Virgil Lafayette (pronounced La'fett)
Lvl 9: Gunslinger, Mageblade (at 3rd)
Str 10 --
Dex 22 +6
Con 16 +3
Int 12 +1
Wis 16 +3
Cha 8 -1
Vitality 48 + d6
Wounds 8
DR 4
Faith in Stolgar: 4
Comliness 13
Base, class, lvl, att, feat, eq
Fort 10 0 +4 +3 0 +2 (+5 vs poison) = 19\22 poison
Refl 10 +2 +4 +6 +2 +2 = 26
Will 10 0 +4 +3 +2 0 = 19
+2 vs magic
Attack bonus: (dex) +6 + 4 (lvl) = +10
any weapon is magic +12 \ +5
any firearm, magic +14 \ +10
Spencer (+3) +17 \ +13
Spencer (+3) w\ mithril +18\ +13
Size: Medium.
Speed: 30 ft.
Wound Points: 8.
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Adaptable: You start with 1 extra
racial ability, class basic ability or minor award at 1st level. +1 minor theme
Heroic Mien: Once daily, you may retry a single d20 roll
before learning if the result leads to success or failure. You must use
the result of the second roll even if it is worse than the first one.
Quick Learner: Select 1 skill. Apply a +5 bonus to checks
involving this skill. Humans are naturally quick learners.
Stealth
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Racial (3)
Questor: You gain 1 additional minor award of your choice,
for which you qualify, listed under your theme (page 108). +1 theme
Iron Will +2 will saves
Lightning Reflexes +2 reflex saves
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Theme: dilettante 6 minor +1 major
Variable Vitality: Each day upon waking, your character
starts with +1d6 vitality points. A low result indicates you awoke
cranky while a high result indicates you awoke relaxed, energetic,
and ready to face the day.
Free Minded: Once daily, when you fail to resist an attack
using Will, you immediately reroll and take the better of the 2
results.
Cross-Training: Select a class other than your own. You
learn 1 basic ability for which you qualify from that class. You must
meet all the ability’s prerequisites. Use the class’s prime attribute to
resolve that ability. You may take this award more than once. Each
time, select a basic ability from a different class. x4
CT - Cleric = Detect Evil
CT - Paladin = Holy Smite +1 dam\lvl vs evil
CT - Wizard = Shocking Grasp, 5d6, Fort resist or Daze, +5 vs metal-clad
CT - Artificer = Animate Rope - You conjure a 30-ft-long magic rope into
your hand. On your verbal command as a standard action, it either
extends rigidly to afford climbing, binds a helpless Medium or Small
adjacent foe, or entangles an adjacent Medium or Small target if
you beat the target’s Reflex. An entangled foe cannot draw items
or move from its space unless it resists using Reflex. The rope lasts
1 hour and has 5 hit points and a DR equal to ½ your level. You can
only have 1 rope at a time. Costs 1 vitality.
Major:
Adv CT - Rogue - Evasion
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Gunslinger Core:
Firearms Focus: Apply a +1
bonus on attacks and +2 damage when
using firearms.
Gunslinger Skills: Apply a +2 bonus on Acrobatics, Heal,
Mechanics, Perception, and Trick checks.
Personal Firearms: You gain 800 gp worth of firearms
and ammunition. Also, select 1 gun as a personal weapon. Anyone
but you must pass a DC 20 Mechanics check to fire it. If you lose it,
you can spend 1 hour to personalize another gun. You are limited to
1 personal weapon at a time.
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Gunslinger Basic: (7 total basic abilities)
Dodge: As an immediate action, you declare that you ignore 1
melee weapon attack before you know whether it hits you. Requires
Dexterity 15+ and works only in Light or no armor. Costs 2 vitality.
Eldritch Hunter Lore: As a swift action, you focus on
a target within 30 ft and line of sight. If you pass a DC 15 Arcana
check, you learn the ammunition material such as silver or lead, if
any, for which the foe has a weakness. If you fail the check by 10 or
more, you guess the wrong material.
Gun Magic: Boost Arcana by +5, or by +10 on checks
involving firearms
Grit: 1d4+1 per day. 2 vitality to spend more than 1
Hustle: As a swift action you gain a bonus move action.
Requires Gunslinger Skills. Costs 1 vitality.
Rapid Fire: You may make 2 attacks with the same firearm in
rapid succession as a standard action. Alternatively, you can fire 2
Light firearms, 1 in each hand, as a standard action. You may direct
attacks to the same foe or different foes. Apply a -2 penalty on both
attack rolls.
Drop Dodge: As an immediate action, you drop prone to
enjoy a +5 bonus to Reflex for 3 rounds or until you stand. You can
only use this ability while wearing Light or no armor and are not
over-loaded. Costs 1 vitality.
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Gunslinger Intermediate Abilities (4\8 total)
Dust Walker: up to x3\daily recover 1 grit on crit or reduce to neg. wounds w\ firearm
Firearm Specialization: This improves Firearms Focus,
such that you apply a +2 bonus on attack rolls and +5 damage.
Gun Ace: You suffer no attack penalty using Rapid Fire.
