Gambler

Black Bragi's page

66 posts. Alias of michaelane.


Classes/Levels

Vital:
HP 88/88, AC 22 T 19 FF 14, Per +21/23 Init +12, F +10 R +14 W +9, CMB +12, CMD 31, Speed 20

Gender

Skills:
Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7/+9, Disable Device +17, Heal +9, Intimidate +7/+9, Knowledge (local) +16, Sense Motive +14, Stealth +15/+17, Survival +9/+11

About Black Bragi

Background and Connection with the Brass Guild
High Shieldmarshal Armand Meneley and Black Bragi have never seen eye to eye. The unorthodox dwarf has been a thorn in the side of the High Shieldmarshal since he took command, though Menley had to admit that Bragi’s instincts have been dead on about several bad seeds within the Shieldmarshals. But when the Brass Guild unveiled those ‘damn clockwork monstrosities’, Meneley decided he needed someone on the inside. The trouble was that all of his usual star Shieldmarshals were too obvious. Then, one morning while tearing Black Bragi a new one for his overly enthusiastic law enforcement techniques that had just left three broken vegetable carts and an otyugh loose in a pottery shop, the most evil grin anyone had ever seen spread across the normally straight-laced High Shieldmarshal’s face and an hour later Black Bragi was out looking for mercenary work at the same time the Brass Guild was looking for some extra muscle that knew their way around the city. For the last year, ‘Brass Balls’ Bragi has proven to be a surprisingly reliable investigator and mender for the Brass Guild and the Shieldmarshals have proven to be surprisingly well-informed on the Brass Guild. Now, with the Guild’s automatons running amok it appears Bragi’s two masters are about to collide.
Tropes Cowboy Cop, Arson, Murder, and Lifesaving, Fake Defector

Stat Block:

Black Bragi
Male Dwarf Fighter (Lore Warden) 2/Gunslinger (Musket Master) 5/Shieldmarshal 5
CG Medium humanoid (dwarf)
Init +12; Senses darkvision 90 ft.; Perception +21
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Defense
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AC 22, touch 19, flat-footed 14 (+3 shield, +7 Dex, +1 deflection, +1 dodge)
hp 88 (12d10+17)
Fort +10, Ref +14, Will +9; -2 vs. [light] effects, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Ranged B!tchin' Betty +15/+15/+10/+5 (1d12+16/×4)
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Statistics
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Str 10, Dex 24, Con 12, Int 12, Wis 20, Cha 8
Base Atk +12; CMB +12; CMD 31
Feats Combat Expertise, Combat Reflexes, Deadly Aim, Gunsmithing, Improved Snap Shot, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Snap Shot, Weapon Focus (musket)
Traits alkenstar defender (mana wastes), tactician
Skills Acrobatics +18 (+14 jump), Climb +4, Diplomacy +7 (+9 in Alkenstar when you show your shieldmarshal badge), Disable Device +17, Heal +9, Intimidate +7 (+9 in Alkenstar when you show your shieldmarshal badge), Knowledge (local) +16, Perception +21 (+23 while in urban terrain, +23 when opposed by another creature's Disguise or Sleight of Hand checks), Sense Motive +14, Stealth +15 (+17 when you have cover/concealment in an Urban area, +17 while in urban terrain), Survival +9 (+11 while in urban terrain, +11 to track vs. humanoids of the Giant subtype)
Languages Common, Dwarven, Giant
SQ danger sense, deed: dead shot, deed: deadeye, deed: fast musket, deed: gunslinger initiative, deed: pistol-whip, deed: quick clear, deed: startling shot, deed: steady aim, deed: targeting, designating, lesser, giant hunter, greed, grit, gunmarshal, hardy, judgement of bulletproof, judgement of destruction, judgement of evasive, judgement of justice, judgement of lucky dodge, judgement of quick recovery, judgement of sharpshooter, judgement of sure shot, labyrinthine cunning, legal judgment, minesight, musket training, rock stepper, seeking, slow and steady, stability, urban commando
Other Gear +2 Buckler, B!tchin' Betty (+1 lesser designating, seeking musket), Adamantine Alchemical cartridge (paper) (50), Alchemical cartridge (paper) (42/50), Belt of incredible dexterity +6, Endless bandolier (50 @ 0 lbs), Figurine (slate spider) (1/day), Headband of inspired wisdom +4, Ring of protection +1, Backpack, masterwork (empty), Gunsmith's kit, Thieves' tools, masterwork, Tobacco, 179 GP
Ammo Tracker Brass Guardian (4), Bullettes (4)
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Special Abilities
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Alkenstar Defender (Mana Wastes) +1 trait bonus on all rolls to confirm critical hits with ranged weapons.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense (Ex) Can always act in the surprise round, even if unaware of foes.
Darkvision (90 feet) (Minesight) You can see in the dark (black and white vision only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Dead Shot (Ex) Use 1 grit, all att rolls vs 1 foe, hit if any of them do, higher dam with more hits.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.
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: 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: Startling Shot (Ex) While have Grit, standard action to make attack that makes flat-footed until next turn but no dam.
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. This
Deed: Targeting (Ex) Use 1 grit, full rd action to choose body part to hit for specific effects.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Designating, Lesser Allies gain +2 to hit & dam vs struck foe for 1 rd.
Figurine (slate spider) (1/day) This statuette of a spider with stubby legs can be used once per day for 1 minute. When activated, the figurine spouts longer, segmented legs, and scampers about the activator, picking lint off robes, chiseling grime from armor, or otherwise grooming its activator. If commanded to do so as a free action, it perches on the muzzle of a one-handed or two-handed firearm barrel and, after the firearm is fired, travels down the barrel and cleans out the firearm. Each time the slate spider cleans a firearm, the next shot the firearm fires has no chance of misfiring.

