Explorer

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66 posts. Organized Play character for nightdeath.


Full Name

Shin Bloodstone

Race

HP: 19/19| AC: 15/12/13|Init: +6| Perc: +9| Fort: +8| Ref: +5| Will: +1| CMB: +3| CMD: 15| Mwk RHCb: +5;1d10 Shortsword: +3;1d6+1| Dagger: +3;1d4+1| Challenge +1 to hit

Classes/Levels

Skills:
Acro: +5| App:+1| Bluff:+2| Climb:+0| Diplo:+6| Intim: +2| Kn.(Eng): +5|Kn.(Loc): +5|Kn.(Nat): +6|Kn.(Geo): +2| Perform (String):+3|SM: +4| Stealth: +2| Surv: +6| Swim: +0|

Gender

PFS #76925-50 Male Half Elf Forestor 2

Size

Medium

Special Abilities

Challenge

Alignment

Lawful Good

Deity

Abadar

Languages

Common, Elven, Draconic

Strength 12
Dexterity 15
Constitution 14
Intelligence 13
Wisdom 11
Charisma 14

About Shin Bloodstone

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76925-50 Shin Bloodstone

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Character Crunch:

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Male Half-elf Gunslinger (Bolt Ace) 1 / Samurai (Soverign Blade) 1 /
Lawful Good Medium Humanoid
Init +6; Senses Lowlight Perception +6

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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +0 Shield, +2 Dex, +0 natural, +0 Dodge)
hp 19 (2d10+4) (+0 Favored))
Fort +8, Ref +5, Will +1
Resist

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Offense
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Offenses
Speed 30 ft.
Ranged Masterworked Repeating heavy crossbow +5 (1d10 19-20/x2) (120Ft)
Melee Shortsword +3 (1d6+1 19-20/x2)
Melee Dagger +3 (1d6+1 19-20/x2)
Special Attacks +1 morale bonus on ranged attack rolls against the target of his challenge
Spell-Like Abilities

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Statistics
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Str 12, Dex 15, Con 14, Int 13, Wis 11, Cha 14
Base Atk +2; CMB +3; CMD 15
Languages Common, Elven, Draconic
SQ

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Feats
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Skill Focus (Perception) (Racial Feat)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Improved Initiative (Level 1 Feat)
You get a +4 bonus on initiative checks.

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Traits
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Resilient (Combat)
Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

Devotee of the Green (Faith)
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

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Class Features
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Weapon and Armor Proficiency:
Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Crossbow Maven:
A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice. This ability alters the gunslinger’s weapon proficiencies and replaces gunsmith.

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, 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.

A bolt ace regains grit when she scores a critical hit or deals a killing blow with any kind of crossbow. This ability modifies the grit class feature.

Critical Hit with a Firearm Crossbow: 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 Crossbow: 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.

A bolt ace can perform the following deeds with a crossbow instead of a firearm: gunslinger initiative, pistol-whip, dead shot, targeting, bleeding wound, death’s shot, and stunning shot. The bolt ace swaps the following deeds.

Sharp Shoot (Ex): At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed's cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs (such as Signature Deed). This deed replaces deadeye.

Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow. This deed replaces quick clear.

Shooter’s Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.

This deed replaces utility shot.

Weapon and Armor Proficiency:
Samurai are proficient with all simple and martial weapons, plus the katana, naginata, and wakizashi. Samurai are proficient with all types of armor (heavy, light, and medium) and shields (except tower shields).

Challenge (Ex):
Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai's melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai's level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the samurai's concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai's challenge also includes another effect, which is listed in the section describing the samurai's order.

Order (Ex):
At 1st level, a samurai must pledge himself to a specific order, typically the order of the warrior. The order grants the samurai a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts the samurai must follow. If he violates these edicts, he loses the benefits of his order's challenge ability for 24 hours. The violation of an edict is subject to GM interpretation.

Most samurai belong to the order of the warrior and are dedicated to their lord. Those without a lord, or who chose to abandon their lord, are ronin. A samurai may instead elect to dedicate himself to one of the orders listed under the cavalier description, but such samurai are rare.

A samurai who wishes to change his order must undertake a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once he has accomplished this, he gains all the bonuses from his new order. The only exception to this is when a samurai decides to become a ronin. A samurai can elect to become a ronin immediately, losing all the benefits from his old order and replacing them with the new benefits from the ronin order. Once a ronin, however, the only way for the samurai to change to another order is through the method described above. Note that the names of these orders might vary depending upon the campaign setting or GM's preference.

