Shieldmarshal

Baxter 'Basher' Ames's page

70 posts. Alias of Ptolmaeus Arvenus.


Full Name

Baxter 'Basher' Ames

Classes/Levels

Gunslinger (Siege Gunner) / Slayer 3 | HP 34 / 39 | Grit: 3/3 | AC 17 (T 14/FF 13)|CMB 3; CMD 17 | Fort +5, Ref +7, Will +2 | Init +4, Perception 6, Sense motive 6 , Stealth 10

Gender

Male

Size

M

Age

27

Alignment

NG

Languages

Common, English, French, Ignan, Terran

Occupation

Architect, Civil and Mechanical Engineer... and violent mercenary

Strength 10
Dexterity 18
Constitution 14
Intelligence 16
Wisdom 10
Charisma 10

About Baxter 'Basher' Ames

Baxter 'Basher' Ames
Human Gunslinger (Siege Gunner) / Slayer 3
NG Medium humanoid (human)
Init +4; Senses Perception +6
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 39 (3d10+9)
Fort +5, Ref +7, Will +2
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Offense
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Speed 30 ft.
Melee Dagger +3, 1d4, 19-20x2
Ranged Shotgun (Single Barrel), +7, 1d8, 35ft cone, Slug: 20ft
Misfire: 1
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Statistics
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Str 10, Dex 18, Con 14, Int 16, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 17
Feats Precise Shot, Skill Focus (Intimidate), Gunsmithing, Rapid Reload, Deadly Aim
Traits Bruising Intellect, Indomitable Faith, Paranoid, Larger than Life
Skills Acrobatics 10, Bluff: 6, Craft (Alchemy): 9, Craft (Mechanics): 9, Disguise: 6, Intimidate: 12, Knowledge (Local): 9, Knowledge (Engineering): 10, Perception: 6, Sense Motive: 6, Stealth: 10, Survival: 6
Languages Common, OPEN, OPEN, OPEN
SQ Studied Target, Track, Slayer Talents: Ranger Combat Style (Archery), Sneak Attack, Gunsmith, Grit, Targeted Blast, Gunslinger's Dodge, Quick Clear, Scattershot, Pistol Whip, Utility Shot Engineer Training
Other Gear Metal Cartridges (Shot) x29, Metal Cartridges (Slugs) x27, Studded Leather Armor, Gunsmith's Kit, 8 gp

Abilities:
Bruising Intellect Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Deadly Aim You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. 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.

Engineer Training A siege gunner is trained in all aspects of siegecraft, including the workings of siege engines and knowledge of the structures that are often the target of their assaults. Starting at 2nd level, a siege gunner gains a bonus on Knowledge (engineering) checks equal to 1/2 her gunslinger level.

GritA gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s 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 (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 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.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

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 gunslinger’s character level to 0 or fewer hit points does not restore any grit.

A siege gunner relies less on luck and intuition and more on cold calculation and wit. The number of grit points a siege gunner gains each day and her maximum grit are based on the siege gunner's Intelligence modifier rather than her Wisdom modifier.

Gunslinger's Dodge 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.

GunsmithAt 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Gunsmithing 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.

Indomitable Faith You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Larger than Life You wield firearms with truly terrifying menace. When you use the Intimidate skill on a creature while wielding a firearm, you are considered one size category larger than your actual size.

Paranoid You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Pistol Whip At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. 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.

Precise Shot You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Quick Clear At 1st level, as a standard action, the gunslinger 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.

Ranger Combat Style The slayer selects a ranger combat style (such as archery or two-weapon combat) and gains a combat feat from the first feat list of that style. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. At 6th level, he may select this talent again and add the 6th-level ranger combat feats from his chosen style to the list. At 10th level, he may select this talent again and add the 10th-level ranger combat feats from his chosen style to the list.

Rapid Reload The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Skill Focus (Intimidate) 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.

Scattershot At 3rd level, if the siege gunner has at least 1 grit point, she can increase the effectiveness of scattering shots from hand-held firearms and blast shots from siege engines. The cone radius of scattering shots or blast shots increases by 5 feet for every three levels the siege gunner possesses (to a maximum of 30 feet at 18th level).

Slayer Talents As a slayer gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level and every 2 levels thereafter, a slayer gains one slayer talent. Unless otherwise noted, a slayer cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a slayer's sneak attack. Only one of these talents can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.

Sneak AttackAt 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer cannot use sneak attack while striking a creature with concealment.

Studied Target A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack and damage rolls, as well as the bonus to slayer ability DCs against a studied, target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place.

At 7th level, a slayer can study an opponent as a move or swift action.

Targeted Blast At 1st level, when using a firearm or siege engine that targets an area rather than a specific creature, the siege gunner can spend 1 grit point to focus the brunt of the blast on a single creature within the target area. The target creature takes 1 additional point of damage for each level the siege gunner possesses. This is precision damage and is not multiplied on a critical hit. At 5th level and for every 5 levels the siege gunner possesses beyond that, she can select an additional creature to target with this bonus damage. Targets must be selected before any attack rolls or saving throws are made.

Track A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Utility Shot At 3rd level, 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.

Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. 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 and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.

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.

