About Dario ZuzVital Stats:
Age: 22 years old Speed: 25 HP: 74 Eye Color: Blue Hair Color: Dirty Blonde Skin Color: Ruddy Languages: Common, Dwarven, Draconic, Jotun Background: Out-Of-Towner Ancestry: Human Heritage: Versatile Heritage (Adopted Ancestry) Saves:
Fort (Expert): +11 | Ref (Expert): +13 | Will (Expert): +11 Trained Skills:
Acrobatics: +12 (8 + 4) Arcana: +2 (0 + 2) Athletics: +9 (8 + 1) Crafting: +12 (10 + 2) Deception: +9 (8 + 1) Diplomacy: +9 (8 + 1) Intimidation: +9 (8 + 1) Lore (Dwarven): +10 (8 + 2) Lore: (Engineering) +12 (10 + 2) Lore: (Explosives) +12 (10 + 2) Medicine: +1 (0 + 1) Nature: +1 (0 + 1) Occultism: +2 (0 + 2) Performance: +0 (0 + 0) Religion: +1 (0 + 1) Society: +10 (8 + 2) Stealth: +12 (8 + 4) Survival: +10 (8 + 2) Thievery: +14 (10 + 4) Feats:
Ancestry Clan Pistol (1st Level): Raised in the ancient halls of Dongun Hold or the surrounding region, you display your lineage with a clan pistol, rather than a clan dagger. You get one clan pistol of your clan for free, as it was given to you at birth. This replaces your clan dagger. Selling this pistol is a terrible taboo and earns you the disdain of other dwarves. You are trained with the clan pistol. In addition, when your clan pistol is visible, you gain a +1 circumstance bonus on checks to Gather Information or Make an Impression when interacting with citizens of Alkenstar, Dongun Hold, or their allies. Dwarven Hold Education (1st Level - Ancestral Paragon): You're knowledgeable in trades that are important to your people's survival and commercial interests. Pick two of the following Lore skills: Engineering Lore, Explosive Lore, or Firearm Lore. At 2nd level, you gain expert proficiency in these Lore skills; at 7th level, you gain master proficiency in these Lore skills; and at 15th level, you gain legendary proficiency in them. General Training (3rd Level - Ancestral Paragon): Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat’s prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet. Eye For Treasure (5th Level): You know good artisanship when you see it and can wax poetic about crafting techniques and forms. You become trained in Crafting and gain a +1 circumstance bonus on all Crafting checks made to Recall Knowledge. If you would automatically become trained in Crafting (from your background or class, for example), you instead become trained in a skill of your choice. In addition, you gain the Crafter's Appraisal skill feat, enabling you to identify magic items using the Crafting skill. Class
Risky Reload (Gunslinger - 2nd Level): You've practiced a technique for rapidly reloading your firearm, but attempting to use this technique is a dangerous gamble with your firearm's functionality. Interact to reload a firearm, then make a Strike with that firearm. If the Strike fails, the firearm misfires. Running Reload (Gunslinger - 4th Level): You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload. Drifter's Juke (Gunslinger - 6th Level): You move in and out of range to complement your attacks. You Step, make a Strike, Step, and make another Strike. One Strike must be a ranged Strike using your firearm or crossbow, and the other must be a melee Strike using your melee weapon or unarmed attack. You can choose not to take one or both Steps. Skill
Alchemical Crafting (Rogue Dedication) You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
Intimidating Glare (2nd Level): You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. Wary Disarmament (4th Level): If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap. Crafter's Appraisal (Bonus Feat - Eye For Treasure): Your knowledge of items' construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic. Magical Crafting (6th Level): You can Craft magic items, though some have other requirements, as listed in Chapter 11. When you select this feat, you gain formulas for four common magic items of 2nd level or lower. General
Toughness (General Training): You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value (page 459). Thorough Search (3rd Level): You take your time searching to ensure you find everything. When Searching, you can take twice as long to search. Normally this means you Search at up to one quarter of your Speed, to a maximum of 150 feet per minute to check everything, or 75 feet per minute to check everything before you walk into it. If you do, you gain a +2 circumstance bonus to your Perception checks to Seek. Free Archetype
Sneak Attacker (4th Level): You gain the sneak attack class feature (page 181), except it deals 1d4 damage, increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain levels. Basic Trickery - Trap Finder (6th Level): You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap. You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2. Special Abilities:
Gunslinger's Way - Way of the Drifer: All gunslingers have a particular way they follow, a combination of philosophy and combat style that defines both how they fight and the weapons they excel with. At 1st level, your way grants you an initial deed, a unique reload action called a slinger's reload, and proficiency with a particular skill. You also gain advanced and greater deeds at later levels, as well as access to way-specific feats. -Slinger's Reload: Reloading Strike -Deeds: Initial - Into the Fray; Advanced - Finish the Job; Greater - Drifter's Wake -Way Skill: Acrobatics Singular Expertise: You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows. This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can't be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master. Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you. Stubborn (3rd Level): You don't like being told what to do, and you don't give up. Your proficiency rank for Will saves increases to expert. When you fail, but don't critically fail, a Will save against an effect that would give you the controlled condition, you can attempt a second save against the effect at the start of your next turn. On a successful second save, the controlled condition ends, though any other effects remain. As normal, failing this second save doesn't allow you to attempt a third save on the subsequent turn. Sneak Attacker (4th Level): You gain the sneak attack class feature (page 181), except it deals 1d4 damage, increasing to 1d6 at 6th level. You don’t increase the number of dice as you gain levels. Gunslinger Weapon Mastery (5th Level): You fully understand the best way to utilize your unique weapons. Your proficiency rank increases to master with simple and martial firearms and crossbows. Your proficiency rank for advanced firearms and crossbows, simple weapons, martial weapons, and unarmed attacks increases to expert. You gain access to the critical specialization effects for firearms and crossbows
Special Actions:
Reloading Strike (>, Gunslinger): Requirements - You're wielding a firearm or crossbow in one hand, and your other hand either wields a one-handed melee weapon or is empty. You make a melee attack and then reload your gun in one fluid movement. Strike an opponent within reach with your one-handed melee weapon (or, if your other hand is empty, with an unarmed attack), and then Interact to reload. You don't need a free hand to reload in this way. Into The Fray (Free >, Gunslinger): Trigger - You roll initiative. You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon and can then Interact to draw a one-handed melee weapon. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this Stride. Running Reload (>, Gunslinger): You can reload your weapon on the move. You Stride, Step, or Sneak, then Interact to reload. Risky Reload (>, Flourish, Gunslinger): You've practiced a technique for rapidly reloading your firearm, but attempting to use this technique is a dangerous gamble with your firearm's functionality. Interact to reload a firearm, then make a Strike with that firearm. If the Strike fails, the firearm misfires.
Proficiencies:
Weapons: Expert (Simple, Martial, Unarmored), Master (simple firearms and crossbows, martial firearms and crossbows) Armor: Trained (Light, Medium, Unarmored) Perception: Expert Combat:
Perception: +12 (11 + 1) AC: 23 ( 12 + 1 + 4 + 6) Mirotvorets | +17 (12 + 4 + 1) | Damage (2d6+1 P) | Reload 1 | Traits: Range 90ft, Uncommon, Concussive, Dwarf, Fatal d10; Runes: +1 Accuracy
Equipment and Possessions:
Bulk Limit: 11 Encumbered: 6.0 Combat Gear: leather armor, hand crossbow, 24 bullets, 30 bolts Mundane Gear: Alchemist's Tools, Thieves's Tools, Backpack, Flint & Steel, Waterskin, Bedroll, Chalk, Rope, Soap, Torch (5), Rations (2), Basic Crafter's Book, Antidote x 2, Antiplague x 2 Magical Gear: Mirotvorets (+1 striking clan pistol), Blazons of Power (Invested), +1 striking shortsword (Blazons of Power), Magnifying Scope (Greater), Energized Cartridge Total Bulk: 2 Money: 5gp, 4sp, 5cp Appearance:
Standing just shy of five feet and five inches tall (1.65m) and weighing one hundred and fifty-five pounds (70kg), Dario is a wiry figure with a messy mop of platinum blonde hair and grey, stormy eyes behind a pair of a thick glasses. The right side of his face is scarred from a gunpowder accident. He is usually dressed in light, neutral clothing with undertones of brown and yellow. On his hips at all time is a fine leather holster, worn but well-maintained, containing a pistol made from the best wood contained within the Mwangi Expanse and dwarven gunsmithing. The emblem of Clan Zuz sits just below the firing hammer. His clothing is usually hidden underneath a well-worn duster and wide-brimmed hat, clothing much more suited for the heat of the desert than the more temperate temperatures Dario is beginning to experience. On his left hand, his main hand, is a series of wooden and beaded bracelets containing iconography for the gods that he pays homage to; Torag, Erastil, Desna, Cayden Cailen, and Irori.
Dario would have a roguishly handsome quality to him were it not for the burns and tears of flesh upon the left side of his face. Dario seems to pay no mind to the scarring though, always quick to laugh at a joke or share a wry smile with a friend. An unabashed flirt, Dario is unafraid to share glances with any man or woman who lingers a little too long on the gunslinger. Used to rejection, Dario only becomes flustered when he himself is the target of such flirtation. Personality:
Dario was raised among dwarves and their ways have rubbed off on him certainly so. With a face that naturally succeeds at being surly, his laugh is just as infectious as any dwarves' laugh could be when it is earned. With a strong sense of community and family, Dario quickly finds that attachment with those who fight beside him whether it be for coin or for the common good. As a mysterious gunslinger, Dario does his best to try and pull off the appearance of the care-free mercenary but a deeply ingrained sense of right and wrong spurs him to correct injustice wherever he encounters it.
