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Race Dwarf
Gender Male
Age 79
Class Musket Master Gunslinger / Level 1
Init +3; Senses Perception +8, Survival +8
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BUFFS AND CONSUMABLES
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DEFENSE
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AC 16, touch 13,flat-footed 13
(+3 Armor, +3 Dex)
Hp 11 Temp hp []
Fort +3, Ref +5, Will +4
Modifiers-
Fort- +4 versus Poison / +4 versus Alcohol / +2 versus Drugs
Will- +2 verus Fear and Emotion based saves.
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OFFENSE
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Speed 20ft
Melee
Dagger +1 (1d4/19-20x2)
Heavy Flail +1 (1d10/19-20x2/Disarm&Trip)
Longspear +1 (1d8/x3/Brace&Reach)
Ranged
Musket +4 (1d12/x4/40ft)
Special Attacks
Precise Shot +5 (1d12+1/x4)
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STATISTICS
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Str 10, Dex 16, Con 10, Int 12, Wis 18, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats
Rapid Reload (Muskets/Bonus Feat), Pointblank Shot
Traits
Campaign: Skymetal Smith - You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves. (Dragon Torc)
Equipment: Iron Liver - You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Combat: Armour Expert - When you wear armour of any sort, reduce that suit's armour check penalty by 1, to a minimum check penalty of 0.
Drawbacks
Cruel - Whenever you are engaged in combat and there are dying or helpless foes within 30 feet, you take a –2 penalty on attack rolls against foes who are neither dying nor helpless.
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SKILLS
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Skills
Acrobatics +7 (+3 Ability, +1 Rank, +3 Class)
Perception +8 (+10) (+4 Ability, +1 Rank, +3 Class, +2 Racial (Unusual Stonework))
Stealth +4 (+3 Ability, +1 Rank)
Survival +8 (+4 Ability, +1 Rank, +3 Class)
Background Skills
Craft (Armour) +7 (+1 Ablity, +1 Rank, +3 Class, +2 Racial)
Craft (Gunsmithing) +7 (+1 Ablity, +1 Rank, +3 Class, +2 Racial)
Languages
Common, Dwarven, Hallit
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SPECIAL QUALITIES
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SQ
Grit (4/Day), Gunsmith, Bonus Feat (Rapid Reload (Muskets)),
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.
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.
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RACIAL
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Standard Racial Traits:
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Racial Traits:
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits:
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks 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.
Senses Racial Traits:
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Offense Racial Traits:
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
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EQUIPMENT AND GOLD
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Combat Gear-
Musket, Heavy Flail, Longspear, Studded Leather Armour,
Gear-
Gunslinger 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)
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APPEARANCE
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Height 4ft 7
Weight 185lbs
Eye Color Grey
Hair Color Region of Origin Numeria
Deity Torag
Background:
Gorin was born and raised in the town of Torch, born to a weaponsmith and an armour smith. His parents worked the Torch like many other smiths, shaping skymetals with such artistry and skill that it would make the gods themselves weep, and did on one occasion, if his pappys tales could be believed. He learned the art of armour smithing from his mother, it came easy to him, and he flourished at it though he could never come close to her talent.
He worked on his craft for years, till he finally had grown in to adulthood. He earned his spurs as it were, and became a travelling Blacksmith, leaving his family at home and moving out in to the world to learn new skills and tricks.
He spent a couple more years in the military near Lastwall, working as a Smith, learning some combat till he was discharged honorably and sent on his way. His travels took him to the city state of Alkenstar, where he learned a new craft, the ability to make firearms.
He crafted his first weapon, a monstrous long rifle which he named Runedar, Haven in Dwarvish. He learned how to clean and maintain her, how to make the ammo she used and how to tell when she needed to be repaired.
His time in Alkenstar was punctuated with sadness however as a letter from home finally reached him, telling him of his parents passing in a mysterious fire in their home. It was with a heavy heart that he abandoned his new tutelage in the arts of Gunsmithing and returned home to see to their affairs.
Personality:
Gorin is gruff and blustery but ha a good heart deep down. He tries to keep people at a distance but he has a soft spot for the weak and downtrodden.
Physical Description:
Gorin bears the marks of many years of hard work with the hammer, sporting the tell tale corded arms and heavy shoulders of a true Dwarven smith. Gorin wears his hair short, cropped to his head to keep it out of his eyes while he shoots.
Gorin wears a heavily repaired but smart and functional set of Studded leather armour, over tough but breathable clothing. Around his neck sits a braided silver torc with a stylized dragon design inlaid in the ends. Atop his head sit a pair of battered goggles.
His hands, arms and torso bear the marks of many burn scars, from his days in the Forge. He sports a large tattoo of the holy symbol of Torag, across his back.
Gorin is rarely seen without a cigar clamped between his teeth.
So that is most of it done I believe. I do have another question. For ammo, can I craft before the game, or do I need to buy some at full price?
"Ahm... no." Dorin takes a step in to the chamber beside Kaley, fanning out slightly, glancing around the room. "I think I would rather know yer name, master Bones, before I tell you mine!"
I am the worst. Yes I am here. I had a busy week last week, sorry about that. If that happens again, just bot me. I will not just disappear for good, I will always come back.
Dorin splutters awake, clutching his head and groaning loudly. "Yeh test me today Torah, Father of the Forge. Yeh test me hard. Why the hells is this place so f%##in messed up? Why? We need someone who knows traps. This is flaming ridiculous!"
He grabbed the wand and gripped it tightly as he crawled over to look in to the chest.
