Vera Lyngriff's page

95 posts. Alias of Aest.



About Vera Lyngriff

Advancement Choices:

1st: Gunslinger (Pistolero)
2nd: Investigator (Sleuth)
Onward: We’ll just have to see how the game goes

Female Tenderfoot Halfling (Emberstone) Gunslinger/Investigator (Pistolero/Sleuth) 1, Age 31
N Small Humanoid (Halfling)
Init +7; Perception +8
AC 15, touch 14, flat-footed 12 (+ dex, + armor)
HP 16 (1d10+1d8+1)
Fort +3, Ref +8, Will +4
Speed 30 ft.
Longsword (1d6-1/19-20)
Oderick Customized Revolver +5 (1d6+4/x4), Misfire 1
Space 5 ft., Reach 5 ft.

Race Abilities:

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
(Alternate Racial) Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Grit/Luck and Deeds:
Grit: 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.
Luck: At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.
Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.
Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don't qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It's possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.
This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.
Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).
Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.
Sleuth's Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)
Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.
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.
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.

Gunslinger Abilities:

Pistol Training (Ex): Starting at 1st level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-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. At 13th level, a pistolero never misfires with a one-handed firearm. Assuming we’re using advanced firearms everywhere rules. If not, this is gunsmithing.

Investigator Abilities:

Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Str 9, Dex 17, Con 10, Int 15, Wis 13, Cha 14
Base Atk +1; CMB -1 (-1 STR, -1 Size, +1 BAB); CMD 14
Traits and Feats:

Reactionary (Combat): You gain a +2 trait bonus on initiative checks.
Helpful (Halfling): Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Looking For Work: Choose one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you. Choosing Craft (Gunsmithing)
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Skills (X Points - 1 class, 1 race, etc): (14 points total)
Acrobatics +7 (2 ranks, 3 CS, 3 Ability, -1 ACP)
Bluff +6 (1 rank, 3 CS, 2 ability)
Craft (gunsmithing) +6 (1 rank, 2 ability, 3 CS)
Diplomacy +6 (1 rank, 2 ability, 3 CS)
Disable Device +6 (1 rank, 3 ability, 3 CS, -1 ACP)
Intimidate +6 (1 rank, 2 ability, 3 CS)
Kn (local) +6 (1 rank, 2 ability, 3 CS
Kn (engineering) +6 (1 rank, 2 ability, 3 CS)
Perception +8 (2 ranks, 1 ability, 3 CS, 2 racial)
Sense Motive +5 (1 rnk, 1 ability, 3 CS)
Stealth +10 (1 rank, 3 ability, 3 CS, 4 size, -1 ACP)
Survival +5 (1 rank, 1 ability, 3 CS)
Favored Class: Investigator
Racial Modifiers: See Race Abilities
Languages: Common, Halfling, Elven (Plains if I must choose), Elgato-ese (is that right?
Oderick Customized Revolver (Masterwork), 36 Pistol Rounds, Concealed Holster, Speed Loader, Gun Cleaning Kit, Longsword, Armored Duster, Drifter Boots, Courtier’s Outfit (2), Elaborate Hairpins (50gp of Jewelry), 6 Pulper Rounds (50gp), Backpack, 4 Days Rations
Location: On Person
Carrying Capacity Light: 30 lbs. Medium: 60 lbs. Heavy: 90 lbs.
Money: 238 GP 4 SP 0 CP
Total Weight: 16.75 lbs.

Well, the job had always been fun before, Vera thought as she hummed the refrain to “Boy and the Cattle Drive” while trying not to smell her surroundings. Of course, the job had always been me stealing from them, not the other way around. Suppose this is what it’s like on the other side. She’d been working for Oderick as an…independent contractor…for three years now, and in those three years, she’d never been this scared. She’d also never been neck deep in a refuse-pile, trying to evade the Bantorain thugs combing the town for her. How did this job go so wrong?

It had started in Emberstone. All her jobs did. The package had been waiting for her when she’d arrived. “Secured, not to be opened until delivered, handcuff attached, the client has the key-Oderick,” That string of words put this as an important job, and Vera quickly headed for Renlair Stages to charter a coach. She’d been gone within an hour, two guns-for-hire, leftovers from the war, riding with her. That had been her first mistake.

She’d worked for Oderick as an, independent contractor wasn’t quite right. A problem-solver. That’s what I was. I solved problems. Suppose that part of my career’s well and truly buggered. Most of the gunsmith’s problems were with Bantorain, and Vera’d been a thorn in their side for far too long. I suppose they couldn’t pass up the chance to knock off their biggest problem and steal Oderick’s most recent firearm design. They planned this well, give ‘em that. She’d also done other jobs for Oderick, and for others. Strike-buster, “message”-sender, you name it, she’d done it.

The two guns-for-hire were ones she’d never worked with, but guns-for-hire did anything for the right price, and they didn’t ask questions. These ones did, and Vera was on alert by the time they’d stopped in Blackmine Junction for water and fresh horses. That was when they’d made their move. Within a few short seconds, the inside of the stagecoach was thick with acrid smoke from the revolvers, and from the tall one’s shotgun, and Vera was out the side door, ducking for cover and dashing for the nearest cover. She’d killed three more would-be-assassins before dark set in, and there, in her trash-midden refuge, she though the situation over. Could it have just been some gang? No, the two in the coach were in on it, and so was half the bloody town. Has to be a company, and Bantorain’s the only one with the pull to set up something like this…

As the dawn bloomed red over the town, Vera dug her way out of the trash-pit. She’d seen Silver Stars riding into town, and she figured she’d be safe now. First things first, I need to get this gun-case off my wrist. I don’t see me getting very far with it there. Then, I need friends, and once I have some of those, I’ll be all ready to find whoever ordered that bloody foolish hit. We’re going to have a nice little chat.

Ht: 2' 8"
Wt: 27 lbs
Age: 31
Hair: Blonde, pinned back elaborately
Eyes: Pale Blue
Skin: Tanned, some Freckles

Vera is small, even by halfling standards. As part of her strategy for offsetting this, she prefers to wear the most flamboyant red dresses she can find, usually cut in the Old World style, and always with a matching hat. Her feet are, of course, bare, in the manner of halflings. When she's on the job, which is often, she usually pulls an armored duster over her usual outfit. Vera keeps up on style as part of her image, not because she genuinely enjoys it. She wants to come across as successful, if somewhat foolish. It's easier to get into places she's not supposed to be, after all, if she doesn't look dangerous.