Svirfneblin

Darius "Mr. Clean" Blake's page

136 posts. Alias of TheBait.


Full Name

Darius Blake

Race

Vitals:
HP:84 | Initiative: +8(10) | AC: 25 | Touch: 19 | Flat-Footed: 17 | CMB: +7 | CMD: 23 | Fortitude +13 | Reflex +16 | Will +10

Classes/Levels

Skills:
Acrobatics: 17 | Craft(Alchemy): 13 | Perception: 16 | Stealth: 21

Gender

Male Svirfneblin (Bioengineered) Gunslinger (Pistolero) 9

Size

Small

Age

28

Alignment

Chaotic Neutral

Languages

Common, Undercommon

Strength 8
Dexterity 21
Constitution 14
Intelligence 10
Wisdom 16
Charisma 8

About Darius "Mr. Clean" Blake

Statistics :

Darius Blake (Mr. Clean/Mini-me)
NG Male Svirfneblin Gunslinger 9
Medium Humanoid (Gnome)

Init +8 (+6 Dex; +2 Reactionary)

Senses: Darkvision 120'; Low-Light Vision
Str 8, Dex 23, Con 16, Int 10, Wis 16, Cha 8
(10,17,14,10,14,12Pre Mod)

B.A.B. +9/+4

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DEFENSE:
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AC 25, Touch 19, Flat-Footed 17 (+6 dex, +1 size, +2 racial dodge, +6 Armor)
HP 84/94
Fort +13, Ref +16, Will +10
CMD 23

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OFFENSE:
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Speed 30'
Reach: 5ft
Melee: +9
Ranged: +16
CMB: +7

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Racial Traits:
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  • Hatred: +1 bonus on attack rolls against humanoid (reptilian) and humanoid(dwarven)
  • Skills:+2 racial bonus on Craft (alchemy) and Perception
  • Stonecunning: +2 bonus on Perception to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.



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Traits:

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  • Trait: Reactionary+2 Initiative.
  • Trait: Vindictive Strike Once per day during a combat encounter, you can choose to gain a +1 trait bonus on a single attack roll against the creature that last hit you.


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Feats:

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  • 1st Level - Point Blank Shot (+1 attack and dmg with ranged within 30')
  • 3rd Level - Precise Shot (Ignore -4 when shooting into melee)
  • Bonus 4th - Rapid Reload (Revolver: Reload as a free action)
  • 5th Level - Rapid Shot (Full round: -2 on all attacks to gain an extra shot at full attack bonus)
  • 7th Level - Deadly Aim (-3 attack for +6 dmg)
  • Bonus 8th - Extra Grit (Gain 2 grit/day and +2 to max grit)
  • 9th Level - Clustered Shot (Total damage of all shots before applying DR)

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Class Features:

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Weapon Proficiency: Simple; Martial; One Handed Firearms
Armor Proficiency: Light Only

    Grit (5)
  • 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.

Pistol Training: Starting at 1th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (5th, 9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 9th level, a pistolero never misfires with a one-handed firearm. (+2 Damage, No miss fire chance with One-Handed firearms)

    Deeds
  • Up-close and Deadly (EX): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. (Currently 2d6)

  • 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.

  • Deadeye (Ex): At 7th 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.

  • Dead Shot (Ex) : At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

  • Targeting (Ex) : At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
    Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
    Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
    Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
    Torso: Targeting the torso threatens a critical on a 19–20.
    Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

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Trained Skills:

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32 Total Skill ranks (4/level Gunslinger, 0 Int)


    Skill:(total=rank+ability+trained+misc)
  • Acrobatics: 18 =9+6+3+0
  • Craft(Alchemy): 14 =9+0+3+2
  • Perception: 17 =9+3+3+2
  • Stealth: 22 =9+6+3+4

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Equipment:

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Carrying Capacity: 26/53/80
Lift: 160 Drag: 400
[list]

  • Mithril Chainshirt +2: +6 AC; +6 Max Dex; 0 Armor Check Penilty; Light Armor (5100 gp; 12.5 lbs)

