Vigilante/Legendary Gunslinger (Firearm Striker) 4
NG Medium humanoid (human - modified) - 28 years old
Init +5; Senses Perception +10
Defense:
AC 16, touch 15, flat-footed 10 (+4 Dex, +1 Nimble, +1 Wis)
HP 23 (4d8)
Fort +5 (+4 base, +1 cloak), Ref +9 (+4 base, +4 Dex, +1 cloak), Will +6 (+4 base, +1 Wis, +1 cloak)
DR 10/magic
While wielding a firearm, +2 trait bonus on all saving throws against curse, fear, and emotion effects.
Offense:
Speed 30 ft.
Melee Unarmed Strike +7 (1d8+2)
Ranged Pistol +9 (1d8+5, 20/x4) B & P - 20' - misfire (1, 5') - move action to reload, free action with cartridge
Ranged Musket +8 (1d12+5, 20/x4) B & P - 40' - misfire (1-2, 5') - full-round action to reload, standard action with cartridge
Statistics:
Str 11, Dex 18, Con 10, Int 14, Wis 12, Cha 14
Base Atk +3; CMB +3; CMD 17
Languages Common
Feats:
Level 1
Simple Weapon Proficiencies: all
You make attack rolls with simple weapons without penalty.
Martial Weapon Proficiencies: all
You make attack rolls with martial weapons without penalty.
Firearms Proficiencies: all
You make attack rolls with firearms without penalty.
Shield Proficiency
When you use a shield (except a tower shield), the shield’s armor check penalty only applies to Strength– and Dexterity-based skills.
Armor Proficiency: light (given up for Firearm Striker)
Armor Proficiency: medium
When you wear medium armor, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Gunsmithingfrom Gunsmith
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.
Weapon Focus:firearms
You gain a +1 bonus on all attack rolls you make using the selected weapon weapon group. (feat tax)
Agile Maneuvers (feat tax)
A character adds their dexterity to the CMB if they’re wielding a finesse weapon and their strength otherwise.
Powerful Maneuvers (feat tax) - not current possessed You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
Point-Blank Shot (feat tax)
Rapid Reload:pistol
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. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Dodge (feat tax) - not currently possessed Merged with Mobility. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Level 2
Combat Expertise (feat tax)
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Power Attack (feat tax)
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Gone. Now simply a combat option for any class with at least +1 BAB.
Deadly Aim (feat tax)
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Level 3
Precise Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Level 4 Weapon Finessefrom Lethal Grace (feat tax)
Deft Maneuvers (feat tax)
You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.
Improved Unarmed Strike (conditional on wielding a firearm)
You are considered to be armed even when unarmed — you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Traits:
Affable
You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
Black Powder Fortune
As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.
Human Abilities:
Bonus Feat:Weapon Focus (firearms)
Humans select one extra feat at 1st level.
Skilled:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Dagadi is human, but with an infernal taint. This is reflected by the following:
6 RP for Damage Reduction - DR 10/magic.
4 RP for Curiosity - +4 Diplomacy to gather information. Know (history) and Know (local) are class skills or get +2 if already a class skill.
Vigilante Abilities:
Level 1
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:Double Time (Ex)
The vigilante’s social identity is that of a skilled and respected artisan or professional, rather than a merchant or noble. In order to complete his day’s work while still continuing his vigilante activities, he has learned to work faster than normal, hiding his progress so it seems like he is working full shifts at his day job rather than spending some of that time on other pursuits. The vigilante needs to spend only 6 hours each day for mundane uses of the Craft or Profession skill, rather than 8 hours. If he has the social grace social talent, he needs to spend only 4 hours for any skill he’s chosen with social grace. A vigilante must have a social identity appropriate to the chosen skill to select this talent.
Vigilante Specialization:Stalker: 2d8
A stalker gains an ability called hidden strike, which allows him to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of his presence, who consider him an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that he is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment).
Once this choice is made, it can’t be changed. While many vigilante talents are usable by both specializations, some are unique to each specialization. A stalker vigilante can apply only one talent marked with an asterisk (*) to a given hidden strike, and only when that hidden strike is dealt against a foe that is unaware of the stalker vigilante’s presence (or who considers him an ally), unless otherwise noted.
