Kyra

Silvia Macatus's page

555 posts. Alias of Losonti.


Full Name

Silvia Macatus

Race

| 53/53 HP | AC19 T14 FF15 | CMD21 | F +10 R +10 W +6 | Spd 30 | Init +4 | Perc +10 | [ooc]Craft (Alchemy) +11, Diplomacy +9, Handle Animal +12, Intimidate +9, Knowledge (Religion) +11,

Classes/Levels

Perception +10, Sense Motive +11[/ooc] | Grit: 2/2 | Smite Evil 2/2 | Lay on Hands 4/5 | Divine Bond 1/1 | Stamina: 8/8 | Active Conditions: None

Gender

LG Female Tiefling Gunslinger (Mysterious Stranger) 1 / Paladin of Ragathiel (Divine Hunter) 6

Deity

Ragathiel

Occupation

Common, Orc

Strength 10
Dexterity 18
Constitution 12
Intelligence 13
Wisdom 8
Charisma 15

About Silvia Macatus

Botting Codes:
[dice=Rifle #1, DA]1d20+11[/dice]
[dice=B+P]2d8+5[/dice]

[dice=Rifle #2, DA]1d20+6[/dice]
[dice=B+P]2d8+5[/dice]

[dice=Rifle #1, DA, Rapid Shot]1d20+9[/dice]
[dice=B+P]2d8+5[/dice]

[dice=Rifle #2, DA, Rapid Shot]1d20+9[/dice]
[dice=B+P]2d8+5[/dice]

[dice=Rifle #3, DA, Rapid Shot]1d20+4[/dice]
[dice=B+P]2d8+5[/dice]

[dice=Pistol, DA]1d20+10[/dice]
[dice=B+P]2d6+4[/dice]

[dice=Kukri, PA]1d20+10[/dice]
[dice=Slashing]1d4+4[/dice]

Silvia Macatus
Female Tiefling (Rakshasa-Spawn) gunslinger 1 / paladin of Ragathiel 6 Archetypes Mysterious Stranger, Divine Hunter
LG Medium outsider (native), humanoid (human)
Init +4, Senses darkvision (60 ft.); Perception +10

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DEFENSE
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 53 ((7d10)+7)
Fort +10, Ref +10, Will +6
Resistances cold 5, electricity 5, fire 5

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OFFENSE
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Speed 30 ft.
Ranged +1 rifle +11/+6 (2d8+5/x4) or +9/+9/+4 (2d8+5/x4)
Ranged battered pistol +12/+7 (2d6/x4) or +10/+5 (2d6+4/x4)
Melee cestus +11/+6 (1d4/19-20x2) or +9/+4 (1d4+4/19-20x2)
Melee masterwork kukri +12/+7 (1d4/18-20x2) or +10/+5 (1d4+4/18-20x2)
Paladin Spells Prepared (CL 5th, Concentration +7)
1st lesser restoration, veil of positive energy

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STATISTICS
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Str 10, Dex 18, Con 12, Int 13, Wis 8, Cha 15,
Base Atk +7; CMB +7 (+11 with finesse weapon); CMD 21
Feats Combat Stamina, Gunsmithing, Precise Shot, Rapid Reload (Firearms), Rapid Shot, Weapon Focus (Firearms)
Skills Craft (Alchemy) +11, Diplomacy +9, Handle Animal +12, Intimidate +9, Knowledge (Religion) +11, Perception +10, Sense Motive +11
Traits Black Powder Bravado, Magical Knack (Paladin), The Reclaimer
Languages Common, Orc
SQ aura of good, channel positive energy, deeds, deadeye, detect evil, darkvision, divine bond, divine grace, divine health, distant mercy, fiendish language, fiendish resistance, fiendish sorcery, focused aim, grit, gunslinger battered gun (battered pistol), gunslinger's dodge, gunsmith, incorruptible, lay on hands, light from the darkness, mercies (sickened), spellcasting, pass for human, shared precision, skilled, smite evil
Combat Gear bead of blessing, bead of healing
Other Gear +1 rifle, +1 chain shirt, battered pistol, cestus, studded leather armor, backpack, masterwork, gunsmith's kit, bandolier, powder horn, uniform (soldier's), masterwork kukri, 275 gp

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SPECIAL ABILITIES
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Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Background Skill (Craft (Alchemy) x5, Handle Animal x5)

Black Powder Bravado
You are particularly successful when using deeds. 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.

Channel Positive Energy (Su)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.

Code of Conduct
I will avenge evil wrought upon the innocent.
I will not give my word lightly, but once it is given, I will uphold a promise until my last breath.
Those proven guilty must be punished for their crimes. I will not turn a blind eye to wrongdoing.
Rage is a virtue and a strength only when focused against the deserving. I will never seek disproportionate retribution.
Redemption finds hearts from even the cruelest origins. I will strive not to act upon prejudice against fellow mortals based on race or origin.

