A Reign of Winter Adventure Path Character

DENESSIA RAPIDARMA LEVEL 11

Female elder dwarf gunslinger (mysterious stranger) 1/paladin (divine hunter) 10

LG Medium humanoid (dwarf)

Init +3+3 Dex; Senses darkvision 60 ft.; Perception +10 (+12 to notice unusual stonework)

Aura care (10 ft.)

  DEFENSE

AC 22, touch 14, flat-footed 18 (+6 armor, +3 Dex, +1 dodge, +1 natural, +1 shield)

hp 112 (11d10+321d10 gunslinger, 10d10 paladin, +22 Con, +10 Favored Class, +0 Toughness feat)

Fort +14+7.5 base, +2 Con, +3 Cha, +2 hyperboreal robe, Ref +13+5.82 base, +3 Dex, +3 Cha, +2 hyperboreal robe, Will +12+7.16 base, +0 Wis, +3 Cha, +2 hyperboreal robe; +1 vs. spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters

Immune disease; SR 165 + character level

  OFFENSE

Speed 20 ft.20 ft. base, -0 ft. armor

Melee

mwk spiked armor +13/+8/+3BAB plus +1 Str plus +1 enhancement (1d6+1+1 Str)

Ranged

+1 keen pistol +16/+11/+6BAB plus +3 Dex plus +1 enhancement plus +1 Weapon Focus (1d8+1+1 enhancement/19-20/x4; increments 55 = thrown/firearm | 10 = projectile; range 2020 ft. ft.)

Special Attacks +1 attack and damage rolls with ranged weapons at ranges up to 30 feet, +1 on attack rolls against elven humanoids, channel positive energy (DC 1910 plus 1/2 paladin level plus +3 Cha, 4d61d6 per odd paladin level), grit (3Cha modifier), smite evil 4/day (+3+3 Cha attack and AC, +10paladin level damage)

Paladin Spell-Like Abilities (CL 10th; concentration +13)

At Will—detect evil

Paladin Spells Prepared (CL 7th; concentration +10)

3rd—cure moderate wounds

2nd—bull's strength, fire of entanglement (DC 15)

1st—divine favor, grace, hero's defiance

  STATISTICS

Str 1212 base, +0 race, +0 level, Dex 1514 base, +0 race, +1 level, +2 belt of incredible dexterity, Con 1513 base, +2 race, +0 level, Int 1010 base, +0 race, +0 level, Wis 108 base, +2 race, +0 level, Cha 1615 base, -2 race, +1 level, +2 Black Rider bonus

Base Atk +11/+6/+1; CMB +12+11 BAB, +0 size, +1 Str; CMD 2610 +11 BAB, +0 size, +1 Str, +3 Dex, +0 deflection, +1 dodge (30 vs. bull rush or trip)

Traits Unblemished Barrel, Warded Against Witchery

Feats Armor Proficiency (light, medium), Dodge, Exotic Weapon Proficiency (all firearms), GunsmithingB, Martial Weapon Proficiency (all), Point-Blank Shot, Precise ShotB, Rapid Reload (pistol), Rapid Shot, Shield Proficiency (all except tower shields), Simple Weapon Proficiency (all), Snap Shot, Weapon Focus (pistol)

Skills (armor check penalty -3-3 armor, -0 shield); Acrobatics +41 ranks, +3 Dex, +3 class skill, -3 armor (+0 when jumping), Appraise +00 ranks, +0 Int, Bluff +30 ranks, +3 Cha, Climb +22 ranks, +1 Str, +2 climber's kit, -3 armor, Craft (alchemy) +73 ranks, +0 Int, +3 class skill, +1 Unblemished Barrel trait, Craft (weapons) +73 ranks, +0 Int, +3 class skill, +1 Unblemished Barrel trait, Diplomacy +30 ranks, +3 Cha, Disguise +30 ranks, +3 Cha, Escape Artist +00 ranks, +3 Dex, -3 armor, Fly +11 ranks, +3 Dex, -3 armor, Heal +41 ranks, +0 Wis, +3 class skill, Intimidate +81 ranks, +3 Cha, +3 class skill, +1 specialized from Iron Axes of Jomsburg, Knowledge (history) +11 ranks, +0 Int (+3 pertaining to dwarves or their enemies), Knowledge (nobility) +41 ranks, +0 Int, +3 class skill, Knowledge (religion) +52 ranks, +0 Int, +3 class skill, Perception +102 ranks, +0 Wis, +3 class skill, +5 eyes of the eagle (+12 to notice unusual stonework), Ride +00 ranks, +3 Dex, -3 armor, Sense Motive +00 ranks, +0 Wis, Sleight of Hand +22 ranks, +3 Dex, -3 armor, Spellcraft +41 ranks, +0 Int, +3 class skill (+5 identify evil arcane spellcaster spells), Stealth +00 ranks, +3 Dex, -3 armor, Survival +22 ranks, +0 Wis, Swim +21 ranks, +1 Str, +3 class skill, -3 armor

