Verik Vancaskerkin

Travis Whitecloak's page

10 posts. Alias of Roshan.


Full Name

Travis Whitecloak

Age

20

About Travis Whitecloak

 
 
 
 
Description Travis has almond-shaped eyes the color of burnished iron. His luxurious, wavy, cream-colored hair is shoulder-length and is worn in a carefully-crafted ponytail with his bangs hanging free. He has a graceful build and light-colored skin. He has high cheekbones and large, delicate hands. His wardrobe is plain and practical, with a lot of subdued earthy colors. He wears a monkey talisman around his neck and carries a large musket slung across his shoulders.

Personality Travis strives to be calm and accepting and does his very best to be polite, that being said he is still relatively young and sometimes it's easier to barrel through a tough situation than it is to think it through.

Travis
Male Human cleric 3/musket master 3
NG medium humanoid (human)
Init +7; Senses low-light vision; Perception +9
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DEFENSE
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AC 16 touch 16 flat-footed 10 (+5 Dex, +1 Nimble)
hp 7 (3d10)
Fort +3 Ref +8 Will +6
Defensive Abilities Nimble +1
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OFFENSE
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Speed 40 ft.
Melee Shortsword +3 (1d6/19-20x2)
Ranged Musket +9 (1d12/x4)
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PREPARED CLERIC SPELLS
(CL 3, +2 Ranged Touch, +5 Concentration)
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2nd – find traps, *locate object
1st - divine favor (2), magic weapon (DC 13), *remove fear (DC 13)
0th - create water, guidance (DC 12), light, mending (DC 12)
*domain spell
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STATISTICS
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Base Atk +3; CMB +3; CMD 17
Str 8 Dex 20 Con 10 Int 10 Wis 15 Cha 13
Special Qualities Agile Feet (5/day), Aura of Good, Deeds (Deadeye, Fast Musket, Quick Clear, Gunslinger Initiative, Pistol-Whip, Steady Aim), Grit (3 Points), Gunsmith, Liberation (1 round/day), Orisons, Spontaneous Casting
Domains Liberation, Travel
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Reload (Muskets)
Skills Acrobatics +11 (+15 Jump), Diplomacy +7, Knowledge (Engineering) +4, Knowledge (History) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +9, Slight of Hand +9, Stealth +6
Languages Common, Draconic, Tengu
Combat Gear Bob (+1 musket), powderhorn x2 (20/20), bullet x20, shortsword, tracer bullet x4, oil of silence x2
Other Gear mwk Backpack [Powderhorn x4 (40/40), bullet x40, kukuri, ooze grease x2,]
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SPECIAL ABILITIES
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Agile Feet (Su) As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability 5 times per day.
Aura of Good (Ex) You project a moderate good aura.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this abilty 4 times per day.

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
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.
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.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

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.

Earning Grit:
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 Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Liberation (Su) You have the ability to ignore impediments to your mobility. For 3 rounds per day, you can move normally regardless of magical effects that impede movement, as if you were affected by Freedom of Movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "Cure" in its name).