"If yer f$+&in empty I'm rethinking this whole escapade!"
Dorin offers his hand to Kaley to pull her fully up on to solid ground once again. He exhales sharply through his teeth before nodding and pulling the wand from his belt. He speaks the trigger word and presses it lightly to the wound, closing his eyes and focusing.
1d8 ⇒ 5
He frowns at the wounds the woman bears, before channeling his power in to the wand once again.
1d8 ⇒ 1
"This bloody thing is broken..."
He growled before reaching deep down inside of himself and laying a hand on Kaleys arm, sending power flooding through her body.
1d8 + 2 ⇒ (6) + 2 = 8
Nodding in satisfaction as her wounds knit back together, Dorin grins. "Aye, we could do with one of them, what are they called? Rogues!"
Surprise rounds are not based on initiative but rather on awareness. Coglen wasn't in the room, so was not aware of the threat. Dorin and Kaley made their perceptions and were aware of the monsters, as the monsters were aware of them.
Dorin begins to struggle himself free of the webs.
Dorin smiles sadly at Kaley and pats the woman on the shoulder. "Aye lass, they do all those things, but they also sadly eat the flesh of humanoids, like us. And I dinnae want to leave something like that alive on our back trail, while we are exploring a big dark deep dungeon. We could no have left it alive. And the Poison. nay I'll just use it if we get in to a bind. Tis always handy to have some poison around too. I might be able to brew up an antitoxin from it mayhap!"
Dorin buries his axe in the body of the Spider, making sure to snip that last little thread of life, before turning to appraise the trap with the Aasimar. "Aye, having a trap of a hole in the floor doesn't seem to make much sense unless it is guarding something. What do you be thinking lass? Try open it to look down in to it? Try seal it so we can walk over it?"
Which Knowledge would I need for the Spider? Trying to figure out if it has Poison that I could milk from the corpse. Always a good idea to harvest what we can along the way.
Dorin frowns, staring up in to the hole above them, as he begins to draw together a string of runes and beginning to infuse them in to the metal of his axe.
Dorin sighs and sets the head of his hammer on the floor, before going to one knee. "Lord Torag, yeh of the Forge, the great and powerful Father of us all who do be children of the Forge, please provide may yeh never let me fall victim to such a horrible death and burial as this!" after blessing himself, he stands, turning to the others.
"Aye, we do be right to be taking this man home with us, when we leave next. We deliver him for no other reason that it be the right thing to do!"
Was at a Sci Fi convention this weekend. Met Lancell Lannister and Doctor Woolsey from Stargate Atlantis. Sadly Ronan / Khal Drogo never showed up, even though he is on the island filming a show... AnysY, I'm back now. Sorry it took so long.
Dorin moved back towards his allies, seeking to block the dead creatures path towards the squishier members of his party. As he does he draws down on his power, causing his beard to stiffen and become hard and sharp.
Sorry, I moved myself on R20 last night but never made an attack
Knowledge Religion-1d20 + 5 ⇒ (3) + 5 = 8
Scratching his head, Dorin shrugs before moving forward and swinging his axe, full force, at one of the Skeletons. "If'n it's bone, cut it down, if'n its rotten squash if flatten, right?"
Dorin strains forward to glance at the scroll of fireball. Though he himself would have no use for it, as a Devotee of Torag, he found the concept of an exploding ball of fire to be more than a little interesting. Some days he wished he had followed his old Pappies footsteps and had devoted himself to the art of Magic.
'Oh no, not for wee Dorin, that do be sure. Nay I was meant for the Priesthood it seemed, meant to wield hammer and tongs, holy symbol and prayer, all in the name of he who builds!'
Keeping up with Kaley, Dorin crossed the room, gripping his axe tightly.
"Wait up lass, I'll watch your back for yeah!"
As he walked, Dorin began to call forth runes of detection and identification, as his eyes began to burn with a bright gold and reddish light.
"Torags beard..." Dorin exclaims as his light blooms bright and true in the darkness of the new level. When he sees this happen, and the new member casts his spell, Dorin lets his own light drop, taking solace as his dark vision kicks in again."Thank the divines I do be more than happy to be out of that there magical darkness!"
Dorin moves up after Kaley and slowly, carefully opens the other door, if it is unlocked, before glancing inside. "Be kind..."
The wand makes Dorins skin crawl just looking at it, and he shakes his head in disgust when it is offered to him. "Nay lad, I do be a ruthless old codger but may that ruthless. I'll trust in me axe and me arm for now, and whatever magic the old Iron Father chooses for me!"
Dorin stared up at the man in the cage and grins, before calling up, "It nay do be often ye find a man kept in a cage like a bird. How do you be lad, well? No wounds on ye?"
Dorin begins to follow his companions, keeping towards the back, to keep an eye on things.
Dorin dashed forward, throwing himself in to combat alongside his compatriots, lashing out with all of his might with his axe, sending it slashing down towards the forehead of the Zombie.
Dorin gripped his axe tightly as he darted forward, swinging it as hard as he can at the Zombie before him. "Die ye wee undead scurge. Well... Die again!"
Dorin pushes slowly to his feet, hunching over, gripping his wound tightly. "Buggers could reach a lot further than I thought... Aye. I say we call it a night, maybe come back in the morrow and try get deeper. What say yeah? Get us some food and sleep?"
Dorin thanks Kaley for her healing and takes the wand back, touching it to his side and whispering the activation word.
[dice=Rapier]1d20+15[/dice] [dice=Damage with precision]1d6+15[/dice] [dice=Damage w/o precision]1d6+9[/dice]
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