Level 2
Vigilante Talent:Perfect Fall (Ex)
As long as there is a wall or another surface within arm’s reach, the vigilante never takes falling damage. Even if no surface is available, he takes only half damage from falling and lands on his feet.
Level 3
Social talent:Social Grace: Craft (weapons)
The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.
Unshakable: +4
Starting at 3rd level, a vigilante adds his class level to the DC of any attempts to Intimidate him.
Level 4
Vigilante talent:Lethal Grace (Ex): +2
The vigilante combines strength and speed into incredibly deadly attacks. He gains Weapon Finesse as a bonus feat, and if he already has the Weapon Finesse feat, he can immediately swap it for another feat for which he qualified at the level he chose Weapon Finesse. When using Weapon Finesse to make a melee attack using his Dexterity bonus on attack rolls and his Strength bonus on damage rolls, he also adds half his vigilante level on damage rolls. This bonus damage is not reduced or increased if the vigilante is wielding a weapon two-handed or in an off-hand.
Legendary Gunslinger Abilities:
Level 1
AC Bonus (Ex):+1 (Firearm Striker)
When unarmored and unencumbered, the firearm striker adds her Wisdom bonus (if any) to her AC and her CMD.
These bonuses to AC apply even against touch attacks or when the firearm striker is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Martial Grit (Ex):
A firearm striker treats her unarmed strikes as firearms for the purpose of being able to regain grit.
Deeds:1st level
Legendary gunslingers spend grit points to accomplish deeds. Most deeds grant the legendary gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the legendary gunslinger has at least 1 grit point. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed. The DC for the save against a deed is equal to 10 + 1/2 the legendary gunslinger’s level + her Wisdom modifier. All deeds are extraordinary abilities unless otherwise noted.
Grit1
A legendary gunslinger makes her mark upon the world with daring deeds. Some legendary 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 legendary gunslingers have grit. In game terms, grit is a fluctuating measure of a legendary gunslinger’s ability to perform amazing actions in combat.
At the start of each day, a legendary 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 legendary gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm: Each time the legendary gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point if her weapon has a critical multiplier of x2 or x3, or 2 grit points if her weapon has a x4 or higher critical multiplier. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice
than half the legendary gunslinger’s character level does not restore grit.
Finishing Blow with a Firearm: When the legendary gunslinger causes a creature to lose consciousness due to hit point damage, she regains 1 grit point. Destroying an unattended object, causing a helpless or unaware creature to lose consciousness due to hit point damage, or causing a creature to lose consciousness that has fewer Hit Dice than half the legendary gunslinger’s character level to 0 or fewer hit points does not restore any grit.
Successful Saving Throw: Whenever the legendary gunslinger makes a successful saving throw against a non-harmless spell, spell-like ability, supernatural ability, or extraordinary ability originating from a hostile creature, she regains 1 grit point. Making a successful saving throw against the effect of a hostile creature that has fewer Hit Dice than half the legendary gunslinger’s character level does not restore any grit.
Gunsmith
At 1st level, a legendary gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The legendary gunslinger also gains Gunsmithing as a bonus feat, although she can craft bullets, pellets, and black powder for a cost in raw materials equal to 1% of the price rather than 10%.
Gun Training:+4
Starting at 1st level, a legendary gunslinger gains a bonus equal to her Dexterity modifier on damage rolls when firing a firearm; this bonus to damage cannot exceed her class level until she reaches 5th level. Furthermore, she reduces the misfire value of firearms by 1 (minimum 0) and when she fires a broken firearm, the misfire value of that firearm increases by 2 instead of 4.
Level 2
Eagle Eyes (Ex):+2
Legendary gunslingers rely on their keen sight to land precise shots. At 2nd level, a legendary gunslinger receives a morale bonus on Perception checks equal to 1/2 her class level.
Gun Mastery:Bullet Juggler (Ex)
As long as the legendary gunslinger has at least 1 grit point, she does not require a free hand to reload a firearm.
Slinger’s Quirk
At 2nd level, a legendary gunslinger selects two Charisma or Intelligence based skills; she may choose to use her Wisdom modifier in place of her Charisma or Intelligence when determining her bonus for those skills.
Level 3
Deeds:3rd level
Uncanny Dodge
At 3rd level, a legendary gunslinger gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A legendary gunslinger with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.