Combat Stamina Tricks:
Agile Maneuvers
You can spend a number of stamina points equal to your Dexterity bonus while attempting combat maneuver checks. For every 2 stamina points that you spend in this way, you are considered to be one size category larger than your actual size when determining whether you can affect a target creature with your combat maneuver and when calculating your size bonus for that check.

Combat Expertise
You can select this feat even if you don’t meet the ability score prerequisite (Intelligence 13). You gain the benefit of this feat only as long as you have at least 1 stamina point in your stamina pool. If you spend stamina points to raise an attack roll using the Combat Stamina feat’s benefits, ignore an amount of your Combat Expertise penalty equal to the number of stamina points you spent.

Deadly Aim
When using this feat, you can spend 4 stamina points to reduce the penalty to attack rolls imposed by the feat by 1 until the beginning of your next turn. You can’t reduce the penalty below 0.

Power Attack
When using this feat, you can spend 2 stamina points to gain the benefits and the hindrances of that feat until the end of your turn, instead of until your next turn.

Precise Shot
As a standard action, you can spend 2 stamina points and make a ranged attack against a foe engaged in melee with an ally. If the attack hits, it deals no damage, but your ally gains your choice of either a +2 bonus on her next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack. This bonus lasts until the start of your next turn.

Rapid Reload
When reloading a crossbow or firearm, you can spend 5 stamina points to reduce the reload time by one step; a standard action becomes a move action, a move action becomes a swift action, and a swift action becomes a free action. The weapon you are reloading doesn’t need to be the one you chose when you took this feat. If the weapon already has a reload time of one free action, when you make a full attack with the weapon, you can spend 2 stamina points to gain a +1 bonus on all damage rolls with the weapon during that full attack.

Rapid Shot
When using this feat, you can spend a number of stamina points up to the number of shots taken using this feat. If you do, you decrease the penalty of a single Rapid Shot ranged attack by 2 for each stamina point you spent.

Weapon Finesse
You can spend 2 stamina points to negate the penalty on attack rolls from your shield’s armor check penalty until the start of your next turn.

Weapon Focus
Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.

Darkvision (Ex)
Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

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 mysterious stranger swaps a pair of deeds for the following - Focused Aim, Clipping Shot.

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.

Focused Aim (Ex)
At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear 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.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Distant Mercy (Sp)
At 6th level, a divine hunter can expend two uses of her lay on hand ability to use her lay on hands ability on a target within 5 feet per paladin level. Distant mercy has no effect on creatures harmed by positive energy, such as undead.

This ability replaces the paladin’s 6th-level mercy.

Divine Bond (Su)
At 5th level, a divine hunter forms a bond with her deity. This functions as the paladin’s divine bond ability, except the bond must always take the form of a ranged or throwing weapon (excluding ammunition). In addition to the listed abilities (axiomatic, brilliant energy, flaming, flaming burst, holy, keen, merciful, and speed), a divine hunter can add the distance, returning, or seeking special abilities to her weapon, but she cannot add the defending or disruption special abilities. Special abilities added to throwing weapons function normally when the weapon is used in melee. This ability replaces the standard paladin’s divine bond.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Divine Health (Ex)
At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Fiendish Resistance (Ex)
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Fiendish Sorcery (Ex)
Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Grit (Ex)
A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the gunslinger's grit class feature.

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.

Incorruptible (Sp)
You can cast corruption resistance against evil 1/day as a spell-like ability. If cast on yourself, the duration increases to 1 hour/level.

Lay on Hands (Su)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Light from the Darkness (Ex)
As long as you retain a good alignment, you gain the aasimar's incorruptible alternate racial trait.

Magical Knack (Paladin)
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Your caster level in Paladin gains a +2 trait bonus as long as this bonus doesn't raise your caster level above your current Hit Dice.

Mercy (Su)
At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin’s lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Mercies:
Sickened: The target is no longer sickened.

Pass for Human (Ex)
Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages.

Precise Shot
A divine hunter gains Precise Shot as a bonus feat at 1st level, even if she doesn’t meet the prerequisites. This ability replaces her heavy armor proficiency.

Pride You can't abide challenges to your dignity, authority, or honor. When someone threatens, accuses, or challenges you, you take a -2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

The Reclaimer
You lost something precious in the destruction of Roslar’s Coffer 12 years ago—a home, a legacy, perhaps even family—but returned because a soul shouldn’t run from pain, but heal from it. Rebuilding your life and preventing that same hurt from dragging down others drives you to serve and protect, perhaps as a politician, charity worker, healer, or soldier, but that same loss fills you with an uncharitable anger that is often difficult to reconcile. Your wary eyes grant you a +1 trait bonus on Perception checks. You gain a +1 trait bonus on attack and damage rolls against any opponent that dealt hit point damage to one of your allies in the previous round.

Shared Precision (Su)
At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit. This ability replaces aura of courage.

Skilled (Ex)
Rakshasa-Spawn tieflings have a +2 racial bonus on Disguise and Sense Motive checks.

Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.