Sheila Heidmarch

Thaia Rossenvelt's page

510 posts. Organized Play character for Great Green God.


Full Name

Thaiadora Rossenvelt of the Egorian Rossenvelts

Classes/Levels

gunslinger (musket master) 2/evoker 2 | hp 29 | AC 14 T 14 FF 10 | CMD 17 | F +5 R +7 W +6 | Spd 30' | Init +3 | Kn(Arc, Eng, Geo, Loc, Nat, Nob, Pla, Rel) +7, Perc +8, Scrft +7, SensM +2 | Arcane Bond 1/1 | Grit 2/2

Gender

Female Human (Chelaxian)

Size

Medium

Special Abilities

grit 2

Alignment

LN

Deity

Diabolist

Location

Egorian

Languages

Common, Draconic, Dwarven, Infernal, Polyglot

Occupation

Baroness of industry, great white huntress

Strength 10
Dexterity 16
Constitution 12
Intelligence 17
Wisdom 14
Charisma 8

About Thaia Rossenvelt

Thaiadora Rossenvelt (of the Egorian Rossenvelts) is a baroness of industry and a great white huntress (as her name suggests). She is ruthless, cunning and practical, but also has a sense of entitlement that she radiates like a paladin's aura.

She had the minotaur from her confirmation stuffed and mounted after she shot the retreating monster dead from long range.

She teats most halflings as servants (force of habit considering she owns so many), and has come to dislike gnomes. Examples of this and other sorts of 'bad' behavior abound (1, 2, 3)

