{{ :start:random:characters:ekelo_gunslinger.jpg|Ekelo, Son of Alo}} ====== Ekelo, Son of Alo ====== To the far east, on a warm summer night, Ekelo was born to his mother, Chepi and his father, Alo. As it was customary for the tribes on the foothills of the Star Mounts, Ekelo joined the monastery of Bahamut high among the mountain tops. Here Ekelo grew to become a man — a servant of the church. On his 17th birthday he was sent into the world to prove his worth — to prove that he had become a man. He traveled to Loudwater, from where he set into the High moor to find the ancient praying stone left there by none other than Bahamut him self. Upon his return Ekelo was now a guardian of the church, and his life was now devoted to the service and spreading the wisdom of the dragons that he him self found on the mountain tops. Opposed to other heralds of the gods, Ekelo doesn't preach his believes, he lets people live their lives, but tries to influence them through wisdom, education to try and make them see the light, and turn from the darkness. Although Ekelo is human, he is far from the normal power hungry striving persona that humans are often portrait as. He is calm, and collected, knowing clearly in his mind what must be done, but is in no hurry to get there. He lets other people of the gory and the riches, seeking only to spread the wisdom and knowledge of the great dragon lord to the sword coast, starting with the denizens of Waterdeep. **Languages:** Draconic, Common **Abilities** ^ Ability ^ Total ^ Calculation ^ ^ Str | 10 (+0) | 10(base) | ^ Dex | 24 (+7) | 17(base) + 2(race) + 1(lvl) +4 (item)| ^ Con | 12 (+1) | 12(base) | ^ Int | 10 (+0) | 10(base) | ^ Wis | 16 (+3) | 15(base) + 1(lvl) | ^ Str | 10 (+0) | 10(base) | **Attack** Revolvers resolve attacks against touch AC up to five range increments. * Standard attack: +17 = 8(bab) + 7(dex) + 1(feat) + 1(magic) [1d8+9 = 7(dex) + 1(feat) + 1(magic)] / 19-20x4 * Full round: +17/+12 (+15/+15/+10 [two-weapon]) * Rapid shot: +15/+15/+10 (+13/+13/+13/+8/+8 [two-weapon]) * Deadly aim: +12/+12/+7 (+10/+10/+10/+5/+5 [two-weapon+rapid shot]) [1d8+15] / 19-20x4 * CMB: 15 = 8(base) + 7(dex) **Defense** * AC: 20 = 10 + 7(dex) + 2(dodge) + 1(natural) * Initiative: +7 = 5(dex) + 2(feat) +3(cunning initiative) * HP: 90 * CMD: 25 = 10(base) + 8(bab) + 7(dex) **Class progression** ^ Class ^ BAB ^ Fort ^ Ref ^ Will ^ Special ^ Feats ^ ^ Gunslinger (1) | +1 | | | | Deeds, grit, gunsmith | 3 | ^ Gunslinger (2) | +2 | | | | Nimble +1 | | ^ Gunslinger (3) | +3 | | | | Deeds | 1 | ^ Gunslinger (4) | +4 | | | | Bonus feat | 1 | ^ Gunslinger (5) | +5 | | | | Gun training 1 | 1 | ^ Gunslinger (6) | +6/+1 | | | | Nimble +2 | | ^ Gunslinger (7) | +7/+2 | | | | Deeds | 1 | ^ Gunslinger (8) | +8/+3 | +6 | +6 | +2 | Bonus feat | 1 | ^ Inquisitor (1) | +8/+3 | +8 | +6 | +4 | Domain, Judgement, Monster lore, Orisons, Stern gaze | 1 | ^ Inquisitor (2) | +9/+4 | +9 | +6 | +5 | Cunning initiative, Detect alignment, Track | | | | | | | | ^ 9 ^ **Abilities** * Deeds: Quick clear, Gunslinger's initiative, Targeting * Nimble: +2 dodge to AC * Gun training: Revolver; Misfire increases only with 2 * Grit: max 5 (5 per day) * Bit of luck (standard action): For 1 round, the target can re-roll all d20 and take the better result. Usable 6 times per day. * Judgement: Resistance - gain 2 energy resistance until the end of combat * Monster knowledge: Add wisdom modifier to knowledge skills regarding monster knowledge * Stern gaze: Gain +1 to sense motive and intimidate checks. **Feats** * Gunsmithing * Rapid reload: Revolver -- reload as a free action. * Point blank shot: +1 to damage and to hit within 30 feet. * Rapid shot: One additional attack: All attacks then take a -2 penalty to hit. * Deadly aim: Take -3 to hit and gain +6 to damage. * Two weapon fighting: Extra offhand weapon attack (both primary and offhand takes -2 to hit). * Extra grit: +2 max grit and 2 extra grit per day * Improved critical: Double threat range * Improved two-weapon fighting: Additional off-hand attack **Skills (54/54)** * Craft (firearms): +19 = 9(rank) + 3(trained) + 7(item) * Craft (ammunition): +19 = 9(rank) + 3(trained) + 7(item) * Heal: +15 = 9(rank) + 3(trained) + 3(wis) * Knowledge (local): +10 = 4(rank) + 3(trained) + 3(wis) * Knowledge (religion): +11 = 5(rank) + 3(trained) + 3(wis) * Perception: +15 = 9(rank) + 3(trained) + 3(wis) * Sense motive: +12 = 5(rank) +3(trained) +3(wis) +1(ability) * Intimidate: +11 = 4(rank) +3(trained) +3(wis) +1(ability) **Spells** Domain: [[http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/luck-domain|Luck]] Orisons: * [[http://www.d20pfsrd.com/magic/all-spells/c/create-water|Create water]] * [[http://www.d20pfsrd.com/magic/all-spells/d/detect-poison|Detect poison]] * [[http://www.d20pfsrd.com/magic/all-spells/l/light|Light]] * [[http://www.d20pfsrd.com/magic/all-spells/s/sift|Sift]] 1st level * [[http://www.d20pfsrd.com/magic/all-spells/t/tireless-pursuit|Tireless pursuit]] * [[http://www.d20pfsrd.com/magic/all-spells/k/know-the-enemy|Know the enemy]] **Wealth** * Starting wealth: 46.000 gp (188.5 gp) * 2 x +1 reliable revolver (misfire: 0): 24,600 gp * 2 x alchemical flare cartridge: 20 gp * 2 x alchemical entangling cartridge: 120 gp * Gunsmith's kit (+7 to craft guns and ammunitions): 2,500 gp * Gloves of dexterity +4: 16,000 gp * Amulet of natural armor +1: 2,000 gp * 2 tracer bullets (casts faerie fire on target): 400 gp * 65 bullets: 60 gp * 2 x Universal solvent 100 gp * Compass 10 gp * Sewing kit * Waterskin ====== Rules ====== At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action. 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. At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects. Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit. Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect. Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect. Torso: Targeting the torso threatens a critical on a 19–20. Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft. Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. 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). Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well. The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures. Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1). Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again. When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed. Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.