About Dunn, Son of Absalom
Current HP: 12/12
Fort: +3 (+ 2Base +1Con)
Ref: +5 (+2 Base +3 Dex)
Will: +1 (+0 Base +2 Wis)
AC: 14 (10 +1 Armor +3Dex)
Padded Armor: AC +1 Max Dex: +8 Check Pen: 0 Move: 30ft Weight:10 lbs.
Initiative: +4 (+3Dex, +1Trait)
Speed: 30ft Armored: 30ft
Encumbrance: Light Load:50 lbs. or less Medium Load:51–100 lbs. Heavy Load:101–150 lbs.
The gunslinger's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier + Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
1. Rapid Reload
Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.
Prerequisites: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).
Benefit: 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.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
You know the secrets of repairing and restoring firearms.
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.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.
Gunsmith: At 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.
Grit (Ex): A 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.
Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
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.
Quick Clear (Ex): 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.
Pistol: Atk: +4(+5 up to 30ft.) Dmg:1d8 Crit:x4 Range:20 Misfire (1/5ft or 2/5 with alchemical cartridges) Wgt:4lbs. Type:P/B
Rapier: Atk: +2 Dmg:1d6+1 Crit: 18-20/x2 Range:- Wgt:2lbs. Type:P
Dagger: Atk:+2(+4Thrown) Dmg:1d4+1 Crit:19-20x2 Range:10ft. Wgt:1 lb. Type:P or S
Child of the Streets:
You grew up on the streets of a large city, and as a result you have developed a knack for picking pockets and hiding small objects on your person.
Benefit: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Absalom Hotspur (Absalom)
Benefit: You gain a +1 trait bonus on Initiative checks and Knowledge (local) checks.
2 Fish hooks
1 Week of rations
Journal 1 lb.
Lamp, Common (1 Flask of Oil)2lbs.
Cooking Kit 2 lbs.
Waterproof bag 1/2lb.
Powderhorn(x2 19 Doses 10% listed price 1gp/per)
Bullets (19 10% Listed price 1sp/per) 1 lb./30
Paper Cartridges (10 50% Listed Price 6gp/per)
Padded Armor 10 lbs.
Pistol 4 lbs.
Rapier 2 lbs.
Explorers Outfit 5 lbs.
Total Weight: 46.5lbs.
Dunn grew up on the streets of Absolom. An orphaned boy who spent his youth stealing whatever he needed to get by. Often Dunn would leave the city walls to get away and pretend he was exploring undiscovered wilderness. Known to spend weeks at a time here he honed his skills of living off the wild. It was thus until Dunn picked the wrong pocket. His intended target a Pathfinder by the name of Orrin caught the boy red-handed. Rather than turn him over to the authorities Orrin offered the boy a term of service as his assitant. Dunn took an instant liking to "Old" Orrin and his way of life. The two went on several expeditions together but the most notable was when Orrin was tasked to aid the Grand Dutchy of Alkenstar with unraveling the mystery of an ancient tome. While his mentor spent countless hours in the libraries doing research, Dunn drank in every detail he could about the notorious firearms. During this same period when Dunn was not practicing shooting he was with the alchemist learning all he would need to maintain his wonderous new weapon in any climb or place. It was at the end of this journey that "Old" Orrin, with tears in his eyes told Dunn that his services were no longer required and that he was to return to Absolom and find his own path. Dunn saddened and delighted all at once set sale for Absolom immediately. Straight from the docks he went to the Pathfinder's Lodge and petitioned for membership. It was granted. Dunn anxiously awaits his new assignment to discover the undiscovered and see the world.
Attacking: Early Firearms: When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.
Loading: Early Firearms: Early firearms are muzzle-loaded, requiring bullets or pellets and black powder to be rammed down the muzzle. If an early firearm has multiple barrels, each barrel must be loaded separately. It is a standard action to load each barrel of a one-handed early firearm and a full-round action to load each barrel of a two-handed early firearm.
Alchemical Cartridges: Alchemical Cartridges: An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry.
Paper Cartridge: This simple mix of black powder and either pellets or a bullet increases the misfire value by 1.
Dunn Reloading a Pistol
Dunn stands at 5'10" and weighs 185 lbs. He has a fair complexion and keeps his hair cut short. He is clean shaven most days, and has bright green eyes. He wears clothing befitting an explorer and wears only padded armor over that. On his belt crossways over the front lays his holster and pistol. His ammunition and powder horn close by. He wears sturdy wool breeches and very worn bucket top boots. Often he wears a wide brimmed hat to guard his light skin from the sun.