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Full Name

Garavaen Drusus

Race

Half-Elf

Classes/Levels

Gunslinger (Bolt Ace) 4

Vitals:
(HP: 32/32; AC: 19/15/14; Percep: +11; Init: +4[+6]; Fort +5, Ref: +8, Will: +3[+5]; CMD: 20; CMB +6; Speed: 30; Grit: 2/2)

Gender

Male

About Garavaen Drusus

NG Medium Humanoid (Human, Elf)
Init: +4 [+6], Senses: Low-light, Perception +11
Languages: Common, Elf
Deity: Desna
Age: 21 Birthday: 2 Calistril
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DESCRIPTION/BACKGROUND
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Garavaen stands 6'2", with a lean, graceful, almost wiry build. His complexion is dark, his skin a mocha colour more which would be more at home in the markets of Katapesh, despite his obvious Chelish features, including the hooked nose and high cheekbones, raised even further by his elven blood. His complexion stands in sharp contrast to his long fine silver-white hair, which spills down to his shoulders in a wave. His almondine, elven, eyes are a deep, rich violet, sparkling like amethysts against the darkness of his skin.

History:
Garavaen was conceived in Korvosa. His mother, Ileosa was the youngest daughter of Trimean Drusus, a minor scion of one of the noble houses, having gained their title from fighting in the Cousin's War, now looking to improve their name, influence and fortune by marrying off their comely young daughter to one off the larger more powerful families of the Peerage Review. Ileosa was a sheltered, spoiled girl, given little contact with the outside world beyond the balls of nobles and the tutors teaching her history, embroidery and languages.

Unfortunately, even that was enough to ruin her family's plans. Ileosa was rather taken with her history and language teacher, hired from the Mierani ambassador's household... and her pregnancy began to show just after her seventeenth birthday, just a few weeks before the ball intended to present her into society. Ileosa was in love and offered to run off with her tutor... who simply laughed at the silly girl and returned to his enclave. Ileosa was removed from town to try to hide her shame, sent to visit and learn to manage some of her family's holdings in Magnamar. It was there that her son was born... and within weeks Ileosa hired a wet-nurse and returned to her soft life in Korvosa, eventually finding herself a husband, though one slightly less helpful to her family's fortunes than originally intended.

Garavaen grew up in the house of one of the family's factors, raised by an elven woman named Oparal. The raising of the boy was largely decided by his grandparents back in Korvosa, with monthly letters -- edicts, really -- arriving, obviously torn between protecting the family name and ensuring that a noble son would be raised in the correct fashion. He was not to take up traditional elven weapons, like the bow, but rather, would be educated as his mother was. Garavaen was no better a student than his mother, looking forward to his one hour a week with the fencing master far more than any learning of old, boring history -- or worse, mercantile. When he was thirteen years old, Garavaen, annoyed with his tutor, dropped a globe of magical darkness in the room, making it impossible to read the texts. When word of the boy's magical abilities reached Korvosa, they thought the boy's birth was, finally, a blessing -- looking forward to having the power of a mage or a sorcerer in their house -- and ordered him sent to learn to control his magic.

Garavaen suffered under these lessons, being taken away from Oparal and the only life he'd ever known -- away from boring, well-meaning tutors to a single master, Caladrel, an Elven Sorcerer... One far less forgiving, and who completely forbade anything so simple as fencing lessons. Garavaen was unable to duplicate his earlier, advanced magic, the lessons teaching him to draw upon his sorcerous bloodline simply not resonating within him... his master growing increasingly infuriated with the boy's inability to learn even the simplest tricks. Garavaen began to try find other ways to avoid being punished, using his natural agility and quick fingers to make objects vanish... avoiding immediate punishment, but resulting in even worse rages when he was caught. He began to find places to hide from his master, sneaking away from the tower to avoid these punishments -- starting to spend more and more time at the local guardhouse -- learning their games of dice and cards, but more importantly, finding people willing to let him learn weapons again... even if the blades were heavier than the rapier he was used to. It was there, also, he began to shoot targets for fun.... and one day, when he was seventeen, all of the lessons of discipline, or focus, of drawing on his inner will and strength that his master spent months beating into him somehow, finally, resonated... He could feel a mystic, or, at least, near-mystic resonance where the rest of the world fell away, and there was nothing but his will, his target and the crossbow in his hands.

Pleased, he rushed back to his master with a crossbow in hands, thinking he could finally prove himself. His master, instead, destroyed the toy in his hands, burning it to cinders with his magic even as the boy held it, and belittled the boy once again. To protect himself, somehow, drawing on instinct, Garavaen conjured his sphere of darkness once again. His master's reaction was even more alarmed, and he spat only a single word. "Drow", before using his magic to knock the boy unconscious. When he awoke, Gravaen was told that he was being cast out of his master's house and would not be welcome amongst any elves -- his tainted blood marked him as a disgusting creature of darkness. Caladrel also promised that he would be sending a letter to his grandparents revealing him to be the evil thing he was... and that he wouldn't be welcome there either.

Having no choice, Garavaen left, his head filled with the brave tales of adventurers that he'd learned over dice, cards and cups at the guardhouse, using the small amount of coin he'd been sent from his grandparents to buy some adventuring gear and won passage on a cargo ship heading south to Absalom in a game of dice. His plan was to find fame and fortune at the City at the Centre of the World.

His days on the Wavehopper were some of the best of Garavaen's life. There was something about the water which just, somehow, resonated within him. He just took naturally to the salt air and the rock of the ship -- better than some of the ship's crew, in fact -- something that earned him enough regard that the sailors to let him join them at cards and dice.

