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About Boss Talured - "The Savage Six"PHYSICAL DISCRIPTION: Standing over six feet tall and as thin as a fence post, the stranger takes pause at the entrance, slender arms outstretched to either side as he holds the saloon doors open. Head and neck tilted slightly forward, the wide brim of his hat shadowing his facial features as he surveys the scene before him. A short, slender, crooked cigar jutting from the left side of his mouth suddenly sparks to life casting an orange glow under the brim revealing a weathered pair of narrow almond shaped eyes. Twin gouts of smoke roll from his nostrils, obscuring his form before he steps through the cloud into the room, letting the doors swing freely behind him. What seems as though a centuries worth of dust and salt encrusted on his sun-bleached leather jacket, breeches and boots. The only color betrayed upon him at all was the bandoleer of brass cartridges slung diagonally across his chest and terminating at his hip, where his right hand rested on the grip of a revolver. After a few tense moments, apparently not seeing what he was expecting to find he turned abruptly, revealing a long curved, eleven blade strapped to his back. Another billowing cloud of smoke cloaking his form…..then…. gone. Suddenly everyone realizes the silence that had fallen over the room…the only sound…the creaking of the swinging saloon doors… DEFENSE:
DEFENSE____________________________________________
INITIATIVE: +9; SENSES: Perception +7 AC: 17, touch 14, flat-footed 13 (+3 Armor, +3 Dex, +1 Dodge) HP: 25 (4d10) SAVES: FORT: +4, REF: +8, WILL: +4 OFFENSE:
OFFENSE_____________________________________________
SPEED: 30 ft. MELEE: +5 Elven, Curved Blade ~ 1d10+1 (18-20) (x2) ~ 7lbs .~ S RANGED: +9 Revolver (+1, Reliable) ~ 1d8+1 (Crit. 20) (x4) ~ Range: 20ft. ~ Misfire: 0 ~ Capacity: 6 ~ 4lbs. ~ B/P DUELING: Reputation 2, Gaze 2, Reaction 17, Draw 5, Attack 13:
Reputation Phase: (2) Where your name and former deeds are taken into account. The highest Reputation wins; remember to add the Reputation bonuses from the traits. Gaze Phase: (2) The opponents look straight into each other eyes, in a contest of sheer determination. Each of the following counts towards calculation your bonus: challenge class ability, at least 4 ranks in Intimidate, the Killer Eyes trait, stern gaze class ability, and the ability to cast any gaze spell or one that influences the opponents eyes (you don't really cast the spell but still lose the spell slot). The duelist with the most of these wins the phase. Reaction Phase: (17) How quickly the duelists can react to the signal. Each opponent add his Initiative to his Reflexes Save: the highest result wins the phase. Draw Phase: (5) Both duelists draw their weapon extremely fast. Each of the following counts towards calculation your bonus: Quick Draw feat, every other draw feat, the Deadly Draw trait (+2 bonus), at least 4 ranks in Sleigh of Hands, at least 4 ranks in Bluff, Gunslinger Initiative deed (must have at least 1 Grit point to get the bonus), mage hand or other spells that might help drawing a weapon (you don't really cast the spell but still lose the spell slot). The duelist with the most of these wins the phase. Attack Phase: (13) Both duelist finally attack. Each opponents takes the attack bonus with the weapon he's using (magic and feat bonuses included), and adds +1 for every one of the following: using a one handed weapon, charging at the opponent with a melee weapon, having a weapon with the reach ability, having a weapon with the deadly ability, the Warrior Spirit trait, Dodge feat or any Dodge bonus, any Critical feat, any Improved (Combat Manouver) feat, magic weapon/true strike/blessing or any other spells that add to the attack bonus (the spells must have been cast beforehand). The highest final bonus wins the phase. Resolution: After the 5 phases, each opponent roll a single d6, and add the bonuses for every phase they have won.
STATISTICS:
STATISTICS______________________________________________
STR: 12, DEX: 16, CON: 11, INT: 12, WIS: 16, CHA: 11 BAB: +4; CMB: +5; CMD: 18 FEATS:
Improved Initiative (Combat): Your quick ref lexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks. Quick Draw (Combat): You can draw weapons faster than most.
Extra Grit (Grit): Gain 2 extra grit points per day, and maximum grit increases by 2. Rapid Reload ~ Revolver (Combat): Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.
TRAITS:
Deadly Draw: You are an expert duelist and fast drawer. You get a +1 trait bonus to Reflexes, and a +2 bonus to the drawing phase of a Showdown Duel (see below). Killer Eyes: You have a history of violence, and people notice that by just looking into your eyes. You gain +2 to Reputation and a +1 trait bonus to confirm critical hits. SKILLS:
SKILLS__________________________________________________
Acrobatics (Dex)(2) +8 Bluff (Cha)(2) +6 Climb (Str) Craft (Int) Handle Animal (Cha)(1) +4 Heal (Wis) Intimidate (Cha)(4) +7 Knowledge (engineering) (Int) Knowledge (local) (Int) Perception (Wis)(2) +7 Profession (Wis) Ride (Dex)(1) +7 Sleight of Hand (Dex)(4) +10 Survival (Wis)(4) +10 Swim (Str) GUNSLINGER CLASS FEATURES:
Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor. 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): (5/5) 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. 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. 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. 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. 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). Bonus Feats: At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats. BASICS:
BASICS_________________________________________________
LANGUAGES:Common, Elven COMBAT GEAR:Studded Leather, Revolver (+1, Reliable), 60 Cartridges, Curved, Elven Blade, Dagger OTHER GEAR:Travelers Outfit, Masterwork Backpack, Bandoleer, Powder (2), Rope 50’, Flint & Steel, Chalk, Oil (5 pints), Thunderstone (1), Torch (2), Bedroll, Candles (2), Light, Horse, Feed, Saddle, Saddle Bags, Rations (10 days),Weapon Chord (Revolver), Waterskin (5), Whetstone, Anti-Toxin (1), Alchemist Fire (2), Gunsmith Kit, Signal Whistle, Steel Mirror, Cigars, Tindertwigs. ~ 160gp BACKGROUND STORY:
For decades Talured had scoured the enormous wasteland that was the Salt Desert and the surrounding foothills with his savage heritage. Resources are hard to find in this heartless, unforgiving environment and his people the elves of the Setting Sun have made their meager existence through raiding small towns and travellers. |