Sironu

Blaster Corsac's page

156 posts. Organized Play character for PJP.


Full Name

Blaster Corsac

Race

Kitsune

Classes/Levels

Gunslinger(Musket Master) 3| HP: 22/22 | AC: 17 (14 Tch, 13 Fl) | CMD: 16 | F: +3, R: +7, W: +3 | Init: +6 | Perc: +8, SM: +2 | Active conditions: None

Gender

Male

Strength 8
Dexterity 18
Constitution 10
Intelligence 10
Wisdom 14
Charisma 16

About Blaster Corsac

Gunslinger(Musket Master) 3| HP: 22/22 | AC: 17 (14 Tch, 13 Fl) | CMD: 16 | F: +3, R: +7, W: +3 | Init: +6 | Perc: +8, SM: +2 | Active conditions: None

#150786-21
XP 7 / PP 9 / FP 11

Current Notes:

Blaster Corsac
CG Male Kitsune Gunslinger(Musket Master) 3
Faction The Exchange
Languages Common, Sylvan
Initiative +6 {+3 Dex +2 if at least 1 grit}

DEFENSE
AC 17 (+2 Armor +4 Dex +1 dodge), touch 15, flat-footed 12
CMD 16 (+3 BAB -1 Str +4 Dex)
HP 22 (10 +0 Con/6+0/6+0)

Fort +3 (+3 Gunslinger +0 Con)
Ref +7 (+3 Gunslinger +4 Dex)
Will +3 (+1 Gunslinger +2 Wis)

Defensive Abilities

OFFENSE
Speed 30 ft
Base Attack +3; Melee Touch +2; Ranged Touch +7
CMB +2

Melee
Bite +2 Att (+3 BAB -1 Str) Damage: 1d4-1
Dagger +2 Att (+3 BAB -1 Str) Damage: 1d4-1 19-20/×2 10 ft. P or S

Ranged
Dagger +7 Att (+3 BAB +4 Dex), Damage: 1d4-1 P or S Crit 19–20/×2 Range: 10 ft.

Musket +8 Att (+3 BAB +4 Dex +1 enhancement)
... Damage: 1d12+1 (+1 Enhance) B and P Crit 20/×4 Range: 40 ft. --
... Misfire: 1-2 (+1 for paper cartridge) (5 ft.)
Within 50' - Use ranged touch attack rather than AC by using a move action for Steady aim. Must have at least 1 grit point.
Within 40' - Use ranged touch attack rather than AC
Within 30' - Add +1 to attack and damage for point blank range
Use deadly aim for 1 grit point to use ranged touch attack at any range (range penalties apply).

Reload: 1 move action (Rapid Reload, Fast Musket) or 1 free action with Paper Cartridge
As a swift action, the wearer can command a single round of ammunition from the beneficial bandolier to teleport into a firearm of the appropriate type that he is wielding.

Misfires:
If the natural result of your attack roll falls within a firearm's misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4. If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can't fire until they are fully restored (which requires either the make whole spell or the Gunsmithing feat). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm's wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.

Grit: 2 of 2 remaining (always leave 1)

STATISTICS
Abilities Str 8 (-1), Dex 18 (+4), Con 10 (+0), Int 10 (+0), Wis 14 (+2), Cha 16 (+3)

SKILLS 15 (4 +0 Int +1 Favored class/+4+1/+4+1)
Acrobatics* +8 (1 rank +4 Dex +3 class)
Appraise +0 (+0 Int)
Bluff* +7 (1 rank +3 Chr +3 class)
Climb* -1 (-1 Str)
Craft* (alchemy) +4 (1 rank +0 Int +3 class)
Diplomacy +7 (1 rank +3 Chr +3 class)
Disguise +3 (+3 Chr)
Escape Artist +4 (+4 Dex)
Fly +4 (+4 Dex)
Heal* +2 (+2 Wis)
Intimidate* +7 (1 rank +3 Chr +3 class)
Knowledge*, engineering +4 (1 rank +0 Int +3 class)
Knowledge*, local +4 (1 rank +0 Int +3 class)
Perception* +8 (3 rank +2 Wis +3 class)
Ride* +4 (+4 Dex)
Sense Motive +2 (+2 Wis)
Sleight of Hand* +8 (1 rank +4 Dex +3 class)
Stealth* +8 (1 rank +4 Dex +3 class)
Survival* +6 (1 rank +2 Wis +3 class)
Swim* +1 (+1 Str)
Use Magic Device* +8 (2 rank +3 Chr +3 class)

The gunslinger's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

COINS
PP 0
GP 31
SP 0
CP 0

EQUIPMENT
Leather Armor (10 gp - 15 lb)
Dagger, Cold Iron (4 gp 1 lb)
Masterwork Backpack* (50 gp 4 lbs.)

