Jhofre Vascari

Stag the Bold Strider's page

224 posts. Organized Play character for rpblue.


Full Name

Stag the Bold Strider

Race

Bounty Hunter 4 HP: 29/33 | AC 17 | T 13 | FF 14 | Fort +4 | Ref +8 | Will +1 | CMD 17 | Initiative +8 | Perception +5 | Sense Motive +4 | Knowledge(Local) +5 | Disable Device +9

Classes/Levels

Resources:
Loaded: Silver | Alchemical Cartridges: Silver: 9/10; Cold Iron: 10/10 | CLW: 42/50 | Grit: 2/2 | Ki: 3/3

Alignment

Neutral

Deity

Gorum

Location

River Kingdoms

Languages

Common, Ulfen

Strength 15
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 10
Charisma 14

About Stag the Bold Strider

Stag the Bold Strider
PFS # 73433-7
Male Human Mysterious Stranger of Gorum 4
N Medium Humanoid (Human)
Initiative +8;

Defense::

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
HP 33 (1d10+3d8+8)
Fort +4, Ref +8, Will +1
Defensive Abilities

Offense::

Speed 30 ft.
Melee Greatsword +6 (2d6+4/19-20[x2])
Ranged Pistol +7 (1d8+1/x4)

Statistics::

Str 15, Dex 16, Con 14, Int 10, Wis 10, Cha 14
Base Attack +3; CMB +5; CMD 18
Feats: Improved Initiative, Rapid Reload(Pistol), Sap Adept
Skills (28 Ranks)
Acrobatics +9; Bluff +8; Disable Device +10; Intimidate +8; Knowledge(Local) +6; Perception +9; Sense +7; Sleight +12; Stealth +9; Survival +4 (+4 if in Urban or Underground; +2 if in Hao Jin Tapestry)
Languages Common, Kelish
Traits Veteran of Battle: You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round; Gold Finger: Your family comes from a long, proud tradition of housebreaking and thievery. You are a strong part of that tradition. You gain a +1 trait bonus on Disable Device and Sleight of Hand checks, and one of these skills (your choice) becomes a class skill for you.
Racial Traits Bonus Feat: +1 feat; Heart of the Slums: Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll.
SQ Grit; Deeds(Quick Clear, Focused Aim, Deadeye); Ninja Tricks (Vanishing Trick), Sneak Attack (2d6), Poison Use, No Trace +1; Favored Terrain (Hao Jin Tapestry)
Combat Gear Greatsword +1, Pistol +1, Chain Shirt
Other Gear Backpack, Bedroll, Medium Tent, Trail Rations (x10), Heavy Blanket, Hempen Rope 50 ft., Holy Water (x1), Alkali Fluid (x1), Acid Flask (x2), Manacles (x5)

Special Abilities::

Grit: 2/day
Quick Clear: 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.
Focused Aim: 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.
Deadeye: 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.

Poison Use: At 1st level, a ninja is trained in the use of poison and cannot accidentally poison him when applying poison to a weapon.
Sneak Attack: 2d6
No Trace (Ex): At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Background:

Society Profile of Recruit - Stag Williams, Vice Lieutenant of the Bold Striders

History: Prior to joining the Bold Striders, Stag was a bounty hunter in the River Kingdoms. According to Karu, Stag appeared on the doorstep of the Bold Strider headquarters and demanded to join the growing dragon-hunting company. His reasons for doing so are still unknown.

After the Bold Striders joined the Society’s ranks, Stag contacted Kaito Darkborn, an alchemical firearms crafter that has since defected to the Aspis, and obtained a specialized firearm for his use on missions. He is currently under orders to report immediately to HQ if he comes into contact with Kaito.

Personality: Stag, much like Karu, is loud and boisterous. He frequently issues challenges to strong individuals in an effort to test his own strength. That being said, Stag is much more loose with his tongue and the truth. He has no qualms with subverting the truth to achieve his own ends. Despite this, he is a loyal follower of Karu and has been tasked with serving as Karina’s subordinate. On numerous occasions, he has shown that he is willing to die to protect her.

Despite being part of the Bold Striders, Stag is an openly devout follower of Gorum. This causes him to frequently clash with the more lawful individuals in the company, however there seems to be no major disputes that have stemmed from these theological differences.

Tactics: While training at the Bold Strider monastery, Stag focused mostly on stealth and espionage training. Despite wielding an alchemical firearm and a greatsword, he is surprisingly stealthy and will frequently kill targets before they can react. As he is proficient with both of his weapons, he is a threat at range and in melee, preferring to fight up close if he is able to flank with teammates. He has also shown a remarkable knowledge of the vital areas of enemies, frequently striking these locations with ease.

Note: Seems to have developed cannibalistic tendencies after his voyage to the Gloomspires. Must report to Flaxseed Infirmary upon returning from any mission to detect any changes due to this complication.