About Horatio Flynn
Save Base Ability Misc. Total
Name Weight Cost
+1 Chain Shirt 20 lbs 1,250 GP
Total Weight on Person 27.5 81 GP
Gunsmithing Kit 2 lbs 15 GP
Copy of Captain Pegsworthy's Charts and Maps
In Seaman's Chest:
Crafted for wall: Carved Idol on Frame with Niche for offerings
Naga Poison (Ex) Bite-injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 saves. Each dose if bought retail would cost about 1000gp. – 2/2 doses currently.
Cartridges: 4/ _4_
3/_3_ Pitted Bullets with Reefclaw Poison
Crafted: Flash Powder: 2 pellets.
Crafted: Mini Firework: 10 Total
Crafted: Sail Assault Tool: 2 total.
Purchased: Far Reaching Sight
Remaining Gold 414 GP 5 SP
Indomitable Faith – Faith
You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive.
Benefit: You gain a +1 trait bonus on Will saves.
Log Roller (forest) – Regional
The time you spent leaping between slippery logs as they whirled down the river to market taught you how to keep your footing.
Benefit: You gain a +1 trait bonus on Acrobatics checks and a +1 trait bonus to your CMB when attempting to resist trip attacks.
Ship's Surgeon – Campaign
On a ship, a sailor often has to learn multiple skills, and this rule certainly applies to you. Your father was a woodworker, and you learned your first trade from him. But on your first voyage at sea you quickly found out that a carpenter is often a ship's doctor as well—after all, who knows more about sawing off limbs than someone who saws wood for a living? People are a lot bloodier than wood, that's for sure, but you haven't had many complaints—those sailors who have enjoyed your services are either happy to be alive or dead, and there's old salts who swear the peg legs you for made them are better than the real legs they used to have.
You were between ships in Port Peril, and after stopping for a drink at a tavern called the Formidably Maid, you happened upon a damsel in distress in the alleyway outside. Thinking you could help, you didn't notice the thugs hiding nearby, and they caught you unawares. You've been on enough ships to know a press gang by the blow of the sap on the back of your neck—you just hope whatever ship you end up on needs a surgeon. Although the majority of your equipment was taken away when you were press-ganged, you managed to hang on to a fully stocked healer's kit, and you begin the campaign with it, regardless of your starting circumstances.
Benefit You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.
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.
Weapon Finesse (Combat)
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.
Two-Weapon Fighting: Penalty to use two weapons is reduced to -4/-4. If weapon in off-hand is light, it is reduced to -2/-2.
Point Blank Shot: +1 to hit and damage with ranged weapon if target is within 30 feet.
Quick Draw: You may draw a weapon as a "Free Action" and sheathe the weapon as a "Swift Action".
Background for Character
Where was your character born?
Who raised him?
After his mother died his uncle Donavan took the boy under his hand and had him help work in the lumber yards of the surrounding lands (this is where he gained the trait Log Roller). While not a member of the clergy, Horatio made up his mind to help people and decided to train at an academy to learn to be a doctor. He wanted to have more freedom and explore the lands beyond Sargava, and decided to be a Ship’s Surgeon with his skills.
During his time between semesters he worked with his uncle doing odd jobs as a carpenter when he wasn’t working in the lumber yards (Craft: Carpenter) work to for his education and worked summers as a fisherman to aid in coin (Perception, Profession: Sailor, Swim).
Eventually he graduated his schooling (Healing, Linguistics), went into town and enjoy a few drinks…
What was happening in the region when your character was growing up?
Does your character have any relatives?
What are his long-term goals?
What type of person would be his ideal mate?
Who is his patron deity? Is he a devout worshiper?
Is he a devout member of any nonreligious cause?
Is there any race, creed, alignment, religion or the like against which he is strongly prejudiced?
He loathes slavers privately – but is not formally vocal on his values – yet.
What is his greatest fear?
What is the one task he absolutely refuses to do?
What is your character’s motto or favorite saying?
What is his favorite color?
Describe what he would wear if money were no object?
What is his favorite food? Drink?
What is his favorite animal?
What habits of his friends annoy him most?
What well-known media figure from sports, movies or politics most closely resembles your character?
What would be his theme song?
If his friends were to write his epitaph, what would it be?
What would be his job in modern society?
Gunslinger - Buccaneer (Human)
Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.
Seadog's Gait (Ex): At 1st level, the buccaneer gains Sea Legs as a bonus feat. If she spends 1 grit point, she can ignore difficult terrain until the end of her turn. This replaces the quick clear 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.
Bard – Archeologist
Archaeologist’s Luck (Ex)
Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Gains 4+Charisma Modifier in rounds per day. Gains an additional +2 rounds per level, as “Bardic Performance” standard.
Current Total per day: 4+2+4 = 12.
Bardic Knowledge (Ex)
Clever Explorer (Ex)
Uncanny Dodge (Ex)
Trap Sense (Ex)
Cantrips – 4
Level 1 Spells –
Level 2 Spells -
Gained 1 Hero Point: Hero Point
Current Hero Points: 3 / 3
May now use this special ability 3: 3 times for good social RP.