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Colt Bastola's page

117 posts. Organized Play character for Jon A.


Full Name

Colt Bastola

Race

Kitsune

Classes/Levels

Gunslinger (Mysterious Stranger) 1; HP 12/12; AC 15 (T 13, FF 12); Init +3; Fort +4, Ref +5, Will +0; Per +4; Grit 3/3

Gender

Male

Size

Medium

Deity

Winchester the Repeater; Remington the Reliable; The twin gods, Smith and Wesson

Languages

Common, Vudrani, Sylvan

Strength 8
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 10
Charisma 16

About Colt Bastola

Male Kitsune Gunslinger 1
Chaotic Good Medium humanoid (kitsune/shapeshifter)
PFS#128040-3
Favored Class Gunslinger
Initiative +3; Senses Perception +4, low-light vision
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AC 15, touch 13, flat-footed 12 (+2 armor)
HP 12 (10+1x2 Con)
Fort +4 (+2 base +2 Con), Ref +5 (+2 base +3 Dex), Will +0

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Speed 30 ft/x6 – Light armor: Lamellar cuirass
Melee Kukri +0(1d4-1) Slashing 18-20x2
Ranged Pistol +4 (1d8) Bludgeoning and Piercing x4

Offensive Abilities
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
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Str 8, Dex 17, Con 14, Int 13, Wis 10, Cha 16
BAB +1, CMB 0, CMD 13 (+1 BAB -1 Str +3 Dex)

FEATS
Armor Proficiencies (Light) – Gunslinger
Weapon Proficiencies (Simple, martial, firearms) – Gunslinger
Gunsmithing – 1st level bonus
Rapid Reload (pistol) – 1st level – reload as move action

TRAITS
Anatomist: You gain a +1 trait bonus on all rolls made to confirm critical hits.
Gold Finger: 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.

SKILLS
6 ranks = (1x4 +1 Int +1 fav class)
(1) Acrobatics +9
(1) Bluff +7
(1) Craft (alchemy) +5
(1) Disable Device +8 (+2 MWTT)
(1) Perception +4
(1) Sleight of Hand +8

Languages Common, Vudrani, Sylvan

EXTRAORDINARY & SUPERNATURAL ABILITIES
Kitsune Magic (Ex/Sp): Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.

GUNSLINGER CLASS FEATURES
Grit (Ex): At the start of each day, a gunslinger gains a number of grit points equal to her Charisma modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Charisma 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: :

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.
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.
Focused Aim (Ex): 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.

EQUIPMENT:

Worn
Explorer’s Outfit – 8 lb.
Lamellar cuirass – 8 lb.
Kukri – 2 lb.
Ready in belt
Masterwork Pistol
2x belt pouch – 1 lb
5x paper cartridges
5x alchemical silver paper cartridges
5x cold iron paper cartridges
5x adamantine cartridges
Gunsmith’s kit
Masterwork Thieves’ tools – 1 lb
Wand of Cure Light Wounds (50)
Alexandrite gem (glows as affected by continual flame heightened to a 3rd-level spell (CL 5th))
Backpack – 31 lb
Mess kit
Iron pot
Bedroll
Powder horn
Flint and steel
50 ft hemp rope
Waterskin
5x trail rations
Current Load 51 lb. Medium load, 20 lb w/o pack
Currency 219 gp
Carrying Capacity Medium Load = 27–53 lbs.

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DESCRIPTION
Age 19 Height 5-ft, 8-in Weight 150 lb.
Hair black Eyes golden brown

In his human form, Colt appears as a slim Vudrani man of average height. He has black hair with a neatly trimmed beard and mustache. He has several piercings in his ears, nose, and left eyebrow, with cheap but flashy rings and studs filling the holes. He dresses moderately well, and generally wears a small tight turban. In his natural form, Colt’s fur is a dark gray, with small patches of white in his ears, hands, and tail.

PERSONALITY
Colt is driven by a need to explore and experience life in all its glory. He doesn’t really wish anyone harm. However, his notions of good don’t always align with those of others. He is not above embellishing the facts of a story to make things more interesting. He views people who keep secrets, and by extension who lock things up, as an affront, and takes great pleasure in revealing those secrets.

BACKGROUND:
Colt was born and raised in Vudra. His family lives in a small town near a major cross road. Large caravans routinely pass through the town, often stopping for a brief rest or resupply of provisions. Colt was always curious, and questioned to the point of pestering many of the drovers and guardsmen about where they’ve been and what they’ve seen. He also had a tendency to “sample” the goods. This is where he acquired a taste for exotic foods.

One day, a caravan from the far west stopped in town. Colt chatted up one of the guards, who let slip that they were carrying a cargo that had originated in the Mana Wastes. The guard had heard stories of miraculous new weapons that spit fire without using magic, and speculated that the caravan master had several of these new weapons he was hoping to sell to a very rich maharaja in the far east of Vudra. This piqued Colt’s curiosity, to the point he had to obtain one of these new weapons for his very own. Later that night, he slipped a sleeping draught into the caravan master’s wine. When the master started showing signs of intoxication, Colt offered to help the man back to his tent, to make sure he returned safely. After he deposited the caravan master in bed, Colt found the stash of new weapons, and took a pistol and repair kit for his very own.

For the next few months, Colt practiced with his new weapon. He also learned how to repair it and prepare new ammunition for it. As time passed, he started to grow restless. Word had arrived in town that the caravan he had acquired his pistol from was coming back to town heading west. Colt figured it was about time to set off on his own, especially since the caravan master might have some tough questions for him. He joined up with a smaller caravan that was headed west, and made his way into Qadira. During the trip, one of the drovers noted his inherent curiosity, and told Colt about the Pathfinder Society. Colt signed up at the lodge in Katheer.

ADVANCEMENT:

Scenarios Played: #6-8 The Segang Expedition, #6-10 Wounded Wisp
XP: 2
Fame: 4
Prestige(earned/spent): 4/2

Boons and Extras

Ragdya's Blessing: You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or other solid surface.

Explore, Report, Cooperate: As a free or immediate action, may ask the GM if a particular action will have a positive, negative, or negligible effect on achieving the secondary success conditions. Cross off once used.

Prized find: If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure.