Ranger

Bill Foster's page

2 posts. Alias of dr. kekyll.


Full Name

William Ethan Foster

Race

Human (Taldan)

Gender

Male

Size

M

Age

32

Alignment

CN

Strength 12
Dexterity 19
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Bill Foster

WILLIAM "BILL" FOSTER
Human Gunslinger (Musket Master) 1
CN Medium humanoid (human)
Init +8; Senses Perception +6

DEFENSE
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AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 12 (1d10, +2 Con)
Fort +4, Ref +6, Will +3

OFFENSE
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Speed 30 ft.
Melee dagger +5 (1d4/19-20)
Ranged battered musket +6 (1d12/x4)
Space 5 ft.; Reach 5 ft.

STATISTICS
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Str 12, Dex 19, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +2; CMD 16
Traits Auspicious Tattoo, Besmara's Blessing, Killer
Feats Deadly Aim, Gunsmithing, Improved Initiative, Rapid Reload, Weapon Focus (musket)
Skills Bluff [1] +3, Climb [1] +5, Handle Animal [1] +3, Knowledge (local) [1] +5, Perception [1] +7, Profession (sailor) [1] +9, Swim [1] +7
Languages Common, Polyglot
SQ heart of the sea (+2 racial bonus to Profession (sailor) and Swim checks; can hold breath twice as long as normal; +4 racial bonus on concentration checks to cast underwater)
Combat Gear battered musket, bullet [30], dagger, haramaki, powder horn [10 doses] [12.5 lbs.]; Other Gear black powder (raw materials) [20 doses], explorer's outfit, falconry gauntlet, gunsmith's kit, waterproof bag [11.5 lbs.]
Wealth 215g 5s

SPECIAL ABILITIES
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Grit (Ex): A gunslinger makes his mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to his Wisdom modifier (minimum 1). His grit goes up or down throughout the day, but usually cannot go higher than his Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, he 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, he 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.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting 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 his 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.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond his 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 he performs this deed.

Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, he can take a move-equivalent action to increase the accuracy of a two-handed firearm. When he does, he increases the range increment of the firearm he is firing by 10 feet. This stacks with other abilities that increase his range increment.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm he 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, he can perform quick clear as a move-equivalent action instead of a standard action.

BACKSTORY
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Bill's father was a shipwright in Cassomir, so much of his childhood was spent around ships and sailors. Always dreaming of setting sail, he joined the Taldan Royal Navy as soon as he was of age, but he didn't last very long. All the rules and the rigid structure... it just wasn't for him. Once, he was reprimanded for secretly tending to a wounded osprey he'd found on the ship. Something about unauthorized use of supplies and blah blah blah. He'd sort of tuned it out. Anyway, he'd at least made enough for passage to Absalom before his inevitable discharge, so he (and the osprey who'd become a surprisingly loyal companion) set off to find work on a merchant vessel or something similar.

The port at Absalom was like nothing he'd ever seen before. He found it at once awe inspiring and comforting. It wasn't long before he settled into a comfortable routine here sailing out on various ships and taking odd jobs. He even made friends with an old pirate in the city, Toothless Pete, that sold him an old battered musket and taught him to use it. And so Bill settled into a simple life of moderate adventure for the rest of his days. Or at least he would have had he not boarded a merchant ship bound for the Shackles and ignored advice that he should stay on the ship. Instead fate found him passed out at a table in the Formidably Maid, a tavern in Port Peril.

Cutter:
N Tiny animal
Init +3; Senses low-light vision; Perception +14

DEFENSE
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AC 15, touch 152, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +2

OFFENSE
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Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
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Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats
Skills Fly [1] +7, Perception [1] +14
Languages
SQ
Tricks attack, bombard, deliver, down, hunt