"Black Willem" is not the born name of the ratfolk freelancer who goes by it. Given to him by his assortment of human allies, he uses it out of convenience. He came from the tunnels of his people, and due to his skill and comfort underground, it's likely he spent a good deal of time down there. Now he lives amongst the larger races. Normally quiet and reserved, he keeps the details of his past to himself. His mannerisms provide some clues, as he is too human for the ratfolk, and too rat for the humans.
When he does speak, he has a peculiar flowery manner, as though he is uncomfortable with the informality of common speech. Still, he peppers it with creative obscenity, as though to warn others he is not to be trifled with. He'll bear insults, though to raise a hand to a smaller or weaker presence is to ask for a bullet.
His partner is the tengu Bakuu. They met on one of their jobs and quickly found their skills complemented one another. Although their bond is probably more due to the fact that as relatively exotic races, both of which have somewhat unsavory reputations, they are better united than apart. He is a quiet counterpart to his loquacious companion, and though he affects annoyance at his friend, the affection beneath is hard to miss.
Black Willem is so named for his sleek black coat, though he has large white patches on his chest and belly. His pink fingers are often stained black with powder. He is a distinctive sight, waxing his whiskers into something approaching a mustache. He wears a battered tricorn hat and a bulky black cloak, sometimes all that can be seen is his hairless tail, twitching back and forth. When it stops twitching, prepare for flash and thunder.
BLACK WILLEM
Lord of Taldor
NG Male Ratfolk Gulch Gunner 6 (Favored Class)
Small Humanoid (Ratfolk)
Initiative +8 (+5 as long as Willem has at least 1 grit point); Darkvision 60'; Perception +14
Saves: Fort +6, Ref +12, Will +6
Special Save Modifiers: +1 from cloak (included)
Special Defenses: +2 AC vs. animals, +2 AC when at half or fewer hit points and no conscious allies within 30', Flash and Shock, Gunslinger's Dodge, Acid Resistance 10 (from ring)
Melee: Masterwork voidglass kukri +7 (1d3, 18-20/x2)
Special Melee Modifiers: +2 to attack rolls when at half or fewer hit points and no conscious allies within 30'
Ranged: +1 Dragon Pistol +14 (1d4+7, x4, misfire 1-2, scatter)
Special Ranged Modifiers: -2 to all attack rolls when firing pellets, +1 to attack and damage rolls to targets within 30', +1 to attack rolls when provoking an attack of opportunity with a firearm, -2 to hit for +4 damage
Modifiers: +2 to Craft (Alchemy) and Perception from Tinker (included), +1 to Craft (Alchemy) from Portable Alchemist's Lab (not included)
Languages: Taldane, Aklo
-------------------
SPECIAL ABILITIES
------------------- Racial Abilities Tinker: Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks.
Unnatural: Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward ratfolk is one step worse than normal.
Cornered Fury: Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.
Favored Class: Gunslinger. Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point. (6 levels)
Gunslinger Abilities Proficiencies: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.
Class skills: The gulch gunner’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Survival (Wis).
Gunsmith: 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.
Grit (Ex): A gunslinger makes her 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 her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her 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.
Daring Adjacent Shot: The first time each round the gulch gunner makes a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, she regains 1 grit point. Making an adjacent firearm attack against a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gulch gunner's character level does not restore grit, nor do ranged attacks using some ability that prevents the gulch gunner from provoking an attack of opportunity.
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.
Grit: 3/3
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 her 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.
Flash and Shock (Ex): At 1st level, the gulch gunner can take advantage of the flash and sound of a firearm to throw off an attacker's aim at close range. When she makes an attack against a foe within her firearm's first range increment, she may spend 1 grit point to gain a +4 circumstance bonus to AC against that opponent until the beginning of her next turn. She can only perform this deed while wearing medium, light, or no armor, and while carrying no more than a light load.
Gunslinger’s Dodge (Ex): 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.
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.
Powder Burns (Ex): At 3rd level, the gulch gunner learns to maximize the damage dealt by a firearm at extremely close range. When the gulch gunner successfully hits an adjacent foe with a ranged firearm attack, she may spend 1 grit point to deal an additional 1d6 points of fire damage from the muzzle flash of her weapon. The target must also make a Reflex save (DC 10 + 1/2 the gulch gunner's level + the gulch gunner's Wisdom modifier) or catch on fire.
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.
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.
Nimble (Ex): 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 20th level).
Gun Training (Ex): Starting at 5th level, a gunslinger can select one specific type of firearm (Pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.
Abilities from Feats Gunsmithing: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Rapid Reload: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Abilities from Traits Exile: For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to town, and it's here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.
Reckless Contempt: Whenever you provoke an attack of opportunity by firing a firearm, you gain a +1 trait bonus on the attack roll that provoked the attack of opportunity.
Weapons: +1 Dragon Pistol "Kit"
Armor: +3 Lightened Breastplate of Luck (10 gems) (Light armor, max Dex +9)
Belt: Belt of Incredible Dexterity +2
Body:
Chest:
Eyes:
Feet:
Hands:
Head:
Headband:
Neck: Amulet of Natural Armor +2
Ring: Ring of Minor Acid Resistance
Ring: Ring of Force Shield
Shield:
Shoulders: Cloak of Resistance +1
Wrist:
Mundane Gear: On his person: Explorer's outfit, masterwork backpack, bandolier, belt pouch, earplugs, powder horn, masterwork voidglass kukri
In the backpack: bedroll, flint and steel, gunsmith's kit, mess kit, portable alchemist's lab, grooming kit, two canteens, two powder horns, 7 days of trail rations
Encumbrance (in lbs.): 37.5 (medium load) 17 without the backpack (light load)
Encumbrance assumes 30 bullets/pellet handfuls and 1 week of rations.
Money: 6528.27 GP
Claimed Loot Value: 31,416 GP
Claimed Loot: Masterwork studded leather armor, cloak of resistance +1, ring of minor acid resistance, masterwork voidglass kukri, +3 lightened breastplate of luck, ring of force shield, amulet of natural armor +2, belt of incredible dexterity +2