+1 Musket (free+300gp+2000gp - 9 lbs)
Beneficial Bandolier (1000 gp - 2 lb)
8 x Alchemical cartridge (paper, bullet) (60 gp)
14 x Black power (20 gp)
14 x Firearm bullet (2 gp)

3x Alchemist's fire (60 gp)

wand of Cure Light Wounds (46 charges)
wand of Cure Light Wounds (3 charges) {boon from chronicle}

courtier's outfit (free)
shiny boots (free, worth 50 gp)
2 x Bandolier (5sp) - no longer needed

Str 8 26 lbs. or less 27–53 lbs. 54–80 lbs.
*9 30 lbs. or less 31–60 lbs. 61–90 lbs.

Free purchase up to 150 gp 1 PP
Free purchase up to 750 gp 2 PP

FEATS
Rapid Reload (bonus)
Point Blank Shot (1st level)
Precise Shot (3rd Level)

TRAITS
Slippery (Combat) - +1 to stealth and it becomes a class skill.
Dangerously Curious: You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

SPECIAL ABILITIES
Kitsune Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak.

Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.

Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes.

Normal Speed: Kitsune have a base speed of 30 feet.

Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.

Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores and can remain in this form indefinitely.

Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.
Gregarious (Ex): Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours. This racial trait replaces agile.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune's level).

Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.

Musket Master (Archetype)
Weapon and Armor Proficiency: All simple and martial weapons, and with two-handed firearms. They are proficient with all light armor.

Gunsmith: At 1st level, a Musket Master gains a musket, which is battered, and only he 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.

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.

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.

Rapid Reloader: At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.

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.

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 stacks with other abilities that increase her range increment. This deed replaces the gunslinger's dodge 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.

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.

Musket Training (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. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. This replaces firearm training 1, 2, 3, and 4.

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 Rules:

Range Increments and Touch AC
Firearms target Touch AC when attacking within the weapon's first range increment.
Outside of the first range increment, the firearm targets normal AC, taking any penalties from extra range increments (maximum 5).

Misfires
Firearms have a misfire value. If the die roll falls within this range, the weapon gains the broken condition.
Using Alchemical Paper Cartridges will increase the Misfire Range for a firearm by 1.
When a firearm misfires, several things happen:
First, your weapon gains the “broken” condition. While it has this condition, the weapon has the following:
- The weapon has a -2 penalty to attack rolls and damage.
- The weapon can only crit on a natural 20 and crits for double the damage, regardless of natural crit multiplier.
The weapon’s misfire value also increases by 4 (so if it only misfired on a natural 1, it now misfires on a roll of 1 to 5). If you have the Gun Training ability granted by the Gunslinger class, the value increases by 2 instead of 4.
When the weapon misfires, the attack is treated as having missed completely as normal.
Should the weapon misfire again, the weapon explodes. When this happens, you choose a corner of the square you inhabit. The weapon emits a gout of flame as it misfires, dealing damage equal to its normal damage to everyone in the weapon’s burst radius, including the wielder. A DC 12 Reflex save halves the damage. The burst size is noted in parentheses after the misfire value on the tables found in books. A weapon that explodes is unusable until it is fixed by either a Make Whole spell, or by using your Gunsmithing feat to repair it.
Quick Clear - Gunslingers with the Quick Clear Deed (can be removed by Archetypes) can remove the broken condition as a Standard action provided they have at least one point in their Grit pool. They can also spend a point to clear as a Move action.

Ammunition
A normal shot from a gun will cost 11gp (10gp for Black Powder and 1gp for a bullet).
Gunslingers with one rank in Craft (Alchemy) can reduce this to 1gp,1sp.
A normal Alchemical Paper Cartridge will cost 12gp (6gp with Craft(Alchemy)).

DESCRIPTION

BACKGROUND

BOONS
You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.

[i]Apprentices Returned:{/i] Fancy shoes (50 gp), start each adventure with 4 trail rations, courtier outfit. Once per adventure, inn prices are only 50% for party.

HISTORY
1.1 GM Chadius's The Dalsine Affair 2-21 (+1XP/+2PP/+2FP/+501GP)
Used 2 bullet/black powder (spider, Akkuret), use 2 paper cartridge
Repaired and upgraded musket to masterwork -300 gp
1.2 The Consortium Compact #7-10 - Crucible (+1XP/+2PP/+2FP/+430 GP)
Fired 1 bullet/power
1.3 We Be Goblins Credit (+1XP/+1PP/+1FP/+500GP)
Spent 2 PP on wand of Cure Light Wounds

Level 2: Add gunslinger 2

2.1 #7-00 Sky Key Solution (+1XP/+2PP/+2FP/+500GP) End 1635
Used 3 bullet/black powder
Used 4 charges CLW on Gallix

2.2 Gallows of Madness - A foul Breed (+3XP/+4PP/+4FP/+1436+20GP) Start:1635 End: 3031
Spent 60gp on Alchemist's fire x 3

Level 3: Add gunslinger 3, precise shot

3.2 Current
Spend 2000 making musket +1, 1000gp on beneficial bandolier

Planning:

S -2 8
D 10 +2 18
C 10
I 10
W 5 14
Ch 5 +2 16