Gun Scavenger

Alyn Muloya's page

36 posts. Alias of WynterSt0rm.


Full Name

Alyn Muloya

Race

Human

Classes/Levels

Techslinger 3 | HP: 25/25 | Init: +5 | AC: 18, T: 14, FF: 14 | CMB: +5, CMD: 19 | F: +5*, R: +7, W: +4* | Perc: +9, SM: +6 | Grit: 3/3

Gender

Female

Size

Medium (6'0", 180lbs)

Age

21

Alignment

Neutral Good

Languages

Taldane (Common)

Strength 14
Dexterity 17
Constitution 12
Intelligence 11
Wisdom 16
Charisma 10

About Alyn Muloya

Statistics:

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)
Machete: 1d6 + 2 (19-20/x2 S, Finesse)

Ranged: +6
Mwk. Pistol (+1): 1d8 (20/x4 B&P, 20', Misfire 1)
------------------------------
STATISTICS
------------------------------
Str 14, Dex 17, Con 12, Int 11, Wis 16, Cha 10
BAB +3; CMB +5; CMD 19


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:

  • Covet Charge: At 1st level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye.
  • Gunslinger's Dodge: 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.
  • Reliable: At 1st level, a techslinger can spend 1 grit point as a free action to prevent a timeworn firearm from glitching. This deed replaces quick clear.
  • 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.
  • 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 two-handed 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.
  • 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.

Grit: 3/day

  • 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.


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)

  • Masterwork backpack (+50gp)
  • Bedroll
  • Belt pouch
  • Flint and steel
  • Gunsmith’s kit
  • Iron pot
  • Mess kit
  • Powder horn
  • Rope
  • Torches x10
  • Trail rations x5 days
  • Waterskin

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.