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About Agfritha DurinsdottirFemale Dwarf Gunslinger (Pistolero) 1
Defense:
-------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 11 (1d10+1) Fort +3, Ref +5, Will +2 Defensive Abilities defensive training; SR 6 -------------------- Offense:
-------------------- Speed 20 ft. Melee Dagger +2 (1d4+1/19-20/x2) and Warhammer +2 (1d8+1/x3) Ranged Pistol +4 (1d8/x4) Special Attacks ancient enmity -------------------- Statistics:
-------------------- Str 13, Dex 16, Con 12, Int 12, Wis 15, Cha 10 Base Atk +1; CMB +2; CMD 15 (15 vs. Bull Rush, 15 vs. Trip) Feats Gunsmithing, Point Blank Shot, Rapid Reload (Musket) Theme Feat The Man With Two Guns Is God Traits Reactionary, Suspicious Skills Acrobatics +7 (+3 jump), Craft (firearms) +5 (+7 on checks related to metal or stone), Knowledge (local) +5, Perception +6, Sense Motive +7, Survival +6; Racial Modifiers craftsman Languages Common, Dwarven, Orc SQ deed: quick clear, deed: steady aim, grit, rock stepper, slow and steady, stability, up close and deadly +1d6 Other Gear Bulette leather, Black powder (10), Dagger, Firearm bullet (10), Pistol, Warhammer, Adventurer's sash (11 @ 17.68 lbs), Artisan's tools (Craft [firearms]), Chalk, Earplugs, Flint and steel, Gunsmith's kit, Powder horn (10 @ 0 lbs), Signal whistle, Waterskin, Whetstone, 29 GP, 1 SP, 4 CP -------------------- Special Abilities:
-------------------- Ancient Enmity +1 Gain a racial bonus to attacks vs Elves. Craftsman +2 on Craft/Profession checks related to metal/stone. Darkvision (60 feet) You can see in the dark (black and white vision only). Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action. 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. Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Earplugs +2 save vs. hearing effects, -5 hearing-based Perception. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm. Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step. Slow and Steady Your base speed is never modified by encumbrance. Spell Resistance (6) You have Spell Resistance. Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground. Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. -------------------- Background:
-------------------- Growing up in the smoke and soot choked city of Trekhom, a monument to the industrialization of the nation of Drakr since the Great Malice, Agfritha was raised to become a master artificer like her father, a gunsmith at one of the many armories in the Drakran capital. With both her parents usually away at the forges, Aggie was largely raised by her elder sister, Cruithne, until she was old enough to begin apprenticing at another armory herself. However shortly afterwards her sister disappeared, seemingly without trace, and her parents were both demoted at the armory. At first her father refused to tell Aggie what was going on, seemingly resigned to the fall in the families' fortunes and Cruithne's disappearance, but after weeks of being shunned by former friends and being followed by strangers on her way about the city, Aggie demanded that he tell her what was happening. With the fatalism of a true Eschatologist, her father finally admitted that her sister had been arrested along with her lover, charged with treason, and shipped off to the mines north of the forge city of Mirsk. Although the charges were obviously trumped up, there was nothing the family could do about it; Aggie would never see her sister again, and would be officially blacklisted for any job of importance, probably for the rest of her life. Enraged by her parent's calm resignation and acceptance of her sister's fate, Aggie gathered her few possessions and stormed out. Dodging the police whom she now knew were watching her families' every move, she bribed an official using all her funds to get her fake documents, which enabled her to get a one-way ticket on a ship bound for distant Risur. She may have been powerless to prevent what happened to Cruithne, but Aggie would not stand by and let Eschatolian fatalism dictate her actions. If she could not get justice in Drakr, she would find it elsewhere; not long after debarking in Flint she joined the district police force in Bosum Strand. In the two years she served in the Strand, Aggie earned the grudging respect of both the local Dockers and residents for her even-handed approach to enforcing the law, and the police of other districts by her willingness to co-operate with them in the apprehension of violent criminals, despite occasional censure from her nominal superiors. Although by nature Aggie is not a particularly gregarious individual, her tendency to reserve judgement and assess each individual on their own merits, or lack of them, helped to establish a reputation for impartiality and incorruptibility. These qualities, as well as her expertise with firearms, brought her to the attention of the Royal Homeland Constabulary, and after passing the required background check and magical inquisition, she was recruited as a probationary constable. -------------------- Appearance:
-------------------- Having arisen early, as usual, Aggie washed her face, roughly brushed her hair back into some semblance of tidiness, and donned her old police uniform. <I suppose I should invest in some plain clothes now. But damned if I'm showing up on the first day in mufti.> Throwing the bandolier laden with powder flasks, tools and pistols over her shoulder, Aggie paused to briefly inspect herself in the small, cracked mirror atop the mantelpiece in her small apartment. The face staring out of the silvered glass was a serviceable, if unremarkable amalgamation of ruddy, freckled skin, a rounded nose, still crooked from being broken in numerous scuffles with miscreants, and startling sky-blue eyes, unusual for a dwarf. This whole assembly was framed by strands of coarse, red-blonde hair falling to either cheek, having escaped being tied back in Aggie's customary pony-tail. Not a beautiful visage, but it did the job, and she was comfortable with it after long familiarity. Nodding at the reflection, Aggie took her cap from the hook by the mantelpiece, settling atop her head. Stepping over to the door of her apartment and opening it, she paused only to pick up the ornately inscribed warhammer sitting in the umbrella stand, tucking it safely into her belt, before stepping through the doorway and locking it securely behind her. Out on the landing, even this early in the morning, she could hear the clatter of wheels, hooves and feet on the cobbles of the street three flights of stairs below her. <Well, time to report for duty. Get your war face on girl.> Trundling down the stairs, she thought about where to get a coffee and a pastry for breakfast en route to RHC headquarters... -------------------- Progression:
-------------------- Agfritha Durinsdottir L5 Female Dwarf Gunslinger (Pistolero) 3 Ranger (Skirmisher, Urban Ranger) 2 N Medium Humanoid (dwarf) Init +7; Senses darkvision 60 ft.; Perception +11 -------------------- Defense -------------------- AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge) hp 34 (5d10) Fort +6, Ref +9, Will +6 Defensive Abilities defensive training; SR 10 -------------------- Offense -------------------- Speed 20 ft. Melee Dagger +7 (1d4+2/19-20/x2) and Warhammer +7 (1d8+2/x3) Ranged Pistol +8 (1d8/x4) Special Attacks ancient enmity, favored enemy (humans +2) -------------------- Statistics -------------------- Str 14, Dex 16, Con 10, Int 12, Wis 16, Cha 10 Base Atk +5; CMB +7; CMD 21 (21 vs. Bull Rush, 21 vs. Trip) Feats Gunsmithing, Iron Will, Point Blank Shot, Power Attack -2/+4, Precise Shot Theme Feat The Man With Two Guns Is God Traits Reactionary, Suspicious Skills Acrobatics +7 (+3 jump), Bluff +4 (+6 vs. humans), Climb +6, Craft (firearms) +7 (+9 on checks related to metal or stone), Disable Device +9, Heal +7, Intimidate +4, Knowledge (geography) +5 (+7 vs. humans), Knowledge (local) +7 (+9 vs. humans), Perception +11 (+13 vs. humans), Sense Motive +10 (+12 vs. humans), Stealth +9, Survival +11 (+13 vs. humans, +12 to track), Swim +6; Racial Modifiers craftsman Languages Common, Dwarven, Orc SQ combat styles (crossbow), deed: gunslinger initiative, deed: gunslinger's dodge (+2 ac), deed: pistolwhip, deed: quick clear, deed: utility shot, grit, rock stepper, slow and steady, stability, track, up close and deadly +1d6, wild empathy Other Gear Bulette leather, Black powder (10), Dagger, Firearm bullet (10), Pistol, Warhammer, Adventurer's sash (9 @ 11.38 lbs), Artisan's tools (Craft [firearms]), Chalk, Earplugs, Flint and steel, Powder horn (10 @ 0 lbs), Signal whistle, Thieves' tools, Waterskin, Whetstone, 14 GP, 1 SP, 4 CP -------------------- Special Abilities -------------------- Ancient Enmity +1 Gain a racial bonus to attacks vs Elves. Craftsman +2 on Craft/Profession checks related to metal/stone. Darkvision (60 feet) You can see in the dark (black and white vision only). 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. Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype. Earplugs +2 save vs. hearing effects, -5 hearing-based Perception. Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans). Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Precise Shot You don't get -4 to hit when shooting or throwing into melee. Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step. Slow and Steady Your base speed is never modified by encumbrance. Spell Resistance (10) You have Spell Resistance. Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground. Track +1 Add the listed bonus to survival checks made to track. Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy. |