Swashbuckler

Caspar Glans's page

1 post. Alias of Taylor Coleman.


Full Name

Caspar Glans

Race

Skinwalker(Fang lord)

Classes/Levels

Gun Master

Gender

Male

Size

meduim

Age

18

Special Abilities

bellow

Alignment

.NG/.CG

Deity

NA

Languages

Common

Occupation

Secret Identity

About Caspar Glans

crunch:

Male Gun Master(Vigilante)
CG Medium humanoid (Skinwalker)
Init +6; Senses Perception + 7
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 11 (1d8+2)
Fort +2, Ref +4, Will +3
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Offense
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Speed 30/40 ft. (30/40 ft. in armor)
Melee: Bite +4 (1d6/x2/P)
Clawsx2 +4 (1d4/x2/S)
Range: MW Revolver +5(1d8+4/x4/P&B)
Space 5 ft.; Reach 20ft
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Statistics
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Str 10, Dex 18, Con 14, Int 10, Wis 12, Cha 14
Base Atk +0; CMB +0; CMD 14
Feats: Human Guise
Traits: Carefully Hidden, Reactionary
Skills Acrobatic + 8/10, Diplomacy + 6, Perception +9, Ride +8/10, Sense Motive +3,
Languages Common
Gear: MW Chainshirt, MW Revolver, 50 Metal Cartridges, 4 Disguise Kits, 80gp
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Special Abilities
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Low-Light Vision (Ex) : In dim light, skinwalkers can see twice as far as humans.

Change Shape (Su, 5 RP) : A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
Bite attack that deals 1d6 points of damage
2 claw attacks that each deal 1d4 points of damage
+10-foot racial bonus to base speed
See in darkness
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.
A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level. Different skinwalker heritages (see Skinwalker Heritages on page 5) allow skinwalker characters to select from different sets of bestial features.

Spell-Like Ability : Skinwalkers with a Wisdom score of 11 or higher can use Jump once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker’s character level.

Gun Training (Ex) :Starting at 1st level, a gun master can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or 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.

Dual Identity (Ex) : A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.
The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret. Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.
Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements. A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.
Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise (Ex) : A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Social Talent: Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.

Seemless Shapechanger (Ex) ( Blood of the Beast pg. 15 ): The vigilante seamlessly adopts any persona he assumes with magic. The vigilante adds his seamless guise bonus to the bonus on Disguise checks that he gains to assume the shape of another creature with a polymorph spell or effect. A vigilante must have the shapechanger subtype to select this talent.

Fluff:

As an child Caspar was alone. He was orphaned as a child has not clue on who his parents are or what happen to them. As he grow up he quickly notices that he different from the other human children, he act more restless and acted more wild then the other children. One day, while playing with a kid outside he unexpectedly transformed, catching both him and the other child off guard. The other child run in fear to get help while Caspar tries to collect what just happen. Luckily he recollects him self before the headmaster showed up. With there being no evidence except for what the child had said it was left to over active imagination.

Why he hates Geadren Lamm and his gang:One of Geadren's dealers had gotten him hooked on Dream Spider venom and about over dose on the stuff, blaming Geadren for disturbing the drug.

A secret he hides from the party:That he is in fact a Skinwalker.

A secret he doesn't know:That his parent were killed by Geadren Lamm and his gang for trying to go against them.