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gobo horde- I am fine with this, I never liked how limited unarmed strikes were. Though if you want to consider the brawler ACG class you may find it suits your needs well enough.
Bobson-
your image

Azten |

I loved the Underdark game I was in, so underground can be really fun.
Let's go burn Ched Nasad again, my brothers! Show those weakling Duegers how it's done! :D

Otm-Shank |

Cool, what sort of session are you thinking? Other campaigns I'm in have had good results with a tavern scene where everyone chats and gets to know each other.
Or were you thinking more of a combat sort of thing? Or do both and have a bar fight? :P
My character is pretty much finished, all that remains is to set up an alias and get some time to properly write up the backstory I've been working on.
When were you hoping to get the test session underway?

Bobson |

Bobson-
your image
That's an easy one to pick a class for. Dwarven Foehammer. Now, to actually stat and background him...

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rorek55 while I thank you for this awesome image. I think while I'll post my build I just don't think I'm going to join in the game. Thanks for this awesome character building exercise and good luck to those who get in.
Male Human Gunslinger 5/Inquisitor (Infiltrator) of Brigh 2
NG Medium humanoid (human)
Init +10; Senses Perception +13
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Defense
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AC 21, touch 16, flat-footed 15 (+5 armor, +5 Dex, +1 dodge)
hp 74 (5d10+2d8+8)
Fort +8, Ref +9, Will +7; +2 vs. abilities that detect lies or force the truth, +2 trait bonus vs. curse, fear, and emotion effects while wielding a firearm, +2 trait bonus vs. charm and compulson
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Offense
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Speed 30 ft.
Ranged +1 pistol +13 (1d8+6/×4) and
musket +11 (1d12/×4)
Special Attacks artificer's touch, bane
Spell-Like Abilities (CL 7th; concentration +7)
At will—detect alignment
Inquisitor (Infiltrator) Spells Known (CL 2nd; concentration +5):
1st (3/day)—know the enemy, longshot, true strike
0 (at will)—brand (DC 13), detect magic, detect poison, guidance, sift
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Statistics
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Str 10, Dex 21, Con 13, Int 12, Wis 16, Cha 10
Base Atk +6; CMB +6; CMD 22
Feats Gunsmithing, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Snap Shot, Target of Opportunity, Weapon Focus (pistol)
Traits birthmark, black powder fortune
Skills Acrobatics +15, Bluff +3, Climb +4, Diplomacy +11, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +13, Sense Motive +11, Stealth +15, Survival +7, Swim +4
Languages Aklo, Common
SQ deed: deadeye, deed: gunslinger initiative, deed: gunslinger's dodge, deed: pistol-whip, deed: quick clear, deed: utility shot, domains (artifice), forbidden lore, grit, gun training, judgement 1/day), misdirection, necessary lies
Combat Gear potion of cure light wounds (2), potion of reloading hands; Other Gear +1 mithral chain shirt, +1 pistol, black powder, firearm bullet (100), musket, bane baldric, belt of incredible dexterity +2, endless bandolier, bedroll, belt pouch, flint and steel, gunsmith's kit, mess kit, powder horn, rope, torch (5), trail rations (5), waterskin, 114 gp
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Special Abilities
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Artificer's Touch (1d6+1) (6/day) (Sp) Melee touch attack deals 1d6+1 damage to objects or constructs, bypassing 2 hardness.
Bane (+2 / 2d6) (7 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Birthmark +2 save vs. charm & compulsion
Black Powder Fortune When wielding a firearm, +2 to saves vs. curse, fear, and emotion effects.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training +5 (Pistol) (Ex) On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Inquisitor (Infiltrator) Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Misdirection (True Neutral) (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies +2 (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Potion of reloading hands Add this item to create a potion of a chosen spell.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
Pic Here

Azten |

rorek55 while I thank you for this awesome image. I think while I'll post my build I just don't think I'm going to join in the game. Thanks for this awesome character building exercise and good luck to those who get in.
** spoiler omitted **...
Aww, I like the pic you got the best out of both threads. Good luck gaming in the future. :)

