User Tools

Site Tools


random:characters:ekelo

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)] / 19-20×4
  • 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] / 19-20×4
  • 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: Luck

Orisons:

1st level

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

Quick clear
Gunslinger's initiative
Targeting
Nimble
Guntraining
Monster lore
Stern Gaze
Bit of luck
Judgement
random/characters/ekelo.txt · Last modified: 2019/05/14 17:48 (external edit)