If a legendary gunslinger already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Level 4
Combat Grit (Ex)
At 4th level, whenever a legendary gunslinger rolls initiative, she gains 1 temporary grit point in addition to her normal grit pool. Temporary grit points are spent first and last for 1 minute or until spent. Once a legendary gunslinger has gained temporary grit from this class feature, she cannot do so again for 5 minutes. At 9th level and every five levels thereafter, this ability grants an additional temporary grit point upon rolling initiative.
Nimble (Ex):+1
Starting at 4th level, a legendary gunslinger gains a +1 dodge bonus to AC and a +1 competence bonus to her initiative while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose these bonuses. These bonuses increase by +1 for every four levels beyond 4th level (to a maximum of +5 at 20th level).
Deeds:
1st Level
Deadeye:
At 1st level, the legendary 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 legendary gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger’s Reflexes:
At 1st level, the legendary gunslinger gains an uncanny knack for knowing how to avoid attacks. As long as the legendary gunslinger has at least 1 grit point, she does not provoke attacks of opportunity for firing or reloading a firearm.
Quick Clear:
At 1st level, as a standard action, the legendary 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 legendary gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the legendary gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move action instead of a standard action.
Iron Knuckle: (Firearm Striker)
At 1st level, as long as a firearm striker has at least 1 grit point, she gains the Improved Unarmed Strike feat and may use her Dexterity modifier in place of her Strength while making attack rolls with unarmed attacks.
3rd Level
Ricochet Shot:
At 3rd level, the legendary gunslinger can make a surprise attack, being able fire a shot at a wall or piece of solid terrain, and have it ricochet off. When she does, she uses the square immediately in front of the wall or piece of solid terrain to determine line of sight to a target, and this square is considered the new origin square of the attack, although her attack roll takes a -2 penalty. The attack uses that square to determine the effects of cover, and the legendary gunslinger’s own square to determine the effects of concealment. The legendary gunslinger can make this shot as long as she has at least 1 grit point. When making this shot, she can spend 1 grit point to ignore the effects of all cover or concealment. The legendary gunslinger must choose to spend the grit point before she makes the attack roll.
Speedloader:
At 3rd level, as long as the legendary gunslinger has at least 1 grit point, she reduces the action needed to load a firearm as long as it would be able to be loaded as a full action or quicker; from a full round to a standard, standard to move, and move to free action.
Utility Shot:
At 3rd level, if the legendary 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 legendary gunslinger must declare the utility shot she is using before firing the shot.
• Blast Lock: The legendary 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 legendary 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 legendary 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.
• Trap Springer: The legendary gunslinger can make an attack roll against a trap within the first range increment of her firearm as long as she is able to target its triggering mechanism (such as a floor plate), treating the Disable Device check of the trap as its AC for this attack. If this attack is successful, the trap is automatically activated. If the legendary gunslinger targets a trap she or one of her allies created (she must have observed the creation of the trap), she gains a +5 circumstance to her attack roll while using this deed.
Close Combat: (Firearm Striker)
At 3rd level as long as a firearm striker has at least 1 grit point and one free hand, her unarmed strikes gain the enhancement bonus to attack and damage of a single firearm she is wielding.
Steel Fist:1d8(Firearm Striker)
At 3rd level, as long as a firearm striker has at least 1 grit point, her unarmed strikes deal damage as though she was a monk
of her class level.
I dreamed about her again. Her flaxen hair. The golden aura surrounding her. Why does she torment me? She's already destroyed any trace of purity in me. What more can she do?
I feel again the kick of my weapon. I smell the powder. I watch as he falls lifeless by my hands. My hands. The hands now of a killer. And then she's gone. Was that her only purpose? To instigate my fall? To bring me down? Perhaps I'll never know. I have not seen her since.
Ahreni has been the sole light in my darkness. I don't know what power saw fit to send her to me, but I give thanks for her.
My driving hope is that some day I'll stand face to face with the woman, the angel, the demon, whichever she is, to ask her 'Why?'. What was her purpose?
"You're awake?" Ahreni's sleepy voice called from the nearby bed.
Digadi put down his quill. "Sorry, I didn't mean to wake you," he answered quietly. "I had some ideas I needed to note down before I forgot them."