  • Revolver +2: +18/+13 (+19/+14) Attack; 1d6+10 (+11) Damage; x4 Critical; Bludgeoning/Piercing (8,300 gp; 2 lbs)
  • Dagger x2: +9/+4 Attack; 1d4-1 Damage; 19-20 x2 Critical; Slashing or Piercing (4 gp; 1 lbs)
  • Gunslinger's Kit: This includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith's kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin. (26 gp, 31 lbs)
  • Dry Loadsx18: This special ability can only be applied to alchemical or metal firearm cartridges. Dry load cartridges can be used to load guns underwater or in other airless environments, such as a vacuum. This ability protects the cartridge’s contents as it is being loaded and creates a residual bubble of air that surrounds the firearm, further protecting the ammunition and allowing the firearm with this ammunition to be fired in an airless environment. After the cartridge is loaded, the bubble of air lasts for 3 minutes, or until the firearm is fired, whichever occurs first. A firearm loaded with this ammunition still takes the –2 penalty on attack rolls when fired underwater for every 5 feet of water the bullet passes through, in addition to the normal penalties to range. When firing a dry load cartridge underwater or in an airless environment, a misfire that results in a firearm explosion occurs normally. (540 gp)
  • Silver Bulletsx12 (300 gp)
  • Adamentine Bulletsx12 (732 gp)
  • Metal Cartragesx88 (1,500 gp)
  • Belt of Physical Might(Dex and Con) +2 (10,000 gp 1 lbs)
  • Cloak of Resistance +2 (4,000 gp 1 lbs)

    398 gp 48.5 lbs (Medium Load)
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    Fluff:

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    Hey, Ya hear 'bout that one guy they say is walkin round out there by his loansome?
    Yeah. They say he's a huge guy with these crazy buff muscles and he can bench press a truck.
    Bulls#!t. I heard he was huge, but I call bulls#!t on the bench pressing a truck crap. I do believe Mr. Clean is a scary SOB that you dun wanna f#@k with though.
    Yeah? Well I herd the guy is more like Mini-me than anything else.

    The whole table of men pause, wide eyed and open mouthed over the last man's shoulder gawking.
    What...
    The slow click of a revolver hammer pulling back sounded behind the man as a cold piece of metal pressed against the back of his head. The man slowly turned his head and looked squarely into the barrel of a beautifully fashioned gleaming gun etched with beautiful runes along its length. As his eyes focused out to the handler, he saw a short bald gray skinned form wrapped in strange archaic silvery chainmail shirt covered by a black leather duster and worn jeans. A pair of shades decorated his large bobble like head as the wrinkly skin wrapped around its frames. The huge bulbous nose flared as he breathed with fuming anger.
    Now I know you didn't jus call me no Mini-me. Ya know what happened to the last jacka$$ that called me that.
    His companion sighs throwing a fork at his back.
    Clean, Sit your a$$ down. You are making a scene again!
    Your lucky you little s#!t. Be happy my buddy is here ta save your bacon.
    Darius spins around in the chair and drops into the cross-legged sitting position. The group get up and leave the mess in a rush at the volatile little man. Who would have thought such a bad temper could be contained in such a little package.
    -------------------------------------------------------
    In his youth, Darius Blake was a professional marksman who would tour competitions nationwide and live off the earning. Taught to shoot at a young age, he was damn good at what he did. Raised by his grandparents on a farm, he had all the time in the world to hone his skills, shooting crows and deer that would come onto the property threatening the crops. As he got older, he got claustrophobic being cooped up in the little farm town and decided to pack up when he turned 18. His skills got the attention of the military and they had trying to recruit him into their ranks for years. He also got the attention of another organization. An organization what was not supposed to exist. It wasn't long until they caught up with Darius and offered him work. It was too bad that they didn't take no for an answer. After the cataclysm and the fall of society, Darius woke an a shattered facility somewhere in the mid west. It was hard to tell where he was exactly due to the severe destruction and devastation. His chamber was shattered and he woke up before being successfully transported over to some place called Pandora's Box. With a loss of a few years and a bad disposition (who wouldn't be peeved at finding out you went from a large athletic specimen of a man, into a small, squat, skinny, gray skinned alian thingy). He saw the address of this supposed Pandora's Box and decided that was as good a place as any to find some sort of answers. So he started to walk. And walk he did.