Ulfen Guard

Viscountess Margarett Erskine's page

50 posts. Alias of Ash...


Race

Ranged attacks:
clever solutions (+1 living steel pepperbox rifle) +9 (1d10+6/×4) or practical answers (MW double-barrel shotgun) +8 (1d8+1)

Classes/Levels

Melee attacks:
(L) cold iron bastard sword +2 (2d8+3/19-20) or cold iron boarding axe +4 (1d6+2/×3) or mwk cold iron cestus +5 (1d4+2/19-20) or mithral cestus +5 (1d4+2/19-20) or silver machete +4 (1d6+1/19-20)

Gender

HP 25/25 | AC 18 (T14, FF14) | Init: +4 | Perception: +7 | F +6 R +8 W +2 | CMB: +4 | CMD: 18 | Arcane Pool 3/3 Grit 2/2

Size

spells:
Magus (Eldritch Archer, Hexcrafter) Spells Prepared (CL 3rd; concentration +5) 1st—fallback strategy, reduce person (DC 13), unseen servant 0 (at will)—dancing lights, daze (DC 12), prestidigitation, read magic

About Viscountess Margarett Erskine

Viscountess Braemar

Spoiler:
Margaret Elizabeth Sophia Victoria Hanover Erskine
Female human (Ulfen) gunslinger (musket master, siege gunner, wyrm sniper) 1/magus (eldritch archer, hexcrafter) 2/wizard (Pathfinder Campaign Setting: Inner Sea Combat 45, Pathfinder Player Companion: Dragonslayer's Handbook, Pathfinder Player Companion: Heroes of the Street 11, Pathfinder RPG Advanced Player's Guide 143, Pathfinder RPG Ultimate Combat 9, 50, Pathfinder RPG Ultimate Magic 9, 48)
LG Medium humanoid (human)
Init +4; Senses Perception +7
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 25 (3 HD; 2d8+1d10+5)
Fort +6, Ref +8, Will +2
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Offense
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Speed 30 ft.
Melee (L) cold iron bastard sword +2 (2d8+3/19-20) or
cold iron boarding axe +4 (1d6+2/×3) or
mwk cold iron cestus +5 (1d4+2/19-20) or
mithral cestus +5 (1d4+2/19-20) or
silver machete +4 (1d6+1/19-20)
Ranged clever solutions (+1 living steel pepperbox rifle) +9 (1d10+6/×4) or
practical answers (MW double-barrel shotgun) +8 (1d8+1)
Special Attacks arcane pool (+1, 3 points), deeds (quick clear, steady aim, targeted blast), grit (2), spell combat, spellstrike
Magus (Eldritch Archer, Hexcrafter) Spells Prepared (CL 3rd; concentration +5)
1st—fallback strategy, reduce person (DC 13), unseen servant
0 (at will)—dancing lights, daze (DC 12), prestidigitation, read magic
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Statistics
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Str 14, Dex 18, Con 13, Int 14, Wis 8, Cha 12
Base Atk +2; CMB +4; CMD 18
Feats Alertness, Ancestral Weapon Mastery, Point-Blank Shot, Rapid Reload, Stealth Synergy[UC], Weapon Focus (pepperbox rifle)
Traits magical knack, tarnished halls runner, unintentional linguist
Skills Acrobatics +6, Bluff +5, Climb +4, Diplomacy +2, Heal +3, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (nobility) +4, Knowledge (planes) +6, Linguistics +5, Perception +7, Perform (dance) +3, Ride +6, Sense Motive +1, Spellcraft +8, Survival +3, Swim +4
Languages Aklo, Aquan, Common, Draconic, First Speech, Greek, Skald(Scottish)
SQ betrayed, hex arcana, living steel, ranged spell combat, ranged spellstrike, ranged weapon bond, specialized school (admixture[APG])
Other Gear chain shirt, clever solutions (living steel peperbox rifle)[UC], cold iron bastard sword, cold iron boarding axe, cold iron metal cartridge[UC] (50), cold iron metal cartridge[UC] (50), metal cartridge[UC] (100), mithral cestus[APG], mwk cold iron cestus[APG], practical answers(double-barrel shotgun)[UC], silver machete, endless bandolier[UE], handy haversack, bedroll, belt pouch, flint and steel, gunsmith's kit[UC], hemp rope (50 ft.), ink, inkpen, magus starting spellbook, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), wardrobe (800gp), waterskin (2), 301 gp
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Special Abilities
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Admixture Associated School: Evocation
Arcane Pool +1 (3/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Betrayed When use Sense motive to gain hunch, roll twice (take low, can't reroll).
Deeds Use Grit to perform special abilities with your firearms.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Hex Arcana You can substitute Hexes for Magus Arcana.
Living Steel Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harveste
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranged Spell Combat (Ex) Must use ranged weapon for spell combat.
Ranged Spellstrike (Su) As a full rd action, ranged spells can be combined with ranged attacks.
Ranged Weapon Bond (- custom / magic weapon -) (Ex) Must have bonded object to cast spells, doesn't interfere with somatic components.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Stealth Synergy Take the highest roll made by you and your allies on Stealth checks
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Concept - Viscountess Magusketeer, Imperialist
I'm going to take the earldom of Mar (First Creation) and assume a marriage with the house of Hanover with one of the princesses that died young.

John Francis Erskine, 24th Earl of Mar
Married Elizabeth Caroline https://en.wikipedia.org/wiki/Princess_Elizabeth_of_Great_Britain in the 1700s.

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Arcane Familiar CR –
Arctic fox (Ultimate Wilderness 190)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +10
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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 12 (1d8+1)
Fort +6, Ref +4, Will +4
Defensive Abilities improved evasion
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Offense
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Speed 40 ft.
Melee bite +3 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 9, Dex 15, Con 13, Int 7, Wis 12, Cha 6
Base Atk +2; CMB +2; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+18 to jump), Bluff -1, Climb +6, Diplomacy -1, Heal +2, Linguistics +0, Perception +10, Ride +3, Spellcraft +1, Stealth +10 (+14 while in snow), Survival +2 (+6 to track by scent), Swim +6; Racial Modifiers +4 Stealth while in snow, +4 Survival to track by scent
SQ empathic link
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Special Abilities
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Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

Appearance:
Red-blonde hair tightly bundled, Tall, Athletic, Properly attired if not the height of fashion. Blue/green/grey eyes. Sensible instead of sensational. Margarett could, if she had chosen, have been a beauty. Instead she has done everything one can do without disfiguring herself to play down that beauty in the hopes of being taken seriously. She has a weakness for the color blue, but it doesn't show up in her everyday wear very frequently. She wears riding boots more than she should, to her mother's dismay.