Badr al Din Ibn Badriyah's page

392 posts. Organized Play character for Helaman.

Full Name

Badr al Din Ibn Badriyah


Keleshite Human


Male Gunslinger (Musket Master) /3 (Favoured Class)


Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2





Special Abilities

12 Fame / 8 Prestige






Common, Keleshite


Amateur Jockey and Alchemist

Homepage URL

Strength 13
Dexterity 18
Constitution 12
Intelligence 12
Wisdom 14
Charisma 8

About Badr al Din Ibn Badriyah


BAB+3 HP 28 (Con + Fav Class bonus lvl 1,2 and 3)
AC 17 (19) [+2 (+4) Armour, + 4 Dex, +1 Dodge AC (Nimble)], Touch AC 15 [+ 4 Dex, +1 Dodge AC (Nimble)], Flatfooted AC [+2 Armour]
Fort+4 [Class Bonus + 1 Con]
Ref+7 [Class Bonus + 4 Dex]
Will+4 [Class Bonus + Trait Bonus + 2 Wis]
CMB +4 [BAB +3, +1 Str]
CMD 18 [BAB +3, +1 Str + 4 Dex]



Magical +1 Musket: +8 (+3 BAB, + 4 Dex + 1 magic Bonus), 1d12 Damage, P 20/x4
Rapid Shot: +6 (+3 BAB, + 4 Dex + 1 MW Bonus - 2 rapid shot), 1d12 Damage, P 20/x4
Dagger: +4 (+3 BAB, + 1 Str), 1d4+1 (Str) Damage, P/S 19-20/x2
Scimitar: +4 (+3 BAB, + 1 Str), 1d6+1 (Str) Damage, S 18-20/x2
Sling: +7 (+3 BAB, + 4 Dex), 1d4+1 (Str) Damage, B 20/x2 (-1 to hit and 1d3 +1 if using stones)



Rapid Reload
Point Blank Shot
Precise Shot
Rapid Shot (Musket)



Horse Lord: Your people are masters of battling on horseback, and you have mastered their rare skill. You gain a +2 trait bonus on Ride checks, and the Ride skill becomes a class skill for you.

Indomitable Faith:
You were born in a region where your faith was not popular, yet you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Class Abilities


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.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

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.



Acrobatics 2 (+9) [Skill point + Class Skill + 4 Dex]
Climb 1 (+5) [Skill point + Class Skill + 1 Str]
Craft (Alchemy) 1 (+5) [Skill point + Class Skill + 1 Int]
Handle Animal 1 (+5) [Skill point + Class Skill -1 Cha + 2 Trait]
Knowledge (Local) 1 (+6) [Skill point Class Skill + 1 Int]
Knowledge (Religion) 2 (+3) [Skill point + 1 Int]
Perception 3 (+8) [Skill points + Class Skill + 2 Wis]
Ride 1 (+9) [Skill point + Class Skill + 4 Dex + 1 Trait]
Sleight of Hand 1 (+8) [Skill point + Class Skill + 4 Dex]
Stealth 3 (+7) [Skill points + 4 Dex]
Survival 1 (+6) [Skill point + Class Skill + 2 Wis]
Swim 1 (+5) [Skill point + Class Skill + 1 Str]



+ In game MW Chainshirt
Battered Musket/Now Upgraded to MW 9lb
Clothing, Hot Weather Outfit (Free) 4lb
Lamellar cuirass 8lb (+2 AC)
Scimitar 4lb
1 Dagger (belt) 1lb
Sling** -
Gunsmith Kit 2lb
30 Alchemical Paper Cartridge Bullets -
10 Cold Iron Paper Cartridge Bullets -
5 Silver Paper Cartridge Bullets -
5 Adamandite Paper Cartridge Bullets -
2 Powder Horn 2lb
20 Doses Black Powder -
10 Firearm bullets -
10 Cold Iron bullets -
5 Silver bullets -
5 Adamandite bullets -
Pathfinder’s Kit w/MW Pack 24lb *-10 if bedroll and rations are left. Dagger in Boot
Waterskin 1lb
Wooden Holy Symbol -
Potion CLW 1lb
1 Alchemfire 1lb
1 MW tool(book)for Diplomacy 1lb
Wand of CLW added for 2pp - (48) now (45)

55lb wieght / 45 if bedroll and rations are left.

** You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls.

Notes for Severing Ties Chronicle 11gp 4sp 4cp
-1 gp drinks
-5 gp to family
-5 gp to navigator

Used 3 bullets and powder 4 cartridges

= 4sp 4cp

432gp 4sp 4cp

Notes for First steps chronicle

Used 1 bullets and powder 3 cartridges

First Steps III money + 401 + 10

Purchases for Reign of Winter - total before 843gp 4sp 4cp
5 adamandite bullet paper cartridges 36gp
5 Silver paper cartridges 18gp
10 Cold Iron bullet paper cartridges 12gp
7 bullet paper cartridges 8gp 4sp (bringing cartridges back up to 30)
5 normal bullets (bringing bullets back up to 10) 5sp
3 Silver Bullets (bringing silver bullets up to 5) 7gp 5sp
10 Cold Iron Bullets (bringing C.I bullets up to 10) 2gp
5 Adamandite bullets 30gp 5sp
2 Bandoliers 1 gp

Total after 727gp 5sp 4cp

Reign of Winter for PFS part 1 purchase -
Outfit, Cold-Weather 8gp
Winter Furs 12gp
3 Alchemical fires 60gp
2 PP - Wand of Infernal healing. After purchase fame 6/prestige 2. (44 Charges left)
[The most basic of cold-weather gear, animal furs serve to keep their wearers warm. Wearing enough fur to cover the body provides a +2 bonus on Fortitude saves to resist cold weather. This does not stack with any bonuses gained from the Survival skill.]

10 standard bullet cartridges - 11gp
15 cold iron bullet cartridges - 20.5gp

Used:Powder - 9 | Iron Bullets - 9 | iron cartridge - 5 | Normal cartridge - 15 |

Remaining 616.04gp

Money on new chronicle 1398
New total = 2014gp 4cp

Song of Sea Witch
Waterproof Bag (custom for Musket) 5sp
Magical +1 upgrade to MW Musket 2000gp

Chronicle gold 1315gp

Remaining 1328.54gp



Badr al Din (Full moon of the faith) is the son of Badriyah (Resembling the full moon), a well to do owner and mistress of a routine trade caravan that moves along the trade route regions of Qadira, who in turn was the second daughter of a wealthy merchant (family and inheritance are traced via the female line).

Badr al Din is an excellent rider and has won several competitions in his early teen years. Like all males of Qadira, a man is expected to stand on their own and so he sought a trade beyond that of riding. Badr al Din was fortunate to apprentice himself to an uncle who among his other alchemical talents, had the secret of black powder, he was doubly fortunate that his uncle also frequently traded with the few of Qadira who used firearms and thanks to some well placed wagers was able to gain training in firearms and, eventually, an old musket of his own.

Being adventuresome in nature and desiring to see more of the world, he sought his mothers small influence to make contact with any who may offer opportunity to travel. His trade minded mother had a business partner who had been a member of the Pathfinder Society, who in turn was able to sponsor the young man to Absalom and into the Society.

He is a devout follower (like all of his mothers line) of Desna and will hear no ill said of Her. As Desna is an unusual faith in Qadira, Badr al Din has had to deal with considerable persecution and attacks on his faith, but his devotion has held firm.

He is tall but lean, often in baggy clothing, loose headdress and a sand coloured cloak.

1. Shades of Ice pt 1
2. Severing Ties
3. First Steps III
4. Reign of Winter Part 1