My Version

Medium
Initiative: 4
Land Speed: 30ft
Non-Lethal Damage:
Status Effects:
Health: 39/39
Grit: 3/3

Defense:
AC: 17
Touch: 14
Flat-Footed: 13
Fort: 5
Ref: 7
Will: 2
CMD: 17

Offense:
BAB: 3
CMB: 3

Weapons:
Shotgun (Single Barrel)
Attack: +7
-Deadly Aim: +6
Damage: 1d8
-Deadly Aim: 1d8+2
Range: 35ft cone
-Slug: 20ft
Misfire: 1

Ammo:
-Pellet: 29
-Slug: 27

Skills:
(Class+Bonus+Ranks+Misc)
Acrobatics: 10 (3+4+3)
Bluff: 6 (3+0+3)
Craft (Alchemy): 9 (3+3+3)
Craft (Mechanics): 9 (3+3+3)
Disguise: 6 (3+0+3)
Intimidate: 12 (3+3+3+3)
-Counted as Large when wielding a gun
Knowledge (Local): 9 (3+3+3)
Knowledge (Engineering): 10 (3+3+3+1)
Perception: 6 (3+0+3)
Sense Motive: 6 (3+0+3)
Stealth: 10 (3+4+3)
Survival: 6 (3+0+3)
-Tracking: 7

Sundry Items:

Gold: 8

Studded Leather
AC: +3
Max Dex: +5
AC Penalty: -1

Dagger
Gunsmith's Kit

Abilities:
Class Abilities:
Slayer:
-Studied Target: +1 Bluff, Knowledge, Perception, Sense Motive, Survival, weapon attack and damage and Slayer DCs. If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). Move Action, only one
-Track
-Slayer Talents:
--Ranger Combat Style (Archery)
-Sneak Attack: 1d6

Gunslinger:
-Gunsmith
-Grit: Uses intelligence, regained from critical hits with firearms or killing blows.
-Deeds:
--Targeted Blast: Area weapon, 1 grit, additional damage equal to level to one target in it.
--Gunslinger's Dodge
--Quick Clear
--Scattershot: At least 1 grit, Increase scatter cone by 5 feet
--Pistol Whip
--Utility Shot
-Engineer Training: 1/2 level to knowledge engineering checks

Traits:
Bruising Intellect: Use Int instead of Cha to intimidate
Indomitable Faith: +1 to Will Saves
Paranoid: DC 15 to aid another
Larger than Life: Count as one size larger when intimidating while wielding a firearm.

Racial:
Focussed Study
Bonus Skill Rank

Feats:
1st:
-Level: Precise Shot
-Focussed Study: Skill Focus (Intimidate)
-Bonus: Gunsmithing
2nd:
-Talent: Combat Style (Archery: Rapid Reload)
3rd:
-Level: Deadly Aim

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4th
-Bonus: Siege Engineer
-Talent: Weapon Training
5th
-Level: Point-Blank Shot
6th
-Talent: Combat Style (Archery: Point-Blank Master)
7th
-Level: Dazzling Display
8th
-Bonus: Master Siege Engineer
-Focussed Study: Skill Focus (Stealth)
9th
-Level: Shatter Defenses
10th
-Talent: Combat Style (Archery: Improved Precise Shot)
11th
-Level: Improved Critical
12th
-Talent: Assassinate
-Bonus: Rapid Shot
13th
-Level: Signature Deed
14th
-Talent: Combat Trick (Snap Shot)
15th
-Level: Improved Snap Shot
16th
-Talent: Terrain Mastery (Urban)
-Bonus: Combat Reflexes
-Focussed Study: Skill Focus (Bluff)
17th
-Level: Greater Snap Shot
18th
-Talent: Terrain Mastery (Underground)
19th
-Level: Dodge
20th
-Talent: Slayer Camouflage
-Bonus: False Opening

Basher:
Not many would suspect Mr. Ames of being a ruthless and incorrigible vigilante and mercenary. He is friendly, but not exactly the most well spoke, and seems entirely content amongst his his floor plans and blueprints. Sure Abal's usually handles more violent affairs but problems are problems and freelancers are freelancers so it would make sense that they have a few of the more mundane troubleshooters on call. Of course, when the Auralis sewers were infested with those things last year, he was the first to pick up his gun and go slogging through the muck to burn out their nests. Then there was the... incident with the giants the year before which most people still gossip about. Who knew a cannon load of grapeshot could do that to a giant's face?

You see, what a few and generally unfortunate people know is that when Mr. Ames picks up his gun, a worrying change comes over the man. Many have described the effect as having something terrible looming over you in the night. People often underestimate the terror a firearm can suggest. The sound. The smell. The terrible damage. Mr. Ames knows all too well.

You see, Mr. Ames is from elsewhere, and elsewhen. Science permeated the lands as opposed to magic. His interest started innocently enough, his brother, who was somewhat... touched, had a hard time communicating. The rules that governed basic electronics and chemistry gave the Ames boys something to do and a way to bond. Hobby soon turned to career as he joined a military science program.

It was not until he received his last project with them that things began going out of control. The project was to develop a weapon and so they did. Terrible weapons had already been wrought by science in this world but this would be the first of its kind. Powerful, clean, sudden, inescapable, it was everything a conscientious warmonger could dream of. There was not even a flash, simply a sudden void as matter was reduced to inconsequential particles. Unfortunately, a miscalculation placed the observation bunker inside the weapon's effect.

Mr. Ames, or Basher as many of his comrades know him as, woke on the outer rim of Auralis, clinging to a piece of what had once been the observation bunker. Trapped in a new land with his only route home prohibitively expensive, he fell back on two things. The first was his sciences, hocking half-remembered blueprints and designing buildings with innovative architecture turned out to only be enough to keep him fed. He first came into the employ of Remei when she needed some one to design and manufacture a nonmagical shaped charge for breaching. After what Basher only calls 'The Night of a Thousand Pastries' in a strained and traumatized voice, he ended up with more than a simple commission.

He knew he could turn his other skill, violence, into profit. His time with the military meant he had to learn his way around a gun. He was not a great shot and had never actually had to use the skill until now.