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<blockquote data-quote="synecdoche" data-source="post: 2029812" data-attributes="member: 11977"><p><strong>Jean (John) D'Artois</strong></p><p></p><p>Jean (John) D'Artois was an infantryman who barely survived the War Between the States after his unit fell prey to a Union batallion during Sherman's march to the sea. D'Artois was one of the few survivors. Devestated, he deserted and returned home to Ferriday, Louisiana, and lived on his family plantation for a while. However, he could not stay put for long-- everywhere he turned were reminders of the war. Finally he decided to head west, looking for a new start.</p><p></p><p>But D'Artois was changed. His experience in the war had left him bitter. He sunk into a life of drinking and gambling, and there was plenty of that out west. Now he drifts from town to town, looking for just enough money to make it to the next poker table.</p><p></p><p>A gambler type, who is as quick with his gun as he is with his tongue. He can be a true gentleman and is fiercely loyal to those who earn his trust. But, on the other hand, trouble seems to follow him wherever he goes, and so he has earned more than his share of notoriety.</p><p></p><p>He is sometimes referred to as "The Frenchman," though he is not actually French.</p><p></p><p>Charismatic 3 / Maverick 5</p><p></p><p>STR: 10/+0</p><p>DEX: 16/+3</p><p>CON: 10/+0</p><p>INT: 13/+1</p><p>WIS: 12/+1</p><p>CHA: 18/+4 (+1 at Level 4)</p><p></p><p>GRIT: 42</p><p></p><p>Defense: +18 (10 + [CHA3 +1; MAV5 +4; DEX +3])</p><p>Flat-footed + 15 (10 + [CHA3 +1; MAV5 +4)]</p><p></p><p>Initiative +4</p><p></p><p>BAB +4 (Cha3 +1; Mav5 +3)</p><p>- Melee +4</p><p>- Ranged +7 (Dex +3; Cha3 +1; Mav5 +3)</p><p></p><p>Fort +3</p><p>Reflex +9</p><p>Will +3</p><p></p><p>Reputation: + 4</p><p>AP: 46</p><p>Wealth: +16</p><p></p><p>Allegiances: "Gentleman's code," [still thinking about some more for this guy]</p><p></p><p>Starting Occupation: Idle Rich</p><p>Talents: Charm (CHA Class level [+3] on CHA-based checks vs females)</p><p>Fast Talk (CHA Class level [+3] on bluff, diplomacy, gamble)</p><p></p><p>Class Features:</p><p>Poker Face (+2 when opposed by Sense Motive, Gamble)</p><p>Ace in the Hole (+2 when spending AP)</p><p>Wild Card (CHA Favor: Spend 1AP for favor check)</p><p>Improved Evasion (Evasion for purposes of pre-reqs)</p><p></p><p></p><p></p><p>Reputation +0</p><p>AP 46</p><p>Wealth +10</p><p></p><p>Skills (I am only listing the ones that have non-ability bonuses):</p><p>Bluff+16 (+4 CHA + 10 ranks +2 Deceptive); Disguise+6 (+4CHA +2 Deceptive); Escape Artist +7 (+3 DEX + 4 ranks); Gamble+16 (+1 WIS + 10 ranks + Fast Talk+3; +2 Confident); Gather Info +10 (+4 CHA; +6 ranks); Intimidate+10 (+4 CHA; +4 Ranks; +2 Confident); Perform (Piano)+8 (+4 CHA; +4 ranks); Ride+5 (+3DEX, +2 Ranks); Sense Motive +7 (+1WIS, +6 ranks); Sleight of Hand +13 (+3DEX; +10 ranks); Speak Language (English); Speak Language (French); Spot+10 (+1WIS; 9 ranks)</p><p></p><p>Bonus starting feat: Simple weapons proficiency (I am going off Modern here-- is it changed to personal firearms in S:R?)</p><p></p><p>Feats:</p><p>Card Sharp [2nd level Charismatic bonus]</p><p>Confident [starting]</p><p>Personal Firearms Proficiency [starting]</p><p>Quick draw [3rd level Maverick bonus]</p><p>Quick reload [3rd character level]</p><p>Deceptive [6th character level]</p><p></p><p>Weapons:</p><p>Derringer: Total Attack +7; 2d6 damage; Crit 20; 10ft Range; 1lb; ballistic; tiny.</p><p>Knife: Total Attack +3; 1d4 damage; Crit 19-20; 10ft Range; 1lb; piercing; tiny.</p><p>Colt Thunderer~ Caliber .41 C, Dam 2d6, Crit 20, Range 30, ROF S, Mag 6 cyl, Size M, Whgt 2.5, Purchase DC 16, $28</p><p></p><p>Animals:</p><p>[Need to get a horse, too!]</p><p></p><p>Equipment:</p><p>Formal suit</p><p>Derringer (in boot)</p><p>Knife (concealed holster)</p><p>Colt Thunderer (hip holster)</p><p>Overcoat</p><p>Ammo - 2 cartridges x 50 bullets for Colt; 1 bullet in derringer</p><p>Silver cross necklace</p><p>Gold pocket watch</p><p>Deck of cards</p><p>Reading spectacles</p><p>Hip flask w/ bourbon</p><p>Fancy boots</p><p>Hat</p><p>Silver shot glass</p></blockquote><p></p>