Resolve (Ex):
Starting at 1st level, the samurai gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1st level, plus one additional time per day for every two samurai levels beyond 1st. Whenever the samurai defeats the target of his challenge, he regains one daily use of his resolve, up to his maximum number of uses per day. Defeating the target of his challenge usually involves reducing the target to 0 hit points or fewer, but the GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways.

Determined: As a standard action, the samurai can spend one use of his resolve to remove the fatigued, shaken, or sickened condition. If the samurai is at least 8th level, he can alternatively remove the exhausted, frightened, nauseated, or staggered condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.

Resolute: Whenever the samurai is required to make a Fortitude or Will save, he can spend one use of his resolve as an immediate action to roll twice and take the better result. He must decide to use this ability before he rolls the saving throw.

Unstoppable: When the samurai is reduced to fewer than 0 hit points but not slain, he can spend one use of his resolve as an immediate action to instantly stabilize and remain conscious. He is staggered, but he does not fall unconscious and begin dying if he takes a standard action. He does fall unconscious if he takes additional damage from any source.

Dogmatic Denial (Ex) :
A sovereign blade gains a +2 bonus on saving throws against spells with any of the following descriptors that don’t match part of the character’s own alignment: chaotic, evil, good, or lawful.

This ability replaces mount.

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Skills
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Acrobatics +5 (+1 Rank, +3 trained, +2 Ability, -1 Armor)
Appraise +1 (+0 Rank, +0 trained, +1 Ability)
Bluff +2 (+0 Rank, +0 trained, +2 Ability)
Climb +0 (+0 Rank, +0 trained, +1 Ability, -1 Armor)
Craft +1 (+0 Rank, +0 trained, +1 Ability)
Diplomacy +6 (+1 Rank, +3 trained, +2 Ability)
Disable Device +1 (+0 Rank, +0 trained, +2 Ability, -1 Armor)
Disguise +2 (+0 Rank, +0 trained, +2 Ability)
Escape Artist +1 (+0 Rank, +0 trained, +2 Ability, -1 Armor)
Fly +1 (+0 Rank, +0 trained, +2 Ability, -1 Armor)
Handle Animal +2 (+0 Rank, +0 trained, +2 Ability)
Heal +0 (+0 Rank, +0 trained, +0 Ability)
Intimidate +2 (+0 Rank, +0 trained, +2 Ability)
Knowledge (Enginneering) +5 (+1 Rank, +3 trained, +1 Ability)
Knowledge (Geography) +2 (+0 Rank, +0 trained, +1 Ability, +1 Trait)
Knowledge (Nature) +6 (+1 Rank, +3 trained, +1 Ability, +1 Trait)
Knowledge (Local) +5 (+1 Rank, +3 trained, +1 Ability)
Linguistics +1 (+0 Rank, +0 trained, +1 Ability)
Perception +9 (+1 Rank, +3 trained, +0 Ability, +3 Feat, +2 Racial)
Perform (String) +3 (+1 Rank, +0 trained, +2 Ability)
Profession +1 (+0 Rank, +0 trained, +1 Ability)
Ride +1 (+0 Rank, +0 trained, +2 Ability, -1 Armor)
Sense Motive +4 (+1 Rank, +3 trained, +0 Ability)
Spellcraft +1 (+0 Rank, +0 trained, +1 Ability)
Stealth +2 (+1 Rank, +0 trained, +2 Ability, -1 Armor)
Survival +6 (+1 Rank, +3 trained, +0 Ability, +1 Order ability)
Swim +0 (+0 Rank, +0 trained, +1 Ability, -1 Armor)
Use Magic Device +2 (+0 Rank, +0 trained, +2 Ability)

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Magic
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Special Abilities
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Edicts:
He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected

The cavalier must always strive to protect the common folk from the depredations of oppressive regimes. He must not decline any duty or mission because he is not properly equipped for it.

Challenge:
Whenever an order of the land cavalier issues a challenge, he receives a +1 morale bonus on ranged attack rolls against the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.

Skills:
An order of the land cavalier adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills. In addition, whenever an order of the land cavalier makes a Survival check to avoid getting lost, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

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Equipment
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Equipment list]
Melee Weapons Shortsword, Dagger
Ranged Weapons Masterworked Repeating Crossbow, 40 Bolts in Fives.
Armor Studded Leather
Other Gear a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.
Explorer's Clothes
Magic Item
Wand of Cure Light Wounds (50/50)
Wealth 20gp

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Racial Traits
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Half-elf Racial Traits:

+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race..
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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Background Story
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Shin Bloodstone :

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Appearance
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Shin Bloodstone Appearance: