Raziela (post-training)

Description:

Race: Tiefling
Gender: Female
Class (level): Antipaladin ( Warrior of the Infernal Darkness/ Unholy Gun) 8th
Favored Class: Antipaladin
Alignment: Neutral Evil
Experience: 42500
Next Level: 50000
Age: 8 years


Stats

Hit Points: (8d10-16) 33
Str: 16
Dex: 20
Con: 7
Int: 6
Wis: 17
Cha: 22
Cash: 0gp, 0sp
Languages: Infernal, Gael, Perbashket (Illiterate)
AC: 22 (1 size, 5 Dex, 5 armor, 1 insight)
CMD: 26

Attack: +12 melee, +14 ranged

  • BAB: +8
  • CMB: +10
    • Warhammer: +13 melee
      • Damage: 1d6+3 damage, x3 Crit
    • Revolver (one): +13 ranged, 20-ft. range
      • Damage: 1d6+4 damage, x4 Crit
      • Touch attack within 5 range increments
      • Move action to reload (all 9 chambers)
    • Revolver (grape-shot): +11 ranged, 20-ft. cone
      • Damage: 1d6+4 damage, x4 Crit
      • Touch attack against every target in cone
      • Not subject to concealment
    • Revolver (dual-wield): +11/11/6/6 ranged, 20-ft. range
      • Damage: 1d6+4 damage, x4 Crit
      • Touch attack within 5 range increments
      • Move action to reload (all 9 chambers)

Saves:

  • Fort: +9
  • Ref: +14
  • Will: +14
    • +1 vs. Divine spells
    • Acid, Cold, Electricity, and Fire Resistance 5
    • Immune to Disease

Speed:

  • Land Speed: 20-ft.
  • Initiative: +7

Skill Points: 16

Weapon/Armor Proficiencies:

  • Simple Weapons
  • Martial Weapons
  • Firearms
  • Light Armor

Skills:

  • Bluff (6 ranks): +20
    • +3 vs. Adults
  • Climb (0 ranks): +5
  • Intimidate (2 ranks): +11
    • +3 vs. Humans
  • Spellcraft (2 ranks): +3
  • Stealth (2 ranks): +16
  • Use Magic Device (1 rank): +7
  • Knowledge [religion] (2 ranks): +3

Class Skills: Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex)


Feats

The Man Girl with Two Guns is God
Benefit: You can draw and attack with firearms as if you had the Quick Draw and Two-Weapon Fighting feats. If you attack with a firearm in the same turn you draw it, the attack doesn’t provoke attacks of opportunity.

Improved Two-Weapon Fighting
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Skill Focus (Bluff)
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Deadly Aim (included above)
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –2 penalty on all ranged attack rolls to gain a +4 bonus on all ranged damage rolls. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Amateur Gunslinger [Bonus]
Prerequisite: You have no levels in a class that has the grit class feature.
Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (maximum 3). You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.

  • 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 armor, and while carrying no more than a light load.

Gunsmithing [Bonus]
Benefit: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

  • Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
  • Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
  • Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Traits

Abomination [Crime Trait]
You were born. Gnomes, Halflings, Goblins, and Half-breeds are considered abominations in the eyes of Mitra. Such mutants and degenerates are not tolerated in the pristine lands of Talingarde.
Prerequisites: Non-human race.
Punishment: Death by drowning.
Benefit: You gain a +3 trait bonus on Intimidate checks against Humans.

History of Heresy [Faith Trait]
You were raised with heretical views that have made it difficult for you to accept most religious beliefs and often caused you or those you love to be treated as pariahs. As a result, you have turned your back on religious teachings.
Benefit: As long as you do not possess any levels in a class that grants divine spellcasting power, you gain a +1 trait bonus on all saving throws made against divine spells.

Lost Nobility [Social Trait]
Your family was prominent before the rise of the current ruling family, but that legacy is now forgotten by all but you. You hold every government official of your nation personally responsible for your lost glory.
Benefit: You gain a +1 trait bonus on attack and damage rolls against government officials of your homeland.

Strike First, Strike Ruthlessly, and Thus be Victorious [Training Trait]
Cardinal Thorn has taught you never to shirk or hesitate in a combat.
Benefits: You gain a +2 trait bonus on Initiative checks.


Race Abilities
  • Ability Adjustments: +2 Strength, +2 Charisma, –2 Intelligence. Savage and monstrous, the terrifying spawn of demons know the chaotic fury of their Abyssal ancestors.
  • Senses: darkvision (60 feet.)
  • Racial Skill Bonuses: +2 racial bonus on Bluff and Stealth checks.
  • Necromantic Soul: The spell animate dead can return you to life as per the spell raise dead.
  • Resistance(s): cold, electricity, and fire resistance 5.
  • Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
  • Child: -3 Strength and Constitution. +2 Dexterity and Charisma. Small size. +2 on Climb checks. +2 on Bluff checks vs. Adults.

Class Abilities:

Aura of Evil (Ex): The power of an antipaladin’s aura of evil (see the detect evil spell) is equal to his antipaladin level. A paladin who uses smite evil on an antipaladin deals 2 points of damage per paladin level on his first successful attack.

