Shieldmarshal

Fhrank Graywood's page

13 posts. Alias of Phlynn.


Classes/Levels

Human Dune Drifter Cavalier 1 | HP 12/12 | AC 15, T 13, FF 12| CMB +0, CMD 12 | F 4, R 3, W 0 | Init +3, Perc +5

About Fhrank Graywood

Character Name: Frank Graywood
Character Race: Human
Character Class: Cavalier - Dune Drifter
Alignment: Neutral Good

Gender: Male
Age: 26 years
Height: 5'11"
Weight: 160 lb.
Eyes: Blue-Gray eyes
Hair: Brown hair

Character Level: 1
EXP Points Gained: 0
EXP To Next Level: 3000

Known Languages: Common

-------------------------------------------------------

Strength: 12 (+2)
Dexterity: 17 (+3)*
Constitution: 14 (+2)
Intelligence: 10 (+0)
Wisdom: 11 (+0)
Charisma: 16 (+3)
* Denotes racial bonus

-------------------------------------------------------

Armor Class: 15 [BASE (10) + DEX (3) + Armor (2)]

Flat-footed AC: 12
Touch AC: 13

AC Penalty: None
Maximum DEX bonus: +6
Armor Type & Weight: Long Coat (Leather Armor)

Special: +1 AC trait bonus to Dodge vs. Firearms

-------------------------------------------------------

Hit Points: 12 (1d10 +2 Con)
Grit 3 (Dune Drifter uses Cha rather than Wis for this ability)

-------------------------------------------------------

Base Speed: 30'/round
Total Encumbrance: 36 lb. - [Medium Load]
Normal Speed: 20'/round

-------------------------------------------------------

Save vs. Fortitude: +4
Save vs. Reflex: +3
Save vs. Will: +0

-------------------------------------------------------

Initiative Modifier: +3 (+3 DEX)
Base Attack: +1
CMB: +0
CMD: 12

Senses: Perception +5

-------------------------------------------------------
Weapons:
-------------------------------------------------------
Revolver (M)
+4 ranged / 1d8 dmg / [x4] critical / 20 range / misfire 1 / capacity 6 / B&P / 4 lbs
Bullets (30)

Machete (M)
+4 melee / 1d6 dmg / 19/20 x2 critical / 2 lbs / 10gp / +1 Survival

Dagger (M)
+4 melee or +4 ranged / 1d4 / 19-20 [x2] critical / 10' range / 1 lb. / 2gp

Weapon weight: 15 lb.

-------------------------------------------------------
Skills: 5 [4/Level +1 Human + 1 Favored Class]
-------------------------------------------------------

Appraise (Int)
Bluff (Cha) +7 [1 Rank + 3 Class + 3 Stat ]
Climb (Str) +0
Craft (Int) +0
Diplomacy (Cha): +7 [1 Rank + 3 Class + 3 Stat ]
Handle Animal (Cha) +7 [1 Rank + 3 Class + 3 Cha ]
Intimidate (Cha)
Knowledge: Gun Lore (Int)
Knowledge: Local (Int)
Perception (Wis) +5 [1 Rank + 3 Class + 1 Trait ]
Profession: Experienced Smuggler (Wis) +0
Ride (Dex) +7 [+1 Rank + 3 Class + 3 Dex]
Sense Motive (Wis) +0
Stealth (Dex) +8 [1 Rank + 3 Class + 1 Trait + 3 Dex ]
Survival (Wis) +1 [+1 Machete]
Swim (Str) +0

—----------------------------------------------------
Feats
-------------------------------------------------------

Amateur Gunslinger (Class Bonus)
You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Charisma* modifier (minimum 1). You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.
Deed - Deadeye
At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond their 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 performing this deed.

Gunsmithing (Class Bonus)
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.

Point Blank Range (1st Level)
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet

Weapon Finesse (Racial Bonus)
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls

—----------------------------------------------------
Traits
-------------------------------------------------------

Seeker
You gain a +1 trait bonus on Perception checks, and that skill is always a class skill for you.

Ratted-out Gunrunner:
You gain a +1 trait bonus to Stealth, and a +1 dodge AC for attacks from a firearm

—----------------------------------------------------
Class Abilities:
-------------------------------------------------------

Challenge (Cavalier) 1/day
Once per day, a cavalier can challenge a foe to combat. As a swift action the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.
Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class except against attacks made by the target of his challenge.
The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Have Gun (Dune Drifter)
At 1st level, the dune drifter gains Amateur Gunslinger and Gunsmithing as bonus feats. The dune drifter uses his Charisma modifier (minimum 1) in place of his Wisdom modifier when determining his maximum grit points and for any other abilities which use grit. Additionally, he also gains a battered gun identical to the one gained by the gunslinger. This ability replaces tactician.

Mount (Cavalier)
A cavalier gains the service of a loyal and trusty steed to carry him into battle. This mount functions as a druid’s animal companion using the cavalier’s level as his effective druid level. The creature must be one that he is capable of riding and is suitable as a mount.. (See Details Below)

Weapons & Armor changes (Dune Drifter)
Dune drifters are proficient with all simple and martial weapons, the whip, and with all firearms. They are proficient with all light armor. This replaces the cavalier’s normal weapon and armor proficiencies.

