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About Smith ValsinSTATISTICS:
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Faction: Grand Lodge Experience: 11 Fame 21, Prestige Points 19 Smith Male Human Maverick Pistolero 4 LG Medium humanoid (human) Init +4; Senses Perception +6 ------------------------------ DEFENSE ------------------------------ AC 19, touch 15, flat-footed 13 (+4 Armor, +4 Dex,+1 Dodge) HP 36 (4d10+8) Fort +6, Ref +8, Will +3 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Ranged +1 Pistol +8 (1d8+5 bludgeoning and piercing damage/x4) Melee Kukri +4 (1d4/18-20 x2)
Str 10, Dex 18, Con 14, Int 12, Wis 14, Cha 8
Traits Augmented Disguise, Keeper of the Veil
SPECIAL ABILITIES:
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------------------------------ SPECIAL ABILITIES ------------------------------ Gunsmith: All other creatures treat Smith's gun as broken. Grit: Smith has a total of 2 grit points he can use to fuel his guslinger deeds. He regains one grit point whenever he confirms a critical hit against an enemy, or whenever he reduces a creatures to 0 or less hit points. Quick Clear: Smith can remove the broken condition from his firearm (if it was caused by a misfire) as a standard action as long as he has 1 grit point. Alternatively, he can spend 1 grit point to do it as a move action instead. Up Close and Deadly: Whenever Smith hits a creature, he can spend 1 grit point to add 1d6 points of precision damage. If the attack misses, half of the extra damage is still dealt as the shot grazes its target. Stacked Deck: Smith can spend 1 grit point whenever he attempts a Bluff, Profession (Gambler) or Sleight of Hand check and add 1d6 to the total. If the result of the die is a natural 6, he can keep rolling, up to a 2 times extra. Nimble: Smith's quick reflexes give him a +1 Dodge Bonus to AC while wearing light or no armor. Utility Shot: Smith has learnt how to apply his shooting skills in other ways. He can blast locks open, scoot unattended objects and stop bleeding! Fist Fighter: Smith has trained enough to be a decent combatant in hand-to-hand combat. While he still has 1 grit point, he gains the benefit of the Improved Unarmed Strike. Gun Twirl: Smith can use flashy gunplay to intimidate his opponents - he gains the Dazzling Display feat and can use it with any firearm, even if he doesn't have Weapon Focus on it. Disguise: Smith has trained most of his life to keep his identity hidden. He gets to a +21 because of the following abilities: 4 invested ranks, +1 from Keeper of the Veil, +3 from trained skill (which is a class skill because of Keeper of the Veil), +2 from a Lesser Circlet of Persuasion, +2 from Augmented Disguise, +10 from his Hat of Disguise, and finally -1 from Charisma. Prepared Agent: Smith is more prepared than most for missions. As part of a mission's debriefing, Smith treats all Knowledges as trained, and can gain a +2 bonus on one single Knowledge or Diplomacy check per adventure. Guiding Compass: Smith's wayfinder guides him to safety in all circumstances. If he fails a save against an effect that allows additional saves to mitigate the effect (for example, dominate person or glitterdust), he gains a +1 bonus to subsequent saves. Hero of the Five Kings: Smith helped the dwarves of the Five Kings Mountains find the Gallery of Wonders, and gains a +2 bonus on all Charisma-based checks against dwarves from this region. Thurl's Bane: Smith has uncovered the secrets of the traitor Thurl, and understands the threat he and his unique minions pose to the Society. As a free action, he can choose one outsider within line of sight that has the extraplanar subtype but no alignment subtype. You gain two of the following five bonuses against that creature for 1 minute: a +1 bonus on attack rolls against the creature, a +1 bonus on damage rolls, a +1 dodge bonus to AC against that creature’s attacks, or a +1 bonus on saving throws against thatcreature’s spells and abilities. Once he uses his boon, it is expended forever. ADVENTURING GEAR:
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------------------------------ ADVENTURING GEAR ------------------------------ Maximum Item Cost: 5250gp On Smith: -+1 Pistol -Hat of Disguise -Traveler's Outfit -Kukri -Masterwork Chain Shirt -Masterwork Backpack -Gray Maiden's Helm -Lesser Circlet of Persuasion -20 Alchemical Cartridges -10 Normal Cartridges -10 Cold Iron Alchemical Cartridges -10 Silver Alchemical Cartridges On Backpack:
BACKGROUND:
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------------------------------ BACKGROUND ------------------------------ Bonnie Smith was born in the docks of Korvosa, where she lived her childhood working in a tavern. On her 16th birthday, her parents surprised her saying that they needed her to board a ship in order to pay their debt. No more details were requested from her, as she put her trust completely in them. Perhaps not surprisingly, when she arrived at the ship she was immediately taken prisoner by slavers that operated illegaly. They stripped her of all possessions and sold her to a bunch of Gnoll slavers, where she was taught how to serve noblemen and noblewomen. When a suitable client was found, she was shipped to Absalom to be sold to one of the noble houses there. However, her ship was intercepted by Pathfinders, who killed the Gnoll slavers and freed her, taking her to their superior: Ambrus Valsin. In admiration and awe, she volunteered to join the Pathfinders and vowed to climb up the ladder so she could make the organization prosper. Before signing into the Pathfinders formally, however, she decided she needed to change if she wanted to make a new start. Perhaps to make a statement that what matters are not her looks, but rather her professional attitude towards her work, she put on a disguise she has never taken off since that fateful day: with bandages, she taped flat her bust, and with makeup painted an adam's apple on herself. Since that day, Bonnie only goes by Smith.
APPEARANCE:
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------------------------------ APPEARANCE ------------------------------ Smith has flowing dark hair that hangs down to his neck. He keeps it well brushed, always thinking the Pathfinder Society should look professional and to the point. His red eyes are deadpan and cold, which lend themselves well to his sarcastic and condescending tone. He wears a pristine black vest over a white shirt, with matching pants and shoes. While his frame might evidence he is frail, he makes up for it with quick reflexes and determination.
ATTACK MACROS:
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Normal Attack: [dice=Pistol att]1d20+8[/dice] (vs Touch AC) [dice= Pistol dmg]1d8+5[/dice] bludgeoning and piercing damage |