Grey Roberts

Description:

Grey Roberts
Male human cavalier (luring cavalier & musketeer) 9/fighter (talented fighter) 6
LG Medium humanoid (human)

Init + 9 ( + 6 Dex, + 1 insight, + 2 trait); Senses Perception + 22
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AC 36, touch 24, flat-footed 25; 20% miss chance
(+ 10 armor, + 5 Cha, + 2 deflection, + 6 Dex, + 1 insight, + 2 natural armor)
hp 242 (182 + 60)
Fort + 19, Ref + 19, Will + 18; + 3 vs fear
Defensive Abilities bravery + 2 [+ 3]; DR 5/-; Resist fire 10
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Speed 30 ft.
Melee Crystal Sword of Water + 30/+ 25/+ 20 (1d6 + 17 plus 5d6 cold/ 15-20 / x2 plus 5d10 cold)
Ranged Silverbolt + 31 touch (1d8 + 8 / x4)
Ranged Crystal Sword of Water + 22 touch (2d6 + 30 cold)
Melee + 4 orikalka shadow shoal sword + 29/+ 24/+ 19 (1d8 + 16 / 18-20)
Melee holy avenger whip + 25/+ 20/+ 15 (1d3 + 12)
Special Attacks careful aim, infuriating aim, grit (1), versatile challenge (+ 12 [+ 16], + 4 [+ 5], 4/day), weapon training (firearms + 2 [+ 4], light blades + 1 [+ 3]), worn banner (+ 3/+ 2)
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Abilities Str 18, Dex 22, Con 18, Int 16, Wis 16, Cha 20
Base Atk + 15; CMB + 19; CMD 38
Feats Amateur Gunslinger, Deadly Aim, Gunslinger, Gunsmithing, Improved Precise Shot, Iron Will, Multiclass, Penetrating Strike, Point Blank Shot, Precise Shot, Rapid Reload (pistol), Toughness, Weapon Focus (firearms)
Traits Reactionary, Seeker
Skills Acrobatics +21, Appraise +4, Athletics +17, Bluff +8, Diplomacy +23, Handle Animal +9, Intimidate +9, Knowledge (arcana) +4, Knowledge (geography) +4, Knowledge (local) +7, Knowledge (nobility) +4, Knowledge (the planes) +4, Knowledge (religion) +4, Perception +22, Profession (sailor) +7, Ride +10, Sense Motive +21, Spellcraft +4, Survival +7, Use Magic Device +20
Languages Abyssal, Common, Draconic, Olman
SQ armor training 2 [ 3 ], deeds (quick clear), fighter talents (canny defense, dexterous, friendship forged in fire, hardy, improved armor training), gifted firearm, greater tactician (3/day, 9 rounds, swift action), knight errant (self-reliant, without master), swift powder

Silverbolt (+ 4 distance impervious pearl-handled pistol)
Crystal Sword of Water
+ 4 orikalka shadow shoal sword
+ 4 aurichalcum breastplate
+ 3 holy avenger whip

amulet of natural armor + 2
beneficial bandolier
• 33 adamantine bullets
• 28 cold iron bullets
• 33 silver bullets
• 76 lead bullets
Bracer of Water
brazen amulet
champion’s favor (as champion’s banner)
dryload powder horn
featherstep boots
gloves of dueling
handy haversack
vanishing sheath
ring of protection + 2
ring of resistance + 3
sash of the war champion
vanishing sheath (worn)
vest of minor displacement
wayfinder (4 ioun stone slots)
cracked dusty rose prism ioun stone
cracked pale green prism ioun stone (attack rolls)
cracked pale green prism ioun stone (saving throws)
dusty rose prism ioun stone

wand of cure light wounds (18 charges) x1
wand of cure light wounds (50 charges) x3
wand of dimension door (48 charges)
wand of touch of the sea (50 charges)

fighter’s kit
gunsmith’s kit
silver holy symbol of Murlynd
masterwork potion belt
- potion of cure serious wounds x5
- potion of darkvision
- potion of water breathing

Cash:
Combat: 47 pp, 70,533 gp
(36,000 gp set aside for Silverbolt upgrade. 34,533 gp remaining.)
Noncombat: 59,067 gp, 1 sp

The Crystal Sword of Water is a + 1 frost sword. As a standard action, it can fire a blast of ice that deals 1d6 + 1 cold damage per level, with a range of 100 ft as a ranged touch attack.

When the Gem of Water is set in its hilt, it becomes a + 3 freezing burst sword. As a full round action, it can fire a sheet of ice that deals 1d6 cold damage per level in a 100 ft line. A Reflex save (DC 10 + ½ wielder BaB + bonuses*) is allowed for half damage. The range on the standard action attack becomes 200 ft. The wielder can speak a command word to activate wall of ice 1/day at a caster level equal to the wielder’s HD. The wielder has a constant water walk effect as water freezes around his feet.

When the Bracer of Water is worn with the sword, it becomes a + 5 keen frostbrand. At the wielder’s option (a nonaction determined at the beginning of his turn), all damage dealt by the sword can be cold damage. As a standard action it can fire a blast of frost that deals 2d6 + 2 cold damage per level with a range of 300 ft. 1/day as a 1 round action it can turn the area within 100 ft. into fimbul-blizzard that remains for 2d6 rounds. (This can be disrupted as a 9th level spell, a wielder can make a CMB or concentration check to maintain. The wielder is immune to the effects of the weather, the wielder’s allies are not.) The wielder can speak the command word to activate wall of ice 3/day. The wielder can speak a command word to activate polar midnight 1/day at a caster level equal to the wielder’s HD.

Fimbul Blizzard Hail and heavy snow falls in the area, while the temperature drops below freezing. Creatures take 10d6 physical damage from falling hail, 10d6 cold damage and 1d4 Dex damage per round. (Fortitude halves cold damage, negates Dex damage)

Wielded by Grey Roberts, the Crystal Sword of Water operates at caster level 15th with a save DC 25.

Bio:

Grey Roberts

Kain Darkwind's Savage Tide Glabrezubane