Unfortunately for Garavaen, the ship was attacked by pirates on the Arcadian Ocean, just outside the Arch of Aroden. He took up arms to defend the ship, but unfortunately the Wavehopper and her crew were outmatched by the larger, swifter, better-armed and better-trained pirates, and the ship's mate surrendered to the boarders when the Wavehopper's captain was killed. The pirates took the 'hopper as a prize, and gave the crew the option of swimming to shore or joining them. Most of the crew chose to swim... but some of his fellow gamblers chose to stay on... and were willing to vouch for the young half-elf as well. He was brought on as a pressed hand, given hard duties and limited freedoms... and yet... he found himself happy... happier than he'd ever been. And, while he wasn't a skilled sailor, his sharp eyes, swift hands, and -- especially -- his ability with the crossbow earned him the respect of his new companions -- enough to be accepted as a full member of the crew within six months of being captured.

Enough that he was given a small pouch of coin and -- more importantly -- the ability to select his own destiny when they reached Port Peril. Finally, somehow, he knew deep done that he'd come home.... that he'd found a place where his name, his bloodline, the expectations and accident of his birth no longer mattered.... Here, all that mattered was what he could earn for himself.

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DEFENSE
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AC 19, Touch 15, Flat-footed 14, CMD 20
(+4 armour, +4 dex, +1 dodge)
HP 32 (4HD) {11,7,7,7}
Fort: +5, Ref: +8, Will: +3
Special: +2 vs. enchantment (racial); +1 trait bonus vs. arcane
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OFFENSE
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Speed: 30 ft. (6 Squares)

Melee:
Rapier +8 (1d6+2/18-20) [Piercing]
Dagger +8 (1d4+2/19-20) [Slashing, Piercing]
Crossbow (Pistol-Whip) +8 (1d6+2/x2) [Bludgeoning] + trip

Ranged:
Light Crossbow +8 (1d8/19-20), 70' increment [Piercing]
---Deadly Aim +6 (1d8+4)
Dagger +8 (1d4+2/19-20), 10' increment [Slashing, Piercing]
---Deadly Aim +6 (1d4+6)

Special: +1/+1 within 30';

Base Atk: +4, CMB: +6
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STATISTICS
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Str 14, Dex 18, Con 13, Int 10, Wis 14, Cha 10
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TRAITS
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Touched by the Sea (Campaign)
You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.

Failed Apprentice (Racial)
As a child, your parents sent you to a distant wizard’s tower as an apprentice so that you could learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of spells and how to resist them. You gain a +1 trait bonus on saves against arcane spells.
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FEATS
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Armour Proficiencies: Light.
Weapon Proficiencies: Simple, Martial.

Normal:
Point Blank Shot, Precise Shot

Bonus:
Deadly Aim
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SKILLS (4 per level) [5/5/5/5]
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Trained are marked with *, italics for class skills.

Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics* [+8] = 3.0 + 4 + 3 -2 (AC)
Appraise [+0] = 0.0 + 0 + 0
Bluff [+0] = 0.0 + 0 + 0
Climb* [+5] = 2.0 + 2 + 3 -2 (AC)
Diplomacy [+0] = 0.0 + 0 + 0
Disguise [+0] = 0.0 + 0 + 0
Escape Artist [+2] = 0.0 + 4 + 0 -2 (AC)
Intimidate [+0] = 0.0 + 0 + 0
Knowledge (Untrained) [+0] = 0.0 + 0 + 0
Perception* [+11] = 4.0 + 2 + 3 + 2 (racial)
Profession (Gambler)* [+7] = 2.0 + 2 + 3
Profession (Sailor)* [+7] = 2.0 + 2 + 3
Ride [+2] = 0.0 + 4 + 0 -2 (AC)
Sense Motive [+2] = 0.0 + 2 + 0
Sleight of Hand* [+7] = 2.0 + 4 + 3 -2 (AC)
Stealth [+2] = 0.0 + 4 + 0 -2 (AC)
Survival* [+6] = 1.0 + 2 + 3
Swim* [+8] = 4.0 + 2 + 3 + 1 -2 (AC)
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SPELL-LIKE ABILITIES (Innate: CL 4)
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Darkness (o), Dancing Lights (o), Faerie Fire (o).
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SPECIAL ABILITIES
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Elf Blood (Ex)
Half-elves count as both elves and humans for any effect related to race.

Elven Immunities (Ex)
Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Grit (Ex) (oo)
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 2 grit points. Her grit goes up or down throughout the day, but usually cannot go higher than 2, though some feats and magic items may affect this maximum.

A gunslinger spends grit to accomplish deeds, and regains grit whenever they confirm a critical hit with a crossbow attack in the heat of combat, or reducing a creature (who has HD at least half the gunslinger's character level) to 0 or fewer hit points with a crossbow attack while in the heat of combat. Either of these acts regains 1 grit point.

Deeds (Ex)
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.
*Sharp Shoot (Ex): At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed replaces deadeye.
*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 armour, and while carrying no more than a light load.
*Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow. This deed replaces quick clear.
* 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 manoeuvre check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Shooter’s Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot. This deed replaces utility shot.

Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armour. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

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EQUIPMENT (66L/132M/200H)
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Carried/Equipped
Light Crossbow; pirate clothes (basic); Chain Shirt; Dagger; bolt, crossbow (x31); bolt, crossbow [cold iron] (x10).

Backpack, Masterwork [ Bedroll; Waterskin (Filled); Mess Kit; Grappling Bolt (x2); Rope (Silk/50'); Trail Ration (x3); Waterproof Hooded Lantern; 2 pints of oil ]

Waterproof Pouch #1 [ Flint and Steel; ];
Waterproof Pouch #2 [ Chalk (1 Piece) (x5); ];

Coinpurse: 23sp

Current Load: 65.0 lbs (Light)