Swordswoman of Sothis

Say'ri Al Bashere's page

1,062 posts. Organized Play character for Nikolaus de'Shade.


Full Name

Say'ri Al Bashere

Race

HP 57/62 | AC21, T15, FF16 | F: +7, R: +10, W: +6 | CMD 20 | Acr +12, Perc/SM +12, Knw L +11, Surv +9, Sth +8 | Init +7 | Rapier +11/+6, d6-1; Pistol +14/+9(15), d8+5(6) (7)| Grit 2/3.00 |

Classes/Levels

Active:

Size

Medium

Alignment

LG

Deity

Horus

Languages

Common, Celestial, Osiriani, Ancient Osiriani

Strength 8
Dexterity 19
Constitution 14
Intelligence 12
Wisdom 14
Charisma 10

About Say'ri Al Bashere

Say’ri Al-Bashere
Female Human Pistolero Gunslinger 5 //Ranger Corpse Hunter 2
LG Medium Humanoid (Human)

Init +7 (+4 Dex, +1 trait, +2 class)

Senses: Perception +12, Low light vision.

DEFENSE
AC 21, touch 15, flat-footed 16 (+4 armor, +2 shield, +4 dex, +1 dodge).

HP 62/62 [10+2con]+6*[6+2] + 2 FCB(Ranger)

Fort +7 (5.5 base, +2 Con)
Ref +10 (5.5 base, +4 Dex, +1 racial)
Will +6 (2.33 base, +2 Wis, +1 trait, +1 racial)

OFFENSE
+1 Pistol +14(15), d8+5(+1), x4. Misfire 1 (2 with cartridge)
Pistol +13(14), d8+4(+1), x4. Misfire 1 (2 with cartridge)
Rapier +11/+6, d6-1, 18-20 x2.

Spd 30 ft
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 8 (-1)
Dex 19 (+4) (+2 racial, +1 lvl4)
Con 14 (+2)
Int 12 (+1)
Wis 14 (+2)
Cha 10 (+0)

Base Atk +7/+2
CMB +6 (7 BAB, -1 Str)
CMD 20 (10, +7 BAB, +4 Dex, -1 Str)

FEATS
Weapon Finesse [Human Bonus]: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Point Blank Shot [Level 1]: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Gunsmithing [Class Bonus]: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Precise Shot [Level 3]: You do not take the -4 penalty for firing at enemies engaged in melee combat with your allies.
Deadly Aim [Bonus 4]: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Weapon Focus: Pistol (Level 5): You gain a +1 to hit bonus with the chosen weapon.
Two Weapon Fighting (Combat Style 2): Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Clustered Shots (Level 7): When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.

TRAITS
Blood of the Pharaohs (Campaign): You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.
Defensive Strategist (Religion): You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.
Survivor (Regional): You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Broken, Not Beaten [Festive Bonus - Combat]: You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.
Burned (Drawback): You take a –1 penalty on saving throws against fire effects. In addition, whenever you are adjacent to open flames or are on fire, you take a –1 penalty on all attack rolls, saving throws, and skill checks until you spend an entire round away from fire. These penalties are not cumulative. (An instantaneous fire effect adjacent to you or affecting you causes this penalty to apply until 1 round after it is gone.)

SKILLS
Acrobatics +12 (5 ranks, +4 Dex, +3 class)
Craft Alchemy* +11 (7 ranks, +1 Int, +3 class)
Knowledge: Local +11 (7 ranks, +1 Int, +3 class)
Linguistics* +3 (2 ranks, +1 Int)
Perception +12 (7 ranks, +2 Wis, +3 class)
Ride +12 (5 ranks, +4 Dex, +3 class)
Sense Motive +12 (7 ranks, +1 Wis, +3 class, +1 trait)
Sleight of Hand* +13 (6 ranks, +4 Dex, +3 class)
Stealth +8 (3 ranks, +4 Dex, +3 class, -2 ACP)
Survival +9 [10] (4 ranks, +2 Wis, +3 class [+1 to follow tracks])

Total Points: 53 [5x(4 Gunslinger + 1 Int + 2 background)+ 2x(6 Ranger + 1 Int + 2 background)]
AC penalty is -2

LANGUAGES
Common, Osiriani, Ancient Osiriani, Amurrun, Dwarven.