"Come to bed. The ritual will start in just a couple of hours and we'll need to be rested if we wish to disrupt it properly."
"Of course, my Love."
The man returned to his journal to write one last line.
And she'll be the final life I take.
He closed the book and returned it to its niche in the desk. Rising from the chair he tossed his spectacles down on top of scattered drawings resting on the marred surface before returning to the embrace of his lover.
Bullet Points:
A) Background and Concepts
1) He perceives himself as fallen. In spite of being trapped in the ongoing war between light and darkness, Digadi Duran had always considered himself guiltless - he had never taken a life. When the inevitable fell by his hand, it was a line he could never re-cross. He had done something he vowed he would never do - take a life.
2) He blames the outsider for his fall. He hopes to someday face the being responsible for his torment. All the guilt and hatred he feels for himself will be vented upon the being that led him to his misstep.
3) Ahreni is his lifeline. Full of self-hatred and loathing for his perceived fall, Digadi sees vengence and Ahreni as his sole reason for continued existence.
4) He's not aware that Ahreni was the outsider. Since Ahreni can shift her form and has lost her pervasive aura, Digadi has never connected the two. It'll be a major turning point when that fact is made clear to him.
5) His enemies lives are worth nothing. Since he's crossed the line and taken a life, there's no going back. There's no gain in mercy.
6) Reluctant Swordmaker. Digadi didn't want to follow in his father's footsteps as a sword-maker. He could craft them, but his heart wasn't in it. He preferred weapons that didn't require such dedication and training to wield. He didn't get a choice, though. His father died younger than he should through unexplained violence and Digadi inherited the name and clientele. The weapons aren't as high quality, but the name still bears cachet.
7) Infernal Blood. He's human rather than a tiefling, but there's still some trace of infernal blood in him, evidenced by his resistance to damage.
B) Goals
1) Make his grandfather pay. Digadi wishes to exact vengence upon his grandfather for dragging him into his war. The man is too powerful currently, but by chipping away at his gathered power, he hopes to eventually be able to bring the man down himself.
2) Digadi needs to accept his place. Eventually Digadi should realize that he is where he is doing the most good and that his perceived fall was just the shattering of self-delusion.
C) Secrets
1) Infernal Blood Digadi knows there's infernal blood in his family history, but he would never want Ahreni to discover how close to home that taint lies.
2) Ahrani and the outsider are the same person. Discovering this will be a major story turning point.
D) NPCs
1) Angelina Duran - Digadi's mother. The woman's mind has cracked, but at times she still recognizes her son. She dedicated her son's life to the light to spite her father, but the constant pressure of keeping that secret has pushed her over the edge of sanity.
2) Sir Nathan Notting - Digadi's secret patron. He is a nobleman that moves in many circles and has contacts within the higher ranks of The Order. He is a charismatic man that attempts to travel in the gray areas between The Order and The Path. He wishes to stay out of the battle itself, but has no qualms about assisting Digadi in his private war.
3) Maionarre Marra - Digadi's maternal grandfather. An intelligent and clever man that is entirely assured of the rightness of his own actions. He manages many spinning wheels of power all for the benefit of the The Order. And his own, of course.
E) Traits/Mannerisms/Quirks
1) Digadi wears a pair of often broken spectacles. When he's comtemplating a problem or considering his words carefully, he fidgets with them. He adjusts them, takes them off to clean them, etc
2) He hates being compared to his father.
3) Slightly obsessive/compulsive that manifests in small things.
Combat Macros:
[dice=Pistol Attack - vs Touch AC]1d20+9[/dice]
+3 BAB
+4 Dex
+1 Enhancement Bonus
+1 Weapon Focus
[dice=Pistol Damage - B/P]1d8+5[/dice]
+1 Enhancement Bonus
+4 Gun Training
[dice=Musket Attack - vs Touch AC]1d20+8[/dice]
+3 BAB
+4 Dex
+1 Weapon Focus
[dice=Musket Damage - B/P]1d12+5[/dice]
+1 Enhancement Bonus
+4 Gun Training
[dice=Unarmed Attack]1d20+7[/dice]
+3 BAB
+4 Dex
+1 Enhancement Bonus (if armed with magical pistol)
[dice=Unarmed Damage - B]1d8+1[/dice]
+1 Enhancement Bonus (if armed with magical pistol)