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Selection announcement!!!
I will select the players based on
how well there fluff matches the image and how creative it is.
- how well there crunch matches the image
- how well they play the character created.
I will be selecting 8, yes that's right 8. I wish I could do more but 8 may be to many as is.
Hp-max HD

Balgrim Forgesworn |

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Ok...just a little background on the Mysterious Stranger known mostly by the name Shadowhunter:
He knew he was different, and towered over his father when he learned he wasn't a dwarf...but he was one in spirit. He worked hard at the family business, learning the mysteries of gunsmithing as he could when the centaur bandit lord Hekiah and his band attacked. The dwarves put up a fierce fight, but were losing against both numbers and mobility.
Paldrick was hidden away in the dungeons of the dwarven keep by his adopted father...and when he came out, the fighting was over. They'd taken the firearms, of course, but the tools were there, among the bodies of his slaughtered clan, and an almost equal number of horse-men.
After doing his best to show respect for his fallen clan by giving them proper burials, Paldrick got to work, building the best pistol and rifle he could...and, swearing vengeance on Hekiah (also known as Blackmane) and any that ran with him, Paldrick went out into the world and began picking them off...stealthily.
Paldrick is human, but he thinks like a dwarf. The hold was in the hills, and above ground mostly...but it was a dwarven hold from the beginning. Paldrick feels the need for a new clan, but it's painful to him how different he is...so he's found dwarves to protect...and stealthily does precisely that.
Some day, he figures, he can approach them and try to fit in...

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I have some minor stuff to do, but otherwise, here he is...still soft on some of the feats.
PALDRICK GRIMM - SHADOWHUNTER
CR 6
Male Human gunslinger 7
LN medium humanoid (human)
Init +8; Senses Perception +11,
Languages Common, Dwarven
AC 18, touch 14, flat-footed 14
hp 53 (7HD)
Fort +6, Ref +9, Will +5
Speed 30 ft. (6 squares)
Ranged pistol +1 (double-barreled) +12/+7 (1d8+2/x4), within 30 ft. +13/+8 (1d8+2)
Melee sword +1 (short/cold iron) +9 (1d6+1/19-20)
Ranged musket +1 (double-barreled) +12/+7 (1d12+2/x4), within 30 ft. +13/+8 (1d12+2)
Face 5 ft. Reach 5 ft.
Base Atk +7; CMB +8; CMD 22
Atk Options Deadly Aim, Rapid Shot, Abilities Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 18
Special Qualities Bleeding Wound, Bonus Feats, Bonus Grit (7x), Cheat Death, Deadeye, Dead Shot, Death's Shot, Deeds, Deeds, Dual Talent, Evasive, Expert Loading, Focused Aim, Grit, Gunslinger's Dodge, Gunslinger Initiative, Gunsmith, Lightning Reload, Lucky, Menacing Shot, Pistol-Whip, Slinger's Luck, Startling Shot, Stranger's Fortune, Stunning Shot, Targeting, Utility Shot, , , , , , ,
Feats Armor Proficiency, Light, Deadly Aim, Exotic Weapon Proficiency (Firearms), Gunsmithing, Improved Initiative, Martial Weapon Proficiency, Point-Blank Shot, Precise Shot, Rapid Shot, Simple Weapon Proficiency
Skills Acrobatics +4, Appraise +1, Bluff +4, Climb +1, Craft (Alchemy) +11, Craft (Untrained) +1, Diplomacy +4, Disguise +4, Escape Artist +4, Fly +4, Heal +1, Intimidate +14, Perception +11, Perform (Untrained) +4, Ride +4, Sense Motive +1, Stealth +15, Stealth (In hilly or rocky areas) +16, Survival +11, Swim +1,
Possessions amulet of natural armor +1; sword +1 (short/cold iron); lamellar cuirass +1; outfit (traveler's); far-reaching sight; Pistol +1 (Double-Barreled) ; Musket +1 (Double-Barreled) ; Adopted You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race.
Adoptive Parentage (Dwarf) You were adopted and raised by dwarves.
Bleeding Wound (Ex) At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger's Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger's choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
Bonus Feats At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.
Bonus Grit (7x) Gunslinger: Add +1/4 to the number of grit points in the gunslinger's grit pool.
Cheat Death (Ex) At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point.
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.
Dead Shot (Ex) At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, sheshoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7thlevel gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus ?5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
Death's Shot (Ex) At 19th level, when the gunslinger scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the gunslinger's level + the gunslinger's Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting 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.
Deeds A mysterious stranger swaps a pair of deeds for the following.
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Dwarf
Evasive (Ex) At 15th level, when the gunslinger has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her gunslinger level as her rogue level for improved uncanny dodge.
Expert Loading (Ex) At 11th level, whenever the gunslinger rolls a misfire with a gun that has the broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.
Focused Aim (Ex) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed.
Grit (Ex) A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the gunslinger's grit class feature.
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.
Gunslinger Initiative (Ex) At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
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.
Highlander (hills or mountains) You were born and raised in rugged badlands or hills, and you've become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Lightning Reload (Ex) At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.
Lucky (Ex) Starting at 2nd level, a mysterious stranger gains a +1 luck bonus on Will saving throws. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level). This ability replaces nimble.
Menacing Shot (Ex) At 15th level, the gunslinger can spend 1 grit point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the gunslinger's level + the gunslinger's Wisdom modifier.
Pistol-Whip (Ex) At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and twohanded firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/?2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Slinger's Luck (Ex) At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower. The deed's cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.
Startling Shot (Ex) At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.
Stranger's Fortune (Ex) Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action. This ability replaces gun training.
Stunning Shot (Ex) At 19th level, when a gunslinger hits a creature, she can spend 2 grit points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the gunslinger's level + the gunslinger's Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.
Targeting (Ex)
At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
Arms - On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head - On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs - On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso - Targeting the torso threatens a critical on a 19�20.
Wings - On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Tunnel Fighter Caves and tunnels are a second home to you. While underground, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).
Utility Shot (Ex)
At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.
Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally

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Ok...after some more thinking...

Jubal Breakbottle |

Jubal breakbottle-
your image
Billy, I really appreciate the image. It's awesome. I've got a dwarven ranger giant killer build for the arctic. I've even got a backstory of which I would be proud. Unfortunately, I've bitten off more than I can chew gaming wise, because I'm delaying the games that I'm running. I apologize for taking a great picture from someone else. Thanks.

Balgrim Forgesworn |

Wow, so the writing of Balgrim's backstory kind of got away from me. I think it is finally tentatively finished though. I might make a few small alterations here and there or add a little to the end about tracking the orcs down. As well as maybe adding something to tie him in if he's selected for the campaign and we know more about it's start.
But for now I need to head out for the evening. I hope you enjoy what I have put together. I think he captures the my image nicely.
Let me know if you have any thoughts/comments!

Bobson |

As always (at least since it came out), I've taken a randomly generated background and adapted it. Here's what I rolled, although I got started late enough that I don't think I can form this into a story (even with replacing the out-of-place "left to die"). It was a busier day than anticipated.
Homeland: 1d100 ⇒ 95 -> Non-dwarven city or metropolis (Brewmaster, Vagabond Child)
Parents: 1d100 ⇒ 16 -> Both alive
Siblings: 1d100 ⇒ 65 -> Biological siblings: 1d4 ⇒ 4 (Kin Guardian)
Birth: 1d100 ⇒ 94 -> Left to die (Courageous, Savage, Arisen(feat))
Parent's Profession: 1d100 ⇒ 36 -> Sailors (Worldly)
Major event: 1d100 ⇒ 43 -> First Kill (Killer, Innocent Blood(feat))
Background: 1d100 ⇒ 54 -> Knighted (Influence)
Associates: 1d100 ⇒ 27 -> The Lover (Charming, True Love(feat))
Conflict: 1d12 ⇒ 11 -> Malign Associates (4 cp)
Subject: 1d20 ⇒ 14 -> Close Friend
Motivation: 1d8 ⇒ 7 -> Hatred or Malice (4 cp)
Relationships: 1d12 ⇒ 10 -> Current Lover
Birth (rerolling): 1d100 ⇒ 61 -> Middle-Class Birth (Artisan, Merchant)
If I come up with something in the morning, yay. Otherwise, I guess I'll have to miss the deadline.