EQUIPMENT
+1 Pistol of the Infinite Sky (24300gp) [Crafted price - 12300]
Adamantine Pistol (6400) [Masterwork, Misfire value reduced by 1 to minimum of 1]
Alchemical cartridges (1gp each)
+1 Adamantine Buckler (1155gp)
Rapier (20gp)
Chain Shirt (100gp)
Gunsmith’s Kit (15gp): This small kit has all the tools a person needs to create, repair, and restore firearms, except for the necessary raw materials. Without such a kit, you cannot properly construct or provide upkeep for firearms.
Powder Horn (3gp)

144 gold 38 silver 3 copper {Owes Uthe 3000gp}

Wishlist:
Infinite Ammo enchantment 22K each. Celestial Chainmail 22,400. Gunman's Duster(?) 36,000. Belt of Dex. Distance on pistols.

SPECIAL ABILITIES
Bonus Feat: Humans select one extra feat at 1st level.
Heart of the Fey Falcon: You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled.
Low-Light Vision: Say’ri can see twice as far as humans in conditions of dim light.

Weapon Proficiencies: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.
Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Grit: Grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), 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.

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.
The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. 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: 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: 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: 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.
Spoiler:
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.

Nimble: Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Pistol Training: Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1.

This ability replaces gun training 1 to 4.
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Undead Exterminator: At 1st level, a corpse hunter must select undead as his first and only favored enemy, granting him a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when dealing with creatures of the undead type and a +2 bonus on weapon attack and damage rolls against undead. A corpse hunter does not gain additional favored enemies at 5th, 10th, 15th, and 20th level, though his favored enemy bonus against undead creatures increases by 2 at each of these levels (to a maximum bonus of +10 at 20th level).
Track: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style: Two Weapon Fighting At 2nd level, a ranger must select one combat style to pursue.
The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
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Appearance
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Say'ri is tall and clearly tough. Her Osirian heritage is obvious in her dark skinned and tightly braided hair. Her father always claimed his daughter was a great beauty, and she might have been before an accident in the Gunworks when she was a teenager seared away a chunk of her hair and scalp with it. Say’ri long ago accepted the scars, many renowned artificers have far worse, but the discolored skin at her hairline, and the slightly lop-sided look the burn gives her face means that although she could reasonably be called ‘striking’, it would be difficult to call her ‘beautiful’. She makes up for that with a natural quickness of movement and excellent hand-eye co-ordination, although she does often sport a wide brimmed hat – both to keep the sun off and cover her scars from small-minded judgments.
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Personality
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Say’ri is confident and cheerful, always giving the appearance that nothing can get her down or surprise her in any meaningful way. This isn’t true, but underneath the bravado Say’ri likes making plans and doing her leg work before big events. This habit of preparation has been a facet of hers since her first apprenticeship in the Gunworks when it was made very clear to every new apprentice that no-one lived long if they were stupid around gunpowder. Say’ri is also lucky, mostly at cards and other games of chance, when she wins more than she reasonably should. Naturally sharp-eyed she can read most people’s tells fairly well, and enjoys mentioning them in conversation around the card table as she’s found that usually makes them much easier to read as they try very hard to suppress whatever tell she chose to mention, or make up if she’s feeling really mischievous.

Ever since her accident, and (as she always maintains) quite reasonably for someone who works with firearms, Say’ri is extremely cautious around fire and would far rather be cold than stand next to an open flame. This occasionally leads her to make odd, or somewhat self-defeating choices but two blankets and a cold night is far preferable to Say’ri than being too close to a fire.
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Motivation
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Say’ri has been brought up on tales of the wonders of Osirion so a large part of her motivation is simply to visit the land she’s heard so much of. Her mother has always spoken of her descent from the Falcon Pharaoh and Say’ri would love to find proof of that lineage. At heart though she is much like young people the world over, restless and keen to make her mark on the world. Finding proof of a royal lineage and making a fortune through treasure hunting seems like an excellent way to do that.
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Background
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The worship of the Old Gods of Osirion has been steadily crushed for centuries. Even with the return of the Osiriani pharaohs after centuries of kelishite rule has not reversed this persecution and the followers of Osiris, Horus, Isis and Set have gradually drifted away from their ancestral home. Say’ri was born and raised in Alkenstar, the technological miracle set in the midst of the Mana Wastes. The daughter of the last living High Priest of Horus Say’ri was brought up from birth in the faith of the Falcon God and her bedtime stories were always of the wonders of her ancestral homeland, the sand, the sun and the majesty of the pharaohs.

As she grew Say’ri trained in the Gunworks, learning the craft of firearms that makes Alkenstar wealthy and powerful. However her spirit constantly yearned to return north and visit the lands her parents spoke so fondly of. So, when word came to the south that the Ruby Prince had declared a great opening and treasure hunt in the city of Wati, Say’ri seized her chance. With her parent’s enthusiastic blessing she headed north through Nex and into Osirion, intent of making her fortune and reclaiming her heritage – ideally in that order!