Deeply self-conscious of his scars, Dario tries to dissuade anyone from picking at them verbally by being boisterous and an unapologetic flirt. Better to be a lousy flirt than pitied as a poor, scarred man. With very little time for privacy in the sixteen years he lived with his adoptive family, Dario is actually very inexperienced in anything romantic. None have really taken him up on the offer outside of a one time thing here or there, which has been fortunate since it helps hide the fact that he is the very definition of a love-struck fool if anyone ever does. Backstory:
Carried over the desert winds, the metallic tinge of blood carried over the hot winds. The dwarven patrol, outside of Dongun Hold, had raced towards the fired flare. A call for aid. When they arrived, the damage was already done. Amidst the bodies of fallen ogres laid the broken forms of caravan guards and their charges. A firefight occurred against the raiders that remained, more ogres falling under dwarven marksmanship, before only the howl of the desert wind could be heard. Yet its ghostly tone would be interrupted but a sorrowful sound as a young dwarven woman by the name of Etra Zuz. The cry of a child, a young human boy hidden under a cart surrounded by the fallen bodies of his family.
Dario, the name the young boy would reveal, was an orphaned survivor of a group of food traders between Nex and Geb, stopping occasionally in the Duchy of Alkenstar. With no home to call his own, and Etra having suffered an injury that left her unable to bear children, the young human boy was adopted into Clan Zuz and brought within the holdings of the impressive clan of sharpshooters, engineers, and smiths. With how quickly a human matured, Dario's life was pushed into an overhaul of dwarven education and training from the slow life one would have as a merchant's son. With the mentorship of his adoptive mother and the loving, if somewhat gruff, care of his new extended family, Dario's potential was unlocked. With dexterous hands and a sharp mind, he found that a pistol fit in his hand as well as a hammer or a protractor. Like many of his clanmates, he learned to fight with blade and pistol in hand as a dervish of gunfire and swordplay. Lacking their strength and focusing on his speed and grace, he specialized with small blades to strike targeted locations to bring down foes far stronger than himself. Most astonishing though was how unbroken his spirit was, a fact that he owes to his parent's courage and his Mama's discipline and care. Even after a gunpowder accident left his face scarred, there was a devil-may-care attitude that was equally despised and beloved by his clanmates. He learned to drink hard, celebrate victories with songs, and mourn those lost in the sands. While born a human, Dario had the soul of a dwarf, so much so that when he finished his apprenticeship with the clan's gunslingers, it was Etra's pleasure to give her adopted son a clan pistol of his very own. Proudly a honorary member of Clan Zuz, the only thing that could not be refined out of him was a need to wander. The halls of Gongun Hold were growing too restraining and the dangers of the world were not enough to dissuade him from wanting to explore. With Mama Etra's blessing, he was given an eyeglass strap to keep his glasses on, a holster for his pistol, and a parrying dagger to keep himself safe in his journeys. Dongun Hold would always been his home and Clan Zuz would always be there for him. With his clan's support, Dario left northward towards the Inner Sea to learn more about the world and, more importantly, himself. In the year since that departure, Dario has made his way from the Mana Wastes to the country of Isger. With the only gap between the Five Kings Mountain and the Menador Mountains, there was much dwarven history that had been lost to ruin and looters alike. A country beset by banditry, monstrous threats, and a military too small to do anything about it, it seemed the perfect place for an entrepreneuring adventurer to begin his own tale. Having heard of the small town of Breachill, Dario arrives just in time for their monthly "Call for Heroes". With his pistol at his side and a need to show his skill, the gunslinger goes to see what coin could be made in the name of good. 10 Minute Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character.
~Dario is the epitome of the mysterious stranger rolling into town when they need help. He is to come off as much of a Western hero as I possibly can.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game. ~Dario would like to uncover something in regards to the dwarves in the greater area, even if it is something small. Just something to bring back to his people after all is said and done.
Step 3: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor. ~Dario still has the occasional nightmare of that late evening in the desert, the laughter of his family and their friends moments before the roar of ogres crested the hill. He still remembers the scared face of his mother as she hid him away under a wagon, trying her best to appear calm and reassuring before she fought for her life. Shaking, sobbing, he watched her and his father be cut down before them and the terrible, triumphant roar of the giantkin there. To this day, he still harbors a grudge against ogres and the more bestial and tyrannical giants that exist. To the friendlier kinds, he keeps his pistol stowed. That is the best kindness they'll see from him.
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