Smiting Shot (Su): An unholy gun can spend 1 grit point to make a smiting shot with a firearm attack as a standard action. If the target is good, the holy gun adds her Charisma bonus and her antipaladin level to the damage of the firearm attack (+14). If the target of the smiting shot is an outsider with the good subtype, a good-aligned dragon, or a good-aligned creature with levels of Paladin or Cleric, the bonus to damage increases to the Charisma modifier plus 2 points of damage per level the antipaladin possess (+22). Regardless of the target, smiting shot automatically bypasses any DR the creature might have.

Unholy Resilience (Su): At 2nd level, an antipaladin gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Touch of Corruption (Su): Beginning at 2nd level, an antipaladin surrounds his hand with a fiendish flame, causing terrible wounds to open on those he touches. Each day he can use this ability a number of times equal to 1/2 his antipaladin level + his Charisma modifier (10/day). As a touch attack, an antipaladin can cause 4d6 points of damage. Using this ability is a standard action that does not provoke attacks of opportunity.
Alternatively, an antipaladin can use this power to heal undead creatures, restoring 3d6 hit points. This ability is modified by any feat, spell, or effect that specifically works with the lay on hands paladin class feature. For example, the Extra Lay On Hands feat grants an antipaladin 2 additional uses of the touch of corruption class feature.

Aura of Cowardice (Su): At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.

Plague Bringer (Ex): At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.

Cruelty (Su): At 3rd level, and every three levels thereafter, an antipaladin can select one cruelty. Each cruelty adds an effect to the antipaladin’s touch of corruption ability. Whenever the antipaladin uses touch of corruption to deal damage to one target, the target also receives the additional effect from one of the cruelties possessed by the antipaladin. This choice is made when the touch is used. The target receives a Fortitude save (DC 19) to avoid this cruelty. If the save is successful, the target takes the damage as normal, but not the effects of the cruelty.

  • Sickened: The target is sickened for 6 rounds.
  • Diseased: as Contagion (Caster level 6th)

Power of Sin (Su): At 4th level, a warrior of the infernal darkness learns to use the power of her dark faith to bolster her defenses and aid her allies. This class feature replaces the antipaladin’s spells class feature. A warrior of the infernal darkness does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
At 4th level, the warrior of the infernal darkness gains one additional use of her touch of corruption ability per day (included above). She gains one additional use of touch of corruption per day for every four levels she attains beyond 4th. She can spend a use of her touch of corruption ability to call upon the powers of darkness as a standard action. This causes an aura of darkness to emanate from the warrior of the infernal darkness in a 30-foot radius, lowering light levels in the area by 1 step. All enemies in this area suffer a -1 morale penalty to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of darkness. This power lasts for 1 minute.
At 8th level, the aura of darkness weakens the antipaladin’s enemies, inflicting 1d4 points of Strength damage. A creature can only be affected by the aura in this way once per day.

Channel Negative Energy (Su): When an antipaladin reaches 4th level, he gains the supernatural ability to channel negative energy like a cleric. Using this ability consumes two uses of his touch of corruption ability. An antipaladin uses his level as his effective cleric level when channeling negative energy. This is a Charisma-based ability.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 4d6 points of damage. Creatures that take damage from channeled energy receive a Will save (DC 20) to halve the damage. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Fiendish Bond (Su): At 5th level, an unholy gun forms a bond with her dark patrons. This functions as the antipaladin’s fiendish boon ability, except the bond must always take the form of a firearm. In addition to the listed abilities, an unholy gun can add the distance, reliable, or seeking special abilities to her weapon.
The first type of bond allows the antipaladin to enhance his weapon as a standard action 1/day by calling upon the aid of a fiendish spirit for 6 minutes. When called, the spirit causes the weapon to shed unholy light as a torch. This spirit grants the weapon a +2 enhancement bonus. Adding these properties consumes an amount of bonus equal to the property’s cost (sorted and listed below). These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties:

+1 flaming, keen, vicious, distance, reliable, seeking
+2 anarchic, flaming burst, unholy, wounding
+3 speed
+5 vorpal

These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon.

If a weapon bonded with a fiendish spirit is destroyed, the antipaladin loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.

Aura of Despair (Su): At 8th level, enemies within 10 feet of an antipaladin take a –2 penalty on all saving throws. This penalty does not stack with the penalty from aura of cowardice.


Equipment

Encumberance: X lbs. (Light Load)

  • Carrying Capacity:
    • Light Load: 0-60 lbs.
    • Medium Load: 61-120 lbs.
    • Heavy Load: 121-180 lbs.

Gear

  • Well-tailored School-girls Uniform (courtier’s outfit)
    • Made from the scraps of a Talingarde Sergeant’s Uniform
  • Masterwork Small Cold-Iron Warhammer
  • +1 Dastardly Studded Leather Armor
    • +2 profane bonus to AC when using Smiting Shot
  • 2 Masterwork Small LeMat Revolvers
    • each loaded with 9 named bullets
      • Right are named vs. Humanoid (human)
      • Left are named vs. Outsider (good)
    • each loaded with 1 pellet shot
  • Pouch w/ 18 Metal Cartriges
  • Gunsmith’s Kit
  • Dusty Rose Prism Ioun Stone
Bio:

Raziela (post-training)

The World of Tel-Avi Brand_Darklight Brand_Darklight