Languages Common, Dwarven, Varisian

SQ aura, code of conduct, deeds (deadeye, focused aim, gunslinger's dodge), distant mercy (505 ft. per paladin level ft.), divine bond (weapon +2+1 at 5th plus 1 every 3 levels beyond 5th, 2once at 5th plus 1 every 4 levels beyond 5th/day, 10paladin level/minutes), divine grace, gunsmith, lay on hands (51d6 per two paladin levelsd6, 81/2 paladin level plus +3 Cha/day), mercies (sickened), shared precision, stability, weapon familiarity

Combat Gear potion of cure serious wounds, potion of gaseous form, +1 corrosive paper alchemical cartridges (bullet) (8), +1 dragon-bane paper alchemical cartridges (bullet) (13), +1 flaming paper alchemical cartridge (bullet), +1 giant-bane paper alchemical cartridges (bullet) (5), wand of cure light wounds (CL 5th; 38 charges), fuse grenades (5)

Other Gear masterwork breastplate with masterwork armor spikes, masterwork buckler, +1 keen pistol with 50 paper alchemical cartridges (bullet), amulet of natural armor +1, belt of incredible dexterity +2, eyes of the eagle, gloves of arrow snaring, hyperboreal robe, necklace of fireballs (type VII), backpack, bedroll, belt pouch, blanket, canteen, cleats, climber's kit, cold-weather outfit, ember pot, flint and steel, gear maintenance kit, iron pot, mess kit, silver holy symbol of Torag (worth 25 gp), snowshoes, soap (50 uses), torches (5), trail rations (7), 124 pp 5 gp, 3 sp, 4 cp

  SPECIAL ABILITIES

Aura of Care (Su) You and allies in aura who can see and hear one another who are not flat-footed or unable to move no longer provide cover against each other’s ranged attacks unless you wish to.

Channel Positive Energy (Ex) As standard action, not provoking attack of opportunity, 30-ft. burst centered on paladin affecting either all living or all undead (choose one) in radius curing or inflicting damage respectively. Using this ability consumes two uses of lay on hands ability.

Code of Conduct Must be lawful good alignment and lose all class features except proficiencies if ever willingly commit evil act. Must respect legitimate authority, act with honor (no lying, no cheating, no poison, and so forth), help those in need, and punish those who harm or threaten innocents.

Deeds (Ex) 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.

Deadeye (Ex) Resolve an attack against touch AC instead of normal AC when firing beyond firearm's first range increment at the cost of 1 grit per range increment beyond the first. Still take -2 penalty on attack rolls for each range increment beyond the first.

Focused Aim (Ex) As swift action costing 1 grit, gain Cha modifier bonus (minimum 1) on all firearm damage rolls until end of your turn.

Gunslinger's Dodge (Ex) When a ranged attack is made against you, spend 1 grit to move 5 feet as an immediate action and gain +2 AC against triggering attack. This movement is not a 5-foot step and provokes attacks of opportunity. Alternately, drop prone to gain +4 bonus to AC against triggering attack. Can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Distant Mercy (Sp) As standard action, expend two uses of lay on hands to use lay on hands ability on a target within 5 ft. per paladin level. Has no effect on creatures harmed by positive energy.

Divine Bond (Sp) As standard action, call spirit to imbue one ranged or throwing weapon (excluding ammunition) with enhancement bonus for 1 minute per paladin level stacking with enhancement bonus on weapon (maximum +5). Weapon sheds light as torch. Ability does not stack with self. Can choose to add any of these properties consuming an amount of bonus equal to the property's base price modifier: axiomatic (+2), brilliant energy (+4), distance (+1), flaming (+1), flaming burst (+2), holy (+2), keen (+1), merciful (+1), returning (+1), seeking (+1), and speed (+3). Special abilities added to throwing weapons function normally when used in melee. Duplicates do not stack. Weapon must be at least +1 before any other properties can be added. Properties decided when point is spent and cannot be changed without calling another spirit. Do not function if wielded by anyone else. Can only enhance one weapon at a time and using the ability again ends previous use.

Equipment Descriptions

alchemical cartridge (bullet) Reduce reloading time of firearm by one step but increase misfire value by 1.

cold-weather outfit Gain +5 circumstance bonus on Fort saves against exposure to cold weather.

ember pot Keeps coals hot 24 hours. May light fire in normal conditions without Survival check.

fuse grenade As move action, light fuse. As standard action, throw as splash weapon. Explodes in 1d3 rounds dealing 2d6 bludgeoning and 1d6 fire damage in 10-ft.-radius burst (Reflex DC 15 half).

Grit (Ex) At start of each day, grit points equal Charisma modifier. Spend grit to accomplish deeds. Regain grit in following ways:

Critical Hit with Firearm Regain 1 grit when confirming critical hit with firearm, unless target is helpless, unaware, or possesses fewer than half your Hit Dice.

Killing Blow with Firearm Regain 1 grit when reducing a foe to 0 or fewer hit points with a firearm, unless target is helpless, unaware, or possesses fewer than half your Hit Dice.