When animated, a slate spider has 1 hit point and is considered an attended object. An animated slate spider will never willingly leave space of its animator.

Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak.

If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.

Construction
Requirements Craft Wondrous Item, animate object; Cost 5,000 gp
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunmarshal +2 (Ex) Gain a bonus to Charisma skills in Alkenstar when show shieldmarshal badge.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Improved Snap Shot You threaten an additional 10 feet with Snap Shot
Judgement of Bulletproof (DR 2/— vs. ranged attacks) (Ex) Gain DR 2/— vs ranged attacks, while wearing armor or a shield.
Judgement of Destruction +2 (Ex) Gain a bonus on firearm/light blade attacks, doubled to confirm crits when active.
Judgement of Evasive (Ex) Gain Evasion and Improved Uncanny Dodge when active.
Judgement of Justice +2 (Ex) Gain a bonus on firearm/light blade damage when active.
Judgement of Lucky Dodge +2 (Ex) Gain a dodge bonus to AC when active.
Judgement of Quick Recovery (Fast Healing 2) (Ex) Gain the listed amount of Fast Healing when active.
Judgement of Sharpshooter (Ignore 5 AC from cover) (Ex) Ignore the listed amount of AC from cover when active.
Judgement of Sure Shot (-10%) (Ex) Reduce miss chance due to concealment with firearms when active.
Labyrinthine Cunning (Ex) Can open doors as swift action. Never lost or slowed by poor visibility in urban areas.
Legal Judgment (2/day) (Ex) Variable bonuses increase as the combat continues.
Minesight Dazzled in bright light and -2 to save vs light effects.
Musket Training (+7, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Seeking Ignores miss chances, but must be aimed at the correct square.
Slow and Steady Your base speed is never modified by encumbrance.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Tactician (1/day) Gain a +2 trait bonus on an attack of opportunity.
Urban Commando +2 (Ex) Gain bonus to initiative and various skill checks when in Urban terrain.

Personality:

Black Bragi is the epitome of the get ‘er done regardless of what gets broken along the way mentality. The dwarf trusts his instincts and sees laws and regulations only useful for making sure the bad guys wind up where they belong if they live at all. His disdain for the expected seems to apply as much to the laws of physics as the laws of Alkenstar with a natural knack for pulling off the seemingly impossible.
Tropes Badass

Appearance:

- Black cowboy hat
- Ankle length black duster
- Bandolier full of pouches and ammunition
- Chain-smokes hand-rolled cigars with a casual disregard for their proximity to gunpowder
- Crafts custom marked bullets for nettlesome foes
Tropes Badass Longcoat, Badass Bandolier, Cool Guns, I Call It Vera, Marked Bullets