Corsa Gracewind

Under New Management

Description:

Name
Sylph CR 4
This pale, waifish woman, her hair waving in a nonexistent breeze, looks as if she might fade away into mist entirely at any minute.
XP 1200
Neutral Medium Outsider Native Subtype
Gunslinger level 5 (skill points 30) Gunslinger
(Pistolero )
STR 10 DEX 18 CON 8 INT 14 WIS 14 CHA 14
Init 4; Senses Darkvision 60ft; Perception +10
DEFENSE
AC 17, Touch 15, flat footed 12 ( Leather, Shield, none)
(
4 Dex, 2 armour, +1 feats)
hp 36 (0d8
5d10+-5+5);
Base Attack 5 CMB 5 ; CMD 19
Fort +3, Ref +8, Will +3
Resistance to electricity 5

OFFENSE
Speed 30
Melee
Single Attack Dagger 5 (1d4/19-20)
or Pistol +11 (1d8
5 X4) Corrosive Ranged
Full Attack
Dagger 5 (1d4/19-20)
or Pistol +11 (1d8
5 X4) range 20 Corrosive Ranged
Space 5ft.; Reach 5
Special Attacks
Deed Gunslinger Initiative (Ex) 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.
Deed Gunslingers Dodge (Ex) 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.
Deed Pistol-Whip (Ex) Can make a surprise melee attack with the butt or handle of her firearm as a standard action. Gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. One-handed firearms deal 1d6 points of damage and two-handed firearms deal 1d10 points of damage. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Deed Quick Clear (Ex) 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.
Deed Up Close and Deadly (Ex) When the pistolero hits a target with a one-handed firearm that is not making a scatter shot, they can spend 1 grit point to deal extra damage on a hit. If they miss with the attack, they graze the target, dealing half the extra damage anyway. Number of D6 extra damage = 2
Deed Utility Shot (Ex) -1 if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
Deed Utility Shot (Ex) -3 Scoot Unattended Object: Make an attack roll against a Tiny or smaller unattended object within the first range increment. A Tiny object has an AC of 5, Diminutive AC of 7, and a Fine AC of 11. On a hit, the gunslinger does not damage the object, but can move it up to 15 feet farther away from the shots origin. On a miss, she damages the object normally.
Deed Utility Shot (Ex) -4 Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
Grit (Ex) Grit is a fluctuating measure of a gunslingers ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (min 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (min 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Grit (Ex) – 2 Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslingers character level to 0 or fewer hit points does not restore any grit.
Pistol Training (Ex) Gains a bonus on damage rolls equal to Dexterity modifier, and when misfires with a one-handed firearm, the misfire value increases by 2 instead of 4

FEATS AND SKILLS
Feats
Extra Grit (Grit): You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.,
Armour Prof Light,
Martial Weap Prof,
Point Blank Shot: +1 to hit +1 damage if within 30 ft (already included in calculations),
Precise Shot: Can shoot into melee without -4 penalty,
Simple Weapon Proficiency,
Weapon Focus(Ranged): +1 attack rolls
Skills Acrobatics 9, Bluff 4, Climb 0, Handle Animal 7, Heal 6, Intimidate 7, Know Arch & Eng 2, Know Local 7, Perception 10, Ride 12, Sleight of Hand 8, Survival 7, Swim 0
Languages Auran, Common

SPECIAL ABILITIES
Spell-like Abilities 1/day Feather fall
Air Affinity ylph sorcerers with the Elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph clerics with the Air domain cast their domain powers and spells at 1 caster level.
Deed Utility Shot (Ex) -2 Blast Lock: Makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC based on its quality: Simple lock a +10 bonus to AC, an average lock +15, a good lock +20, a superior lock +30. Arcane lock grants a +10 bonus to the AC of a lock. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed
Nimble (Ex) Gains a 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. Bonus = + 1
Weapon Proficiency Firearms
Native Subtype:This subtype is applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. creatures with this subtype are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep.

MAGIC ITEMS
Ring of Feather falling – (2200gp)
Ring of Force shield 2 AC Shield (8500gp)
+1 Dagger (2300gp)
+1 Pistol (2300gp) Corrosive Ranged : +1d6 acid damage (
1 bonus)

Bio:

Corsa is a young hopeful adventurer, freshly winning the captaincy of your boat with little effort after Lydell loses the ship and its crew to her. Adding insult to injury is that she nearly couldn’t cough up her end of the deal, but what she provides is crucial- a map to a lost relic of the time before the war which formed the Bastions. However, the map is written in a language few recognize and has little in the way of a directional bearing. Furthermore her inexperience helming a ship shows, but she has her determination and a crew that at present feels more than willing to follow her orders.

Corsa Gracewind

Known Bastions Gerikk