tail

Traits:
Black Powder Bravado [Once per day, when you perform a deed that requires an attack roll and you miss with that roll, you can reroll it. You must take the second result even if it is worse.]
Dangerously Curious [+1 on Use Magic Device, and it's a class skill]

Skills (Untrained):
Disguise -1 (-1 Cha)
Diplomacy -1 [+3*; +1**; +1***] (-1 Cha)
Heal +3 (+3 Wis)
Ride +2 (-1 Armor Penalty +3 Dex)
Sense Motive +3 (+3 Wis)
Stealth +2 (-1 Armor Penalty +3 Dex)

* +3 Circumstance Bonus vs. high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. (House Thrune's Favor)

** +1 Circumstance Bonus on any Charisma-based checks with any citizen of Andoran. (Exemplar of Falcon's Hollow)

*** +2 Bonus on any Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3). (Mendevian Commendation)

Skills (Trained):
Acrobatics +6 (1 +3 Class -1 Armor Penalty +3 Dex)
Bluff +3 [+4 when lying; Beguiling Liar; +1**; +1***] (1 +3 Class -1 Cha)
Climb +5 (1 +3 Class -1 Armor Penalty +2 Str)
Craft (Alchemy) +4 (1 +3 Class +0 Int)
Intimidate +3 [+1**; +1***] (1 +3 Class -1 Cha)
Knowledge (Local) +4 (1 +3 Class +0 Int)
Perception +7 (1 +3 Class +3 Wis)
Sleight of Hand +6 (1 +3 Class -1 Armor Penalty +3 Dex)
Survival +7 (1 +3 Class +3 Wis)
Swim +5 (1 +3 Class -1 Armor Penalty +2 Str)
Use Magic Device +6 (3 +1 Trait +3 Class -1 Cha)

Languages: Abyssal, Common

Equipment
Combat gear (minus what's in the Endless Bandolier)
Masterwork Longsword (315gp, 4lbs.)
Wand of CLW [46 charges] (2PP, -)

Endless Bandoleer (1500gp, 2lbs.)
* Up to 60 Alchemical Cartridges
Alchemical Silver Paper cartridge [x20] (each 7gp, -)
Cold Iron Paper cartridge [x20] (each 12gp, -)
Paper cartridge [x20] (each 6gp, -)
* 4 small pockets for a one-handed firearm, 1 pound of ammunition (=60 bullets), a powder horn, or a similarly sized object.
1) Alchemical Silver Bullet [x20] (each 3sp, -)
Bullet [x20] (each 1sp, -)
Cold Iron Bullet [x20] (each 2sp, -)
2) Powder Horn (3gp, 1lb.) with Black powder [x10] (each 1gp, -)
3) Powder Horn (3gp, 1lb.) with Black powder [x10] (each 1gp, -)
4) Powder Horn (3gp, 1lb.) with Black powder [x10] (each 1gp, -)
* 2 large pockets for a two-handed firearm or a similarly sized object.
1) Gunsmith's Kit (15gp, 2lbs.)
2) Masterwork Musket (Starter +300gp, 9lbs.) loaded with 1 bullet and 1 dose of black powder

Wearing & otherwise equipped
Explorer's outfit (10gp, 8lbs.)
House Thrune's Favor [Token]
Masterwork Chain shirt (250gp, 25lbs.)

Backpack, masterwork (50gp, 4lbs.)
Acid [x5] (each 10gp, 1lb.)
Alchemist's Fire [x5] (each 20gp, 1lb.)
Bullet [x10] (each 1sp, -)
Flint and steel (1gp, -)
Grappling hook (1gp, 4lbs.)
Paper cartridge [x3] (each 6gp, -)
Rope, silk (50ft.) (10gp, 5lbs.)

Encumbrance: 62lbs.; Medium Load, (Light Load up to 58lbs., Medium up to 116lbs., Heavy up to 175lbs.)
Money: 1392gp 8sp
Prestige points: 12/14

Class Info
Favored class: Gunslinger
Alternate class bonus: Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +4). (Chosen 3 times)

Grit: 3 (+3 Wis)

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:
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.

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.

Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

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.

Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.

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.

Chronicle Sheets:
The Disappeared
The Library of the Lion
The Pallid Plague
--- Level 2 ---
Scars of the Third Crusade
Shadow's Last Stand, part 1 - GM sheet
The Confirmation
--- Level 3 ---
The Wardstone Patrol

Background:
Saera was born into the world as the daughter of a succubus. Her mother immediately noticed something was off, because Saera didn't have wings. As Saera grew older it became more and more apparent to her mother that Saera wasn't a succubus, but the long-term result of one of her human flings. At the age of 12 Saera was abandoned by her mother, who didn't consider Saera to be worthy of her time.

The place where Saera's mother left her child was a pirate island in one of Golarion's oceans. Saera was shunned by most of the island's inhabitants, but met several other outcasts who decided to raise her. As Saera grew to adulthood her foster father, a half-elf by the name of Garus, taught her how to use firearms. Saera proved a fast learner and mastered using most types of firearms when she was 14.

Meanwhile Saera's foster mother, a half-orc named Girilda, tried to teach the girl some social skills. Saera had shown to be lacking in the social department, and proved a rather slow learner when it concerned social skills. The young tiefling girl showed a knack for lying though.

While Saera's body continued to develop she grew to resemble a real succubus, safe for some minor details and one rather large detail: Saera had no wings. Many men asked Saera's hand, and she refused all of them. Many men tried to have their way with Saera. Those either left the island with broken ribs, or left the island in a casket.

At the age of 24 Saera left the island and, after a long voyage with several stops, ended up in Absalom. While looking for a job Saera met a recruiter for the Dark Archives faction of the Pathfinder Society, Suzy Hillix. Saera was then hired to work for the Society.

Personality:
Saera did inherit the succubus' playful side, but applies it to teasing jokes instead of actually seducing people. She manages to behave properly in most social situations, but is sometimes rude and to-the-point. Saera's a good liar, and often tells lies or half-truths.

Appearance:
Saera's a 5'5" (165 cm) tall tiefling woman, weighing 145 lbs (65.8 kg), with a succubus lineage. She has pink skin, red lips and two large horns on her head. Saera has red irises, and a heart-shaped tail that moves playfully. Her straight black hair reaches halfway her back, and often covers Saera's pointed ears. When Saera opens her mouth several unusually long and sharp canine teeth are revealed. Despite having a body that looks a lot like that of a succubus, including the curves, Saera doesn't have the wings of a succubus.

The outfit Saera wears consists of knee high black leather boots with purple laces, a black cloth skirt reaching just over half her upper legs, a purple sleeveless cloth shirt, and a black leather jacket. The assecories she wears with it are black leather fingerless gloves, and a black leather belt with her holster and other battle gear attached to it. Saera also owns a dark grey cloak, which she usually keeps in her backpack.