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48 posts. Alias of Skorn.




Here is where we shall discuss all things Salvage.


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Dark Archive

I find that I am about out of PFS games to play at low and mid levels (and not a lot of chances to play high). I play at cons 3 or 4 times a year. And I play in one home group and run another. The person that runs the home group I play in is in the same boat. We have maybe 3 or 4 games left we can run for each other. That includes sanctioned mods. Any advise?

I find myself questioning the replay rules. If I can run a mod and then play it, what is wrong with running it with two different characters again? And if running it with two or more characters is bad, then why is it ok to do so at low levels?

About Blik Blik

Grippli Gunslinger Musket Master 1

Stats:

STR 11
DEX 18
CON 13
INT 14
WIS 19
CHA 11
Race: Grippli
Size: Small
Init +2; Senses Perception -1 60 ft. Darkvision
BAB +1 HP: GRIT
Saves FORT +2 REF +2 WILL +0
Base Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
Languages: Common, Grippli, Elven, Goblin

Defense:


Offence:

Musket 1d10 X4 40ft. B or P misfire 1-2, 5 ft.

Racial Traits:

• Gripplis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
• Camouflage: Gripplis receive a +4 racial bonus on Stealthchecks in marshes and forested areas.
• Swamp Stride (Ex) A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.
• Weapon Familiarity: Gripplis are proficient with nets.
• Darkvision: Gripplis can see perfectly in the dark up to 60 feet.


Deeds:

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.
Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.
This deed replaces the gunslinger’s dodge 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.


Feats:

Gunsmithing: Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Rapid Reload (Musket): Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

Weapon Focus (musket): Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.


Skills:

Adventuring Skills
Acrobatics 4 (1 rank, 3 class, 0 STR)
Climb 4 (1 rank, 3 class, 0 STR)
Perception 8 (1 rank, 3 class, 4 WIS)
Stealth 8 (1 rank, 3 class, 4 DEX)
Survival 4 (1 rank, 3 class, 4 WIS)
Swim 8 (1 rank, 3 class, 4 DEX)

Background Skills
Craft 6 (1 rank, 3 class, 2 INT)
Knowledge 6 (geography) (1 rank, 3 class, 2 INT)


Traits:

Black Powder Fortune
Source Ultimate Campaign pg. 51 (Amazon)
You have little to fear when there’s a gun in your hand. As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.

Canopy Shooter
Source Inner Sea Races pg. 199
Requirement(s) Grippli
Growing up in a dangerous jungle, you learned to take advantage of your mobility relative to larger predators and elusive prey. You gain a +1 trait bonus on ranged weapon damage rolls when you are on higher ground than your target and are within 30 feet.


Equipment:

Equipment
Weight 37 Wealth 82.5
Musket 9 lbs
Gunsmiths kit 15 gp 2 lbs.
Powder Horn 1 3 gp 1 lb
Black powder 10 10 gp
Firearm bullet 10 1 gp
Cartridge (paper) 10 12gp
Bandolier 5sp
Studded Leather 25 gp AC +3 Max Dex +5 ACP -1 20lbs
Short spear 1gp 1d4 x2 20ft. P 3lbs
Dagger 2 gp 1d3 19-20/x2 10 ft S and P 1lb
Flint and steel 1 gp