Wyrm Sniper

Gorin Ironblind's page

12 posts. Alias of DarkestHeart.


Full Name

Gorin Ironblind

Race

Dwarf

Classes/Levels

Hp 11 [ 11 ] / AC 16 (FF 13 / T 13 / Fort +3 - Ref +5 - Will +4

Gender

Male

Size

Medium

Age

79

Special Abilities

Grit 4/Day

Alignment

CN

Deity

Torag

Location

Numeria

Languages

Common, Dwarven, Hallit

Occupation

Smith

Strength 10
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 18
Charisma 8

About Gorin Ironblind

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Race Dwarf
Gender Male
Age 79
Alignment CN
Class Musket Master Gunslinger / Level 1
Init +3; Senses Perception +8, Survival +8
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BUFFS AND CONSUMABLES
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Bullets- 15
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DEFENSE
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AC 16, touch 13,flat-footed 13
(+3 Armor, +3 Dex)
Hp 11 Temp hp []
Fort +3, Ref +5, Will +4
Modifiers-
Fort- +4 versus Poison / +4 versus Alcohol / +2 versus Drugs
Will- +2 verus Fear and Emotion based saves.
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OFFENSE
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Speed 20ft
Melee
Dagger +1 (1d4/19-20x2)
Heavy Flail +1 (1d10/19-20x2/Disarm&Trip)
Longspear +1 (1d8/x3/Brace&Reach)
Ranged
Musket +4 (1d12/x4/40ft)
Special Attacks
Precise Shot +5 (1d12+1/x4)
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STATISTICS
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Str 10, Dex 16, Con 10, Int 12, Wis 18, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats
Rapid Reload (Muskets/Bonus Feat), Pointblank Shot
Traits
Campaign: Skymetal Smith - You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves. (Dragon Torc)
Equipment: Iron Liver - You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Combat: Armour Expert - When you wear armour of any sort, reduce that suit's armour check penalty by 1, to a minimum check penalty of 0.
Drawbacks
Cruel - Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless.
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SKILLS
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Skills
Acrobatics +7 (+3 Ability, +1 Rank, +3 Class)
Perception +8 (+10) (+4 Ability, +1 Rank, +3 Class, +2 Racial (Unusual Stonework))
Stealth +4 (+3 Ability, +1 Rank)
Survival +8 (+4 Ability, +1 Rank, +3 Class)
Background Skills
Craft (Armour) +7 (+1 Ablity, +1 Rank, +3 Class, +2 Racial)
Craft (Gunsmithing) +7 (+1 Ablity, +1 Rank, +3 Class, +2 Racial)
Languages
Common, Dwarven, Hallit
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SPECIAL QUALITIES
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SQ
Grit (4/Day), Gunsmith, Bonus Feat (Rapid Reload (Muskets)),

Deeds
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.

Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

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.
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RACIAL
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Standard Racial Traits:
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits:
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits:
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits:
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits:
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
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EQUIPMENT AND GOLD
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Combat Gear-
Musket, Heavy Flail, Longspear, Studded Leather Armour,
Gear-
Gunslinger Kit (This includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith's kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin)
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APPEARANCE
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Height 4ft 7
Weight 185lbs
Eye Color Grey
Hair Color Red
Region of Origin Numeria
Deity Torag

Background-
Gorin was born and raised in the town of Torch, born to a weaponsmith and an armour smith. His parents worked the Torch like many other smiths, shaping skymetals with such artistry and skill that it would make the gods themselves weep, and did on one occasion, if his pappys tales could be believed. He learned the art of armour smithing from his mother, it came easy to him, and he flourished at it though he could never come close to her talent.
He worked on his craft for years, till he finally had grown in to adulthood. He earned his spurs as it were, and became a travelling Blacksmith, leaving his family at home and moving out in to the world to learn new skills and tricks.

He spent a couple more years in the military near Lastwall, working as a Smith, learning some combat till he was discharged honorably and sent on his way. His travels took him to the city state of Alkenstar, where he learned a new craft, the ability to make firearms.

He crafted his first weapon, a monstrous long rifle which he named Runedar, Haven in Dwarvish. He learned how to clean and maintain her, how to make the ammo she used and how to tell when she needed to be repaired.

His time in Alkenstar was punctuated with sadness however as a letter from home finally reached him, telling him of his parents passing in a mysterious fire in their home. It was with a heavy heart that he abandoned his new tutelage in the arts of Gunsmithing and returned home to see to their affairs.

He traveled alone, for the most part, till he neared his homeland. He met up with a man by the name of Max Silver, a curious fellow, always taking narcotics and claiming the world was out to get him, or the King was a Kobold or some such thing. Though the man was clearly a little unhinged he was a good soul and Gorin found himself endeared to the poor thing. He agreed to be hired by the man to help him investigate the Cult of some looney Dread God or something, which apparently had taken over Torch. Gorin spends a lot of his time trying to talk Max down, or talking him in circles with logic loops, to occupy the time.

Personality-

Gorin is gruff and blustery but has a good heart deep down. He tries to keep people at a distance but he has a soft spot for the weak and downtrodden, though he has no time for those who work for he evil of the world and will ruthlessly end those who threaten him, his family or his friends.

Physical Appearance-

Gorin bears the marks of many years of hard work with the hammer, sporting the tell tale corded arms and heavy shoulders of a true Dwarven smith. Gorin wears his hair short, cropped to his head to keep it out of his eyes while he shoots.

Gorin wears a heavily repaired but smart and functional set of Studded leather armour, over tough but breathable clothing. Around his neck sits a braided silver torc with a stylized dragon design inlaid in the ends. Atop his head sit a pair of battered goggles.
His hands, arms and torso bear the marks of many burn scars, from his days in the Forge. He sports a large tattoo of the holy symbol of Torag, across his back.

Gorin is rarely seen without a cigar clamped between his teeth.