Iron Axes of Jomsburg

Come to Terms Specialized in Intimidate.

Lay on Hands (Su) As standard action (swift action if used on self), touch and heal 1d6 hp of wounds per two paladin levels. Requires one free hand to use. Alternately, use power to deal damage to undead requiring a melee touch attack that does not provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Usable a number of times per day equal to half paladin level plus Cha modifier.

Magic Item Descriptions

bane special weapon ability Against designated type (or subtype) of foe, weapon's enhancement bonus is +2 better than its actual bonus, and it deals an extra 2d6 damage.

gloves of arrow snaring You must have a free hand to use. Up to 2/day, no more than once per round, when you would normally be hit with an attack from a ranged weapon, you can catch the weapon. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use. Must be aware of the attack and not flat-footed. This doesn't count as an action. Massive ranged weapons and ranged attacks generated by natural attacks or spell effects can't be caught.

hyperboreal robe Gain +2 resistance bonus on all saves. Deal 1d6 cold damage to anyone striking you with unarmed strike, touch attack, or natural weapon. Activate or deactivate this ability as free action.

+1 keen pistol When target is within first range increment, resolve attack against target's touch AC; not considered touch for purposes of feats or abilities such as Deadly Aim. As freestandard, reduced one step by Rapid Reload, reduced one step by alchemical cartridges action provoking attacks of opportunity, reload. Misfire on natural roll of 21 plus 1 alchemical cartridges or less; automatically misses target and gains broken condition (increase misfire by 4, or 2 if proficient). If misfire while broken, explodes in 5 ft. radius from a corner you pick of your square dealing regular damage to all (DC 12 Reflex half).

necklace of fireballs (type VII) As standard action, wearer (only) can detach one sphere and hurl it up to 70 ft. where it denotes as varying strength fireball spell (DC 14 Reflex half). If carried or worn by a character failing a saving throw against magical fire attack, item must save as well (with +7 save bonus) or all remaining spheres detonate. Does not take up neck magic item slot. Contains following strength spheres: 1 at 10d6, 2 at 9d6, 1 at 7d6, 1 at 5d6, and 2 at 3d6.

Magic Resistant Gain spell resistance 5 + character level. As standard action, lower for 1 round. Take -2 penalty on concentration checks with arcane spells.

Mercy (Su) Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

Precise Shot Shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

Rapid Reload (pistol) As move action that provokes attack of opportunity, load pistol.

Rapid Shot As full-attack action with a ranged weapon, fire one additional time this round at your highest attack bonus with that weapon, but that attack and all others take a -2 penalty to hit.

Shared Precision (Su) When you hit a creature with a ranged attack, grant allies within 10 ft. the benefit of Precise Shot against that target until start of your next turn. Allies must remain within 10 ft. of you and must be able to both see and hear you.

Smite Evil (Su) As a swift action, choose one target within sight to smite. If target is evil, gain bonuses to attack and damage and against attacks from target. Automatically bypass any damage reduction the creature might possess. Smite remains in effect until the target is dead or rest and regain use of ability. If target is outsider with evil subtype, evil-aligned dragon, or undead, bonus to damage is 2 per paladin level. If the target is not evil, the smite is wasted with no effect.

Snap Shot While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 ft. of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.

Unblemished Barrel Remove broken condition from a firearm in 30 minutes.


Height 4'0"; Weight 145 lbs.; Hair Blue-Grey; Eyes Grey; Skin Brown; Age 60; Religion Torag; Homeland Varisia; Favored Class Paladin; XP Earned 180,281 of 220,000

Mercenary Company Iron Axes of Jomsburg; Fame 99 passed training checks; Prestige Points 129 passed training checks plus 3 blog journal entries minus 0 PP expenditures; Consecutive Failed Training Checks 0dates:

Defeated Enemies Andrazku Demon (2), Cold Rider, Drakelands Barbarian, Ettin Witch, Frost Giant, Frost Worm (2), Half-Fiend Satyr, Nymph's Bastard, Redcap, Shadow (2), Vsevolod (Centaur Cleric of Kostchtchie)

History So it is written, so shall it be done. I was raised that you do what you're supposed to do, whatever is right, whatever is just. Baba Yaga ain't exactly friends with righteousness and justice, but she gets shit done and is true to her word. I gotta respect that.
When I heard that it was time for her daughter Elvanna to be replaced but that she wasn't ready to leave, I knew action needed to be taken. I figured one person can fly under the radar a lot easier than a group, so I set out to hunt her down. I got damn close, too. I got a line on her white witch Nazhena. I thought that if I could track her, it would only be a matter of time before she led me to Elvanna.
My tracking skills aren't as good as I thought them to be, though. She didn't kill me; I guess she figured the cold would finish the job. Thankfully, a group of adventurers found me and restored me. I generally prefer to go solo, but I am indebited to them, and, I suppose, there is strength in numbers. As long as they keep their noses clean, it will be my privilege to answer the call bestowed on them by the Black Knight. So it was sworn, so shall it be fulfilled.