[QUOTE="synecdoche, post: 2029812, member: 11977"] [b]Jean (John) D'Artois[/b] Jean (John) D'Artois was an infantryman who barely survived the War Between the States after his unit fell prey to a Union batallion during Sherman's march to the sea. D'Artois was one of the few survivors. Devestated, he deserted and returned home to Ferriday, Louisiana, and lived on his family plantation for a while. However, he could not stay put for long-- everywhere he turned were reminders of the war. Finally he decided to head west, looking for a new start. But D'Artois was changed. His experience in the war had left him bitter. He sunk into a life of drinking and gambling, and there was plenty of that out west. Now he drifts from town to town, looking for just enough money to make it to the next poker table. A gambler type, who is as quick with his gun as he is with his tongue. He can be a true gentleman and is fiercely loyal to those who earn his trust. But, on the other hand, trouble seems to follow him wherever he goes, and so he has earned more than his share of notoriety. He is sometimes referred to as "The Frenchman," though he is not actually French. Charismatic 3 / Maverick 5 STR: 10/+0 DEX: 16/+3 CON: 10/+0 INT: 13/+1 WIS: 12/+1 CHA: 18/+4 (+1 at Level 4) GRIT: 42 Defense: +18 (10 + [CHA3 +1; MAV5 +4; DEX +3]) Flat-footed + 15 (10 + [CHA3 +1; MAV5 +4)] Initiative +4 BAB +4 (Cha3 +1; Mav5 +3) - Melee +4 - Ranged +7 (Dex +3; Cha3 +1; Mav5 +3) Fort +3 Reflex +9 Will +3 Reputation: + 4 AP: 46 Wealth: +16 Allegiances: "Gentleman's code," [still thinking about some more for this guy] Starting Occupation: Idle Rich Talents: Charm (CHA Class level [+3] on CHA-based checks vs females) Fast Talk (CHA Class level [+3] on bluff, diplomacy, gamble) Class Features: Poker Face (+2 when opposed by Sense Motive, Gamble) Ace in the Hole (+2 when spending AP) Wild Card (CHA Favor: Spend 1AP for favor check) Improved Evasion (Evasion for purposes of pre-reqs) Reputation +0 AP 46 Wealth +10 Skills (I am only listing the ones that have non-ability bonuses): Bluff+16 (+4 CHA + 10 ranks +2 Deceptive); Disguise+6 (+4CHA +2 Deceptive); Escape Artist +7 (+3 DEX + 4 ranks); Gamble+16 (+1 WIS + 10 ranks + Fast Talk+3; +2 Confident); Gather Info +10 (+4 CHA; +6 ranks); Intimidate+10 (+4 CHA; +4 Ranks; +2 Confident); Perform (Piano)+8 (+4 CHA; +4 ranks); Ride+5 (+3DEX, +2 Ranks); Sense Motive +7 (+1WIS, +6 ranks); Sleight of Hand +13 (+3DEX; +10 ranks); Speak Language (English); Speak Language (French); Spot+10 (+1WIS; 9 ranks) Bonus starting feat: Simple weapons proficiency (I am going off Modern here-- is it changed to personal firearms in S:R?) Feats: Card Sharp [2nd level Charismatic bonus] Confident [starting] Personal Firearms Proficiency [starting] Quick draw [3rd level Maverick bonus] Quick reload [3rd character level] Deceptive [6th character level] Weapons: Derringer: Total Attack +7; 2d6 damage; Crit 20; 10ft Range; 1lb; ballistic; tiny. Knife: Total Attack +3; 1d4 damage; Crit 19-20; 10ft Range; 1lb; piercing; tiny. Colt Thunderer~ Caliber .41 C, Dam 2d6, Crit 20, Range 30, ROF S, Mag 6 cyl, Size M, Whgt 2.5, Purchase DC 16, $28 Animals: [Need to get a horse, too!] Equipment: Formal suit Derringer (in boot) Knife (concealed holster) Colt Thunderer (hip holster) Overcoat Ammo - 2 cartridges x 50 bullets for Colt; 1 bullet in derringer Silver cross necklace Gold pocket watch Deck of cards Reading spectacles Hip flask w/ bourbon Fancy boots Hat Silver shot glass [/QUOTE]
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