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About Alyn MuloyaStatistics:
Female Human Gunslinger (Techslinger) 3 NG Medium Humanoid (Human) Initiative +3 (+5 at max grit); Perception +9 ------------------------------ DEFENSE ------------------------------ AC 18, Touch 14, Flat-foot 14 (+3 armor, +1 shield, +1 dodge, +3 dex) HP 17 (2d10) Fort +5 (+7 vs. skymetal), Ref +7, Will +4 (+6 vs. fear/emotion) ------------------------------ OFFENSE ------------------------------ Speed: 30 ft./6 sq. Melee: +5 (+6 finesse)
Ranged: +6
Traits:
Just Like New: (Combat) Broken firearms are not problems—they are challenges. Your first attempt to remove the broken condition from your starting firearm and to upgrade it to a masterwork weapon costs 150 gp instead of 300 gp. In addition, when wielding a firearm that has the broken condition or is treated as if it had the broken condition, you take a –1 penalty on attack rolls made with it instead of the normal –2. Skymetal Smith: (Campaign) The fires atop Torch Hill have long been a boon to smiths and metalworkers, and your family is no exception. Whether you grew up in Torch or simply made several trips here with your parents to use the fire, this was to be your first time to use the torch for your own project. You managed to use the fires to craft a small weapon or piece of armor from skymetal, but not long thereafter the fires went out. The violet flames are as much a part of your upbringing as anything else, and their loss distresses you; you hope to find a way to rekindle the torch below the hill. You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves. Attached: (Drawback) You have a strong emotional attachment to a person or object that you're terrified of losing. The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else's possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you're attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback. Skymetal Affinity: (Regional) You gain a +2 trait bonus on Fortitude saves against the negative effects of skymetals, as well as a +2 trait bonus on Craft checks made to create weapons or armor out of skymetals. Skills:
5 Ranks/Level (4 Class + 1 Skilled) Craft (alchemy): +6 (3 Rank + 3 Class Skill + 0 INT) Craft (mechanical): +6 (3 Rank + 3 Class Skill + 0 INT) Knowledge (engineering): +6 (3 Rank + 3 Class Skill + 0 INT) Perception: +9 (3 Rank + 3 Class Skill + 3 WIS) Sense Motive: +6 (3 Rank + 3 WIS) Class Features:
Favored Class Bonus (Gunslinger): Add +1/4 point to the gunslinger’s grit points. 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 (Pistol): 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. Nimble (+1): 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 18th level). Deeds:
Grit: 3/day
Feats:
Dodge: (Elephant In The Room variant) You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Deft Shootist Deed: As long as you have at least 1 grit point, you do not provoke attacks of opportunity when shooting or reloading a firearm. Precise Shot: (Elephant In The Room variant) You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Equipment/Gear:
66 lbs. or less | 67–133 lbs. | 134–200 lbs. Explorer's Outfit (Free, --) Skymetal Necklace (Free, --) Masterwork Pistol (--, 4lbs) Machete (10gp, 2lbs) Studded Leather (25gp, 20lbs) Buckler (5gp, 5lbs) Modified Gunslinger's Kit (76gp, 31lbs)
Powder horn (3gp, 1lb) Black powder x17 doses (50gp, --) Firearm bullet x27 (7gp 5sp, 0.5lb) Alchemical cartridge, paper x28 (90gp, —) 14pp | 20gp | 5 sp | 0 cp Description:
Dark brown-black hair | Brown-black eyes | 6'0" | 180 pounds Alyn is taller than the majority of humans, as Garundi tend to be. Despite her work at the family smithy - or perhaps because of it - she stands up near-ramrod straight. Her hair is almost always kept fairly short-cut, with the strip of linen tied over her hairline forming a bright border between her brown-black hair and dark skin. Her nose is broken, slightly off-center despite attempting to set it straight. The majority of her outfits are fairly bland, featuring utilitarian pouches and plain, easily-cleaned fabrics. She tends to avoid accessories if they aren't useful, with a single exception made for the skymetal bauble her father helped her craft at the Torch, which she currently wears as a necklace.
Backstory:
Growing up in Numeria is rough, and Alyn's childhood wasn't much different. After losing her mother in an accident (which her father never gave her the details of) when she was still a toddler, she spent her childhood in the smithy with her father. While she was restricted from using the forge until she was older, she always loved watching him work and learning about the tools and gadgets people ordered from them. As Alyn grew, she slowly worked her way through the forge, learning the trade waiting for the day she could join the family business. She finally got her wish when her father decided she was ready to learn the secrets of working skymetal, and took her to the Torch to learn. She studied and worked the forge, growing more confident in her abilities. One day, after leaving the forge to run a tools order to the local farmer, Alyn came back to find a group of Technic League casters at their shop. She hid in an alleyway, able to do nothing but listen as they ruthlessly interrogated her father about a hidden android. When everything went silent and the League members left, the only evidence of what happened was her father's lifeless corpse draped across the anvil. After taking her time to bury her father and handle the shop, Alyn set out to find some way to avenge him. She heard that a semi-famous Torch local had gone missing - a wizard named Khonnir Baine - and the Torch was out, and she decided it was as good a lead as any. The wizard was bound to have answers if she could find him.
Personality:
Alyn is relatively headstrong and somewhat socially obtuse, having spent the majority of her childhood in her father's forge instead of out with other children. Despite this, she enjoys spending time with other people and tries her best to be understanding. Her childhood exposure to a wide array of Numerian technology led to her current enthusiasm for everything from pulley systems to firearms and beyond, which she will gladly share with anyone who asks. Overall, she's open and enthusiastic in most things, but may take a moment to recognize when the conversation has moved on. |