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Willis Cana Dhum's page

44 posts. Alias of Ender_rpm.

Full Name

Willis Cana Dhum




Gunslinger 1, HP 10, AC 14, Fort 6, Ref 6, Will 1, Init +5, Perc +7










Common, Halfling,


Apprentice Sailor

Strength 10
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 14
Charisma 11

About Willis Cana Dhum

3 ft 2In, 36 pounds, dark hair, green eyes, wiry build, wears hair long to cover cauliflower ear from beatings as a youth. Hands are frequently stained from the fouling and grease of working on the ships big weapons.

Willis was born to a galley slave on the pirate ship Hell-born, and spent most of his youth kicked around by the crew and witnessing the myriad indignities his mother endured. After he attempted to kill the First Mate during one of these outrages, Willis was sold as a galley slave to Red Roger of the Endless Twilight, where the gunnery crew took a liking to the little fellow and taught him the finer points of life on the sea. However, his heart remained bleak at the loss of his mother, even more so when word reached him that the Hell-born had foundered near the Eye of Abednego, presumably with all hands lost. This temper and heart break fueled the events that led to his current situation. One day, he happened upon Red Roger taking indecent liberties with one of the galley slaves, and the next thing he remembers is standing over the Captains bloody body, smoking pistol in his hand. Willis and the galley maid, Una, fled on the Twilight's skiff, but she died in a storm that ended with Willis washing up near Port Peril, with nothing but sea salted rags, a small bag of gold (hidden in an uncomfortable place), and the Captains pistol.

Racial adjustments:
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Low Blow: Some halflings train extensively in how to attack larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces the keen senses racial trait.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Class features:
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.

Bonus: Gunsmithing
1st level: Rapid Reload (Pistol)

Benefit: The time required for you to reload your chosen type of weapon is reduced to a move action (for heavy crossbow or one-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.

Besmara’s Blessing: You were born aboard
a ship at sea or down by the docks in a port city on an
auspicious day. Old salts and sea dogs nod knowingly
and say that Besmara the Pirate Queen, goddess of piracy,
sea monsters, and strife, has marked you for a greater
destiny. You don’t know anything about that, but you’ve
always felt more at home on the sea than on land, and
your keen eyes can easily pick out a sail on the distant
horizon. You gain a +1 trait bonus on Perception
and Profession (sailor) checks. In addition,
once per week you can reroll a Profession
(sailor) check and take the higher result (you
must announce that you are using this ability before the
results of the check are known).

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Acrobatics 4 +3 + 2= 9
Climb 4 +0 +2 = 6
Know(Engineer)4 +2= 6
Perception 4 +1 +2= 7
Prof (Sailor)4 +2+1 =7
Swim 4+0= 4
Stealth= 0+2+3= 5

Fort 2+2 +1= 5
Ref 2 +3 +1 = 6
Will 0+1 =1 (+3 vs Fear)

Combat stats:

Speed: 20
Init: +5
AC: 14 (10 +3 Dex, +1 Small), Touch: 14
CMB: +1 (BAB) +0 (Str)-1 (Small)= 0
CMD:+1 (BAB) + 3(Dex) -1 (Small)= 3
HP: 11
Attacks: Pistol +5 (+1 BAB +3 Dex +1 Small), 20', 1d6, x4, Misfire on 1

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