Thaiadora Rossenvelt (of the Egorian Rossenvelts)
Female human (Chelaxian) gunslinger (musket master) 2/evoker 2 (Pathfinder RPG Ultimate Combat 9, 50)
LN Medium humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC
14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 29 (2d6+2d10+4)
Fort +5 (+7 circumstance bonus vs. hot weather), Ref +7, Will +6
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Offense
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Speed
30 ft.
Melee bayonet +3 (1d6) or
_____ dagger +3 (1d4/19-20) or
_____ unarmed strike +3 (1d3 nonlethal)
Ranged masterwork musket +7 (1d12/×4) or
_____ masterwork musket point blank +8 (1d12+1/×4) or
_____ masterwork musket deadly aim +6 (1d12+2/×4)
Special Attacks deeds (deadeye, quick clear, steady aim), grit (2), intense spells (+1 damage)
Arcane School Spell-Like Abilities (CL 2nd; concentration +5)
__ 6/day—force missile (1d4+1)
Evoker Spells Prepared (CL 4th; concentration +7)
__ 1stburning hands (DC 15), color spray (DC 14), ear-piercing scream (DC 15), heightened awareness
__ 0 (at will)detect poison, disrupt undead, prestidigitation, read magic
Opposition Schools Abjuration, Enchantment
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Statistics
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Str
10, Dex 16, Con 12, Int 17, Wis 14, Cha 8
Base Atk +3; CMB +3; CMD 17
Feats Deadly Aim, Gunsmithing UC, Point-Blank Shot, Precise Shot, Rapid Reload, Spell Focus (evocation)
Traits bruising intellect, magical knack (wizard)
Skills Appraise +7, Climb +5, Craft (alchemy) +7, Craft (firearms) +5, Intimidate +10, Knowledge (arcana) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (local) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +8, Profession (merchant) +9, Ride +7, Spellcraft +7, Survival +7 (+9 to avoid becoming lost)
Languages Common, Draconic, Dwarven, Infernal, Polyglot
SQ arcane bond (masterwork musket), gunsmith
Combat Gear potion of cure light wounds (4/4), potion of mage armor (3/3), wand of disguise weapon (43/50), wand of jump (48/50); Other Gear mwk studded leather (left behind), bayonetAPG, black powderUC (left behind except for powder horn supply), dagger, firearm bulletsUC (30), mwk musket (arcane focus)UC, cloak of resistance +1, engraved wayfinderISWG, bedroll (left back), gunsmith's kitUC, hot weather outfitAPG (left back), masterwork backpackAPG, mirror, perfume (common)ISWG (10), powder hornUC (2), spell component pouch, spellbook, soap, small tent (left back), trail rations (4), waterskin, weapon cordAPG, whetstone, 3,673 gp, 7 sp, 7 cp
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Tracked Resources
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Arcane Bond (Masterwork musket) (1/day) (Sp) - 1/1
Black powder - 1/1
Dagger - 1/1
Firearm bullet - 10/30
Force Missile (1d4+1, 6/day) (Sp) - 6/6
Grit Pool (2/day) - 2/2
potion of cure light wounds - 4/4
potion of mage armor - 3/3
Wand of disguise weapon - 43/50
Wand of jump - 48/50
Wayfinder light (At will) - 1/1
Trail rations - 4/4
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Special Abilities
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Abjuration
You must spend 2 slots to cast spells from the Abjuration school.
Arcane Bond (Masterwork musket) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Confirmed Field Agent Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1). The Confirmation
Deeds Use Grit to perform special abilities with your firearms.
Deadly Aim (-1/+2) 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.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Evocation Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Explore, Report, Cooperate You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off the Chronicle sheet. The Confirmation
Force Missile (1d4+1, 6/day) (Sp) As a standard action, magic missile strikes a foe.
Friend of Janira Gavix The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge. The Confirmation
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gripplis' Favor You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options. Scions of the Sky Key, part 2: Kaava Quarry
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.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rataji's Ire One of Rataji's gifts to Myrosype has fallen into your hands. You gain access to the following unique magic item at the listed discount.
Kalistrocrat's Mantle (Aura moderate abjuration and divination; CL 7th; Slot chest; Discounted Price 6,000 gp): This elaborate gold mantle helps you gain wealth and protects you from ambushing thieves. The mantle provides the benefits of a miser's mask (Pathfinder RPG Ultimate Equipment 246). Additionally, you automatically gain the benefits of a sanctuary spell (DC 16) on the first surprise round you experience each day. Bid for Alabastrine
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Runewarden's Teaching's So long as you possess this boon, all of your Pathfinder Society Roleplaying Guild characters have access to the Runeguard prestige class from Pathfinder Player Companion: Paths of the Righteous as if it appeared on the Additional Resources page. Refer to the Campaign Clarifications page for this prestige class. Wrath of the Fleshwarped Queen
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spellbook—The Way of the Gun
__ 1st Level—burning hands (DC 15), color spray (DC 14), ear-piercing scream (DC 15), hydraulic push (CMB +6), jump, mage armor, magic missile, magic weapon, mount, ray of enfeeblement (DC 14), ray of sickening (DC 14), snowball (DC 14), thunderstomp (CMB +6), true strike
__ 0 Level—acid splash, arcane mark, bleed (DC 13), dancing lights, detect magic, detect poison, disrupt undead, flare (DC 14), ghost sound (DC 13), light, mage hand, mending, message, open/close (DC 13), prestidigitation, ray of frost, read magic, touch of fatigue (DC 13)
☐☐☐Thassilonian Archivist Although the goblins thoroughly ransacked the Wrathwarped Halls, a few documents survived their fires and knives. Before you attempt a Knowledge check, you can check a box before this boon to add 1d4 to the result. If the Knowledge check is related to Thassilon, sin magic, fleshwarping, or similar topics (at the GM's discretion), add 1d8 instead. Wrath of the Fleshwarped Queen

Feats, Traits and Class Abilities:
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The following are class features of the gunslinger.

Weapon and Armor Proficiency
Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.
For the Musket Master Instead of proficiency with all firearms, a musket master only gains proficiency with two-handed firearms. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and firearm siege engines.

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.
For the Musket Master A musket master must take a musket when she chooses a battered firearm at 1st level.

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.

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.

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.

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.

Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.
This deed replaces the gunslinger’s dodge deed.

Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.
This deed replaces the utility shot deed.

Rapid Reloader
At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.

Musket Training (Ex)
Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-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 replaces gun training 1, 2, 3, and 4.

Special Abilities
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Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Magical Knack (Sorcerer) +2 CL for a specific class, to a max of your HD.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Weapon cord Attached weapon can be recovered as a swift action.
Wayfinder +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.

Spoiler:
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Tracked Resources
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Black powder - 0/1
Dagger - 0/1
Firearm bullet - 0/30
Grit Pool (2/day) - 0/2

"Taste the rainbow." Thaia grimly says through clenched teeth.

Sign in:

Player Great Green God
Character Thaia Rossenvelt of the Egorian Rossenvelts
PFS # 139009-13
Faction Sovereign Court
Experience Track Standard
Day Job [dice=Profession (merchant captain of industry)]1d20+8[/dice]