About Meridian Anterian
Hit Dice: 6d10+12
Hit Points: 54 Current: 54
Initiative: +8 =4(dex) +2(reactionary) +2(when having 1 or more grit)
Armor Class: 20 =10(base) +4(Dex) +1(dodge) +3(studded leather armor) +2(nimble)
Touch AC: 16
Flat-Footed AC: 13 (not flat-footed when unaware)
Senses: +10 Perception, Darkvision 60ft.
Fortitude: 8 =5(class)+2(con) +1(resistance)
Gunsmith: A musket master must take a musket when she chooses a battered firearm at 1st level. 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: 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.
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.
Rapid Reloader: At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.
Nimble: Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Musket Training (Ex): Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a musket master never misfires with a two-handed firearm. This replaces gun training 1, 2, 3, and 4.
Tiefling Racial Abilities:
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Trait: Reactionary (+2 to initiative)
Trait: Defensive Strategist (Torag, You are not flat-footed when you are an unaware combatant. This includes a surprise round that you don’t get to act in, and before you get to act at the start of a battle)
+13 Acrobatics: 6(ranks) +4(dex) +3(class)
+0 Bluff: 0(ranks) +0(chr)
+1 Climb: 0(ranks) +1(str)
+10 Craft (Alchemy): 5(ranks) +2(int) +3(class)
+6 Handle Animal: 3(ranks) +0(chr) +3 (class)
+10 Heal: 6(ranks) +1(wis) +3(class)
+0 Intimidate: 0(ranks) +0(chr)
+9 Knowledge (Local): 5(ranks) +1(int) +3(class)
+10 Perception: 6(ranks) +1(Wis) +3(class)
+10 Ride: 3(ranks) +4(dex) +3(class)
+11 Sleight of Hand: 4(ranks) +4(dex) +3(class)
+10 Survival: 6(ranks) +1(wis) +3(class)
+1 Swim: 0(ranks) +1(str)
Worn/Carried: (Total Weight: 49 lbs)
Worn/Carried by Light Warhorse: (Total Weight: 41 lbs)
Worn/Carried by Light Packhorse: (Total Weight: 115 lbs)
Meridian’s true heritage did not show itself until he was six. Until then he was a typical child, loved by his family. Then came the nightmares, the rages, and finally, the fever. His teeth were the first to change; he grew fangs, and his teeth became silvery and as hard and sharp as steel. Then one morning his skin grew flushed and so hot his parents were sure he would die, but when the heat faded, his newly crimson skin did not grow pale once more. When his tiny horns and his tail grew, his parents called for the priests.
Fearing corruption, the family sent for a priest of Torag. The priest performed an exorcism, and when that failed to return the boy to the sweet, normal child he had been, it was decided that a monastic life was the only hope for his soul. The priest took the boy to the Forge of Silence.
Growing up among priests who had all taken vows of silence would have been easy enough, save that they all seemed to try to find reasons to punish him. Further, he was not allowed to learn the arts of the smith, as they did not want his fiendish heritage corrupting the sacred places. Surrounded by craftsmen, knowing that to make something with his own hands was the mark of a good man, and not being allowed to use the tools was a punishment.
Unable to keep his hands still, Meridian took a broken and battered, double-barreled musket from the scrap room. All of the priests had tried to fix the broken thing, and so decided it was of no consequence if he tinkered with it as long as it would keep him from trying to get into the forges.
With improvised tools made from scraps and trash, and many long years bent over the ancient weapon, Meridian finally managed to coax it into a semblance of working order. Sure that he was about to kill himself when the scrap exploded, the priests gave him some black powder and two lead bullets. When the musket fired and Meridian was unharmed, the priests examined the weapon, but none of them could make it function. He was accused of using dark arts to make the weapon fire, and was cast out of the Forge of Silence.
Though he was cast out, he has remained faithful to what little he learned of Torag’s word, and tries to resist the malicious whispers that plague him in the night. Meridian is a man of few words, but those few can be counted upon.