Diseased Rat

Corporal Ninivic Black's page

220 posts. Alias of michaelane.


Classes/Levels

Stats:
AC 19/16/14 HP 22/22 F+3 R+7 W+4 Init +9 Per +11

About Corporal Ninivic Black

The Drezen Rats:

Corporal Ninivic Black is a fifth generation soldier in the infamous 3rd Combat Engineer Batallion, better known as the Drezen Rats. The 3rd was brought in from Goka following the fall of Drezen when the tradition-bound dwarven sappers initially brought in to retake the city were slaughtered by demons. The ratfolk failed too, but their adaptiveness in outwitting and outmaneuvering the demons in the tunnels below the city made them a legend in the Second Crusade. When Drezen was abandoned, the rats were put to work making sure the demons didn't come in under the wardstones. Since that time, they have been a small, but effective force in the crusades in spite of occasionally facing persecution themselves from overly enthusiastic zealots.

Corporal Ninivic Black's Story:

Mechanically, Corporal Black is a Gulch Gunner, an archetype for ratfolk gunslingers from the Advanced Race Guide. He'll wield a pistol (assuming early firearms) and while he's quite comfortable in tight spaces, he's quite paranoid about this particular mission. For some reason, it seems like his Commander keeps picking him for increasingly suicidal missions and this one, where he is supposed to go hook up with a bunch of lone adventurers and find some maguffin the Commander wants underneath a fecking mausoleum strikes him as particularly troublesome. Despitef his misgivings, Corporal Black is loyal to his unit and so he finds himself heading for the Estrovian Forest to attach himself to the latest group going into the dungeons.

Expect black humor, war stories, a little whining, and crazy levels of paranoia. On the positive side, he's a crack shot with the pistol and doesn't mind mixing it up all close and personal, especially with his back up against the wall.

Stat Block:

Corporal Ninivic Black
Male Ratfolk Gunslinger (Gulch Gunner) 3
N Small Humanoid (ratfolk)
Init +9; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 19, touch 16, flat-footed 14 (+3 armor, +4 Dex, +1 size, +1 dodge)
hp 22 (3d10)
Fort +3, Ref +7, Will +4
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Offense
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Speed 20 ft.
Melee Shortsword +3 (1d4-1/19-20/x2)
Ranged +1 Pistol +9 (1d6+1/x4)
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Statistics
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Str 8, Dex 18, Con 10, Int 12, Wis 16, Cha 10
Base Atk +3; CMB +1; CMD 16
Feats Gunsmithing, Point Blank Shot, Rapid Reload (Pistol)
Traits Drezen Rat, Reactionary
Skills Acrobatics +8 (+4 jump), Climb +2, Craft (alchemy) +9, Disable Device +11, Escape Artist +3, Fly +5, Perception +11, Ride +3, Stealth +14, Swim -2 Modifiers rodent empathy
Languages Common, Undercommon
SQ cornered fury, deed: flash and shock, deed: gunslinger initiative, deed: gunslinger's dodge (+2 ac), deed: power burns (DC 14), deed: quick clear, deed: utility shot, grit
Other Gear Studded leather armor, Alchemical cartridge (paper) (50/50), +1 Pistol, Shortsword, Backpack (empty), Gunsmith's kit, Powder horn (12 @ 0 lbs), Thieves' tools, masterwork, 2 vials of holy water, 10 GP, 7 SP, 4 CP
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Special Abilities
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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. This racial trait replaces swarming.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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. This deed replaces the deadeye deed.
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.
Deed: Gunslinger's Dodge (+2 AC) (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.
Deed: Powder Burns (Ex) (DC 14) 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. This deed replaces the pistol whip deed.
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.
Deed: 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.
Drezen Rat +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
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.
Grit Recovery: 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. This ability replaces the ability to regain grit from a critical hit with a firearm.
Grit Recovery: 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.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Nimble 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).
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.