Gun Mage: As a move action, you briefly charge your held
firearm with a basic magic ability you know that normally targets a
single foe. If you hit, you discharge the magic ability’s effect in addition
to other damage dealt. The target may be able to resist the magic
ability, as usual. The firearm must be etched with arcane runes, a
permanent augmentation that takes 4 hours and 100 gp in special
materials. Requires Gun Magic. Costs 2 vitality.
Precise Shot: House Rule - applies to Firearms only
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Killing Shot: As a move action, the next foe struck by your
firearm that round must resist using Reflex or be reduced to -1
wounds and begins dying. Even if it successfully resists, it suffers the
weapon’s normal damage. Costs 5 vitality.
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Mageblade Core: (core +1 basic at 3rd)
Arcane StrikeM: Any weapon that you wield counts as
magical and grants you a +1 bonus on attack rolls and +2 damage. If
the weapon uses ammunition, then the ammunition is so improved.
Mageblade Skills: Apply a +2 bonus on Acrobatics,
Arcana, Athletics, Stealth, and Warcraft checks.
ShieldM: As a swift action, you conjure a shimmering shield of
force that provides you +2 DR. The shield lasts 2 minutes and also
provides total immunity to the Magic Missile ability. Costs 1 vitality.
________________________________________________________________________
Mageblade Basic:
Feats of Prowess: Boost Acrobatics and Athletics
checks by +5.
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Mageblade Intermediate: (4\8 total)
Improved Arcane StrikeM: This improves Arcane
Strike to grant a +2 bonus on attacks rolls and a +5 bonus on damage.
Improved Critical: Firearms : Select 1 weapon group. When using
weapons from that group, your threat range improves from just 20
to 19-20, or from just 19-20 to 18-20. Requires Rapid Attack.
Resist Magic: Boost saves by +2 to resist magic abilities.
Second Wind: Once daily after 1 minute of rest you recover
4d6 vitality. Requires Feats of Prowess
SKILLS:
Acrobatics +2 +2 +6 +5 = +13
Heal +2 +2 = +4
Mechanics +2 +5 = +7
Perception +2 +6 +5 +3 = +16
Trick +2 +6 = +8
Arcana +2 +5 +1 = +8
Athletics +2 +5 +6 = +13
Stealth +2 +5 + 6 +5\+10 = +18\+23 in shadows
Warcraft +2 +1 = +3
Handle Animal +3
Equipment: 13,000 + 800 for guns
guns $755\800
Spencer Carbine range 70 mag 7 int, 2d10, with magic runes $135 *standard load = mithril
Colt Peacemaker range 30, 6 cyc, 2d6, with magic runes $118 *standard load = silver
Colt Peacemaker range 30, 6 cyc, 2d6, with magic runes $118 *standard load = cold iron
Sharps Big 50, range 120, 1 int, with magic runes $145 * standard load = adamantium
150 Adamantine Rounds $93 (+1 dam)
50 for spencer
50 for revolvers
50 for sharps
150 silver rounds $6 (-1 damage)
50 spencer
50 revolvers
50 for sharps
150 Jade rounds $6
50 spencer
50 revolvers
50 for sharps
150 Cold Iron $6
50 spencer
50 revolvers
50 for sharps
400 Mithril $128 = standard load unless otherwise noted (+1 to hit)
200 spencer
100 revolvers
100 for sharps
Magic items 12,000\13,000 = 1,000 gp
Champion’s Elven Chain (DR4)
This fine chainmail, engraved with elvish runes, grants sylvan boons.
Benefit: This chainmail provides its wearer with low-light
vision, a +2 bonus on Reflex, and a +5 bonus on Acrobatics and Perception
checks. The armor otherwise functions as elven chainmail.
Price: 5,000 gp (intermediate).
Flit Mantle
This cape allows you to briefly fly.
Benefit: While wearing this cape or pair of costume wings, you
may expend 1 vitality to fly at speed 30 ft for the rest of your turn.
You must end flight on a solid surface. Activating the cape is a standard
action.
Creation: 1,000 gp ; masterwork cape plus Flit.
Price: 2,000 gp
Panther Legs
You are stealthy.
Slot: Feet/Legs. Stealthy panther paws merge with your hands.
Benefit: You enjoy a +5 bonus on Stealth checks, or +10 in
areas of shadow or darkness
Price: 2,500 gp
Ox Gullet
You can resist poison and similar assaults.
Slot: Back/Chest. This gland settles around your stomach.
Benefit: Boost Fortitude by +2, or by +5 to resist poison.
Price: 2,500 gp
Potions 500\500
healing (2)
resistance (3)
Light War Horse - 150
military saddle 20 (+2 handle animal)
saddle bags 4
calfrass root 10gp (5)
week rations 5gp
2 daggers, 1 per boot 4gp
torch 3 cp (3)
backpack 2
bedroll 1sp
50ft hemp rope 1
spyglass (scope) 250: move action +2 to hit, mounted on Spencer
spyglass (same as above) mounted on Sharps 50
400gp remaining
Last edited by Chirs2 on Fri Jun 13, 2014 11:45 pm; edited 29 times in total