Order (Cavalier) Order of the Land
Edicts: The cavalier must always strive to protect the common folk from the depredations of oppressive regimes. He must not decline any duty or mission because he is not properly equipped for it.
Challenge: Whenever an order of the land cavalier issues a challenge, he receives a +1 morale bonus on ranged attack bonuses against the target of his challenge. This bonus increases by +1 for every four levels the cavalier possesses.
Skills: An order of the land cavalier adds Knowledge (local) (Int) and Survival (Wis) to his list of class skills. In addition, whenever an order of the land cavalier makes a Survival check to avoid getting lost, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

-------------------------------------------------------
Racial Abilities:
-------------------------------------------------------

Ability Score Modifier +2 to one Ability score.

Bonus Feat 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.

-------------------------------------------------------
Mount:
-------------------------------------------------------

“Bucket”
(As per Druid’s Animal Companion) Link, Share Spells
Horse, 2HD, +1 BAB, Fort +3, Reflex +3, Will +0
Skills (2)
Feats (1)

-------------------------------------------------------
Equipment & Gear
-------------------------------------------------------

Hat (1 lb.) (1 sp)
Traveler's Outfit (0 lb.)
Whip (2 lb, 1 gp)
Revolver (4 lb, Free)
Ammunition Pouch (2 lb) (5 gp)
Machete (2 lb, 10 gp)
Dagger (1 lb, 2 gp)

Gunsmith’s Kit (2 lb, 15 gp)
Bullets (60) (.10 lb, 60 gp)
Cavalier’s Kit:
Price 23 gp; Weight 112 lbs.
On Person: backpack (2 lb), a belt pouch (0.5 lb),, flint and steel ( - ), soap ( - ), torches (10 = 10 lb), trail rations (5 days = 5 lb) , and a waterskin.(4 lb)
On Horse: Animal feed (5 days), Bedroll, Bit and Bridle, Mess Kit, Iron Pot, Saddle and Saddlebags

Weight of Equipment: 0 lb.
Weapons:
On Person: 24.5 lbs.
On Horse: 92.5 lb

-------------------------------------------------------
Money & Treasure
-------------------------------------------------------

183.9 gp
300 gp (Starting Funds)

-------------------------------------------------------
Background
-------------------------------------------------------

Fhrank Graywood was born the accidental son of a hard-nosed, traveling Priest of Abadar and a well-endowed tavern-wench…a development that had not pleased the man of the church at all. He had instructed the barmaid to keep his identity a secret, and in turn, offered to make sure that mother and son were quietly taken care of financially.

Thus, Fhrank had grown up happy and somewhat carefree with his mother, living as they did in an upper room of a saloon owned by his uncle. Being raised in such an establishment, while not the most proper of childhoods, was not without its merits. The young man learned to play cards, sing bar-songs, stable horses, and most importantly, wash dishes with the best of them. Along the way, he picked up a few other skills of a far more questionable nature, often from drunken gamblers, cow-pokes, and thieves that found the boy to be an apt student. Eventually Fhrank grew into quite the card player, though if he were to be honest, he’d admit his luck just wasn’t good enough for him to make a living gambling.

Like most young men of the day, Graywood (He took his mother’s maiden name) learned to shoot and hunt, skills that brought him to the attention of a group of men from the Order of the Land. These so-called “Dune Drifters” were raising a posse to defend a small town from bandits that had been harassing the townsfolk for weeks, and needed to add armed men to their number to even the odds. Fhrank was at first reluctant to volunteer, but eventually agreed when pretty much all the other able-bodied men in the saloon agreed to the endeavor.

Eight men rode out after the bandit-raiders, but when the group was ambushed in a ravine a few miles from town, only Fhrank and one other man from the group had survived, one of the ‘Drifters named Burke..

Though shot in the throat (a grazing hit, fortunately), Fhrank had been knocked off his feet into the brush near the ravine wall, and lying there, had gone unnoticed by the three escaping and wounded bandits. Wounded, but not fatally, Graywood was awakened by the slightly-less-than-gentle nudging of one of the now riderless horses. A brown and white “paint horse” that would eventually come to be one of Fhrank’s favorite companions.

Scouring the bodies, looking for survivors, Fhrank found Burke and with some effort, hoisted him onto the horse (who he would eventually name Bucket, on account of that first time that the gunman had seen him, the horse had been standing inexplicably with one foot in a bucket), and then slowly, painfully, they made their way back to town.

In all, thirteen men died in the shoot-out, seven of them robbers, and within a day or so, a group was sent back with a wagon to collect the bodies for burial. It was on this journey that Burke offered Fhrank a spot in his new group of mercenaries, gunrunners really, who were tired of just “getting by” and living hand to mouth. Fhrank knew it was hard to make a living in the City of Smog, so he worked with the Order who ended up being mistaken by many as a gang, the Land Gang, specifically.

The group made a good deal of money selling firearms from the Gunworks to people who who perhaps should have had them. They even worked with the wasteland marauders a few times, sticking up Ustradi barges plying the river between the Gunworks and Alkenstar.

The never really hurt any innocents or did anything truly heinous, as it was always just a matter of personal “honor” and the money.

One day, a corrupt financier named Ambrost Mugland - a true cook if there ever was one - approached Fhrank when he was alone and demanded a cut of the Order’s business. When the young gunman refused, Mugland put in a word with the shieldmarshals of where Graywood would be at a certain-time–at-a-certain-place-with-a-large quantity-of illegaly-obtained-firearms.

Fortunately, Fhrank escaped arrest, but his identity was compromised and thus several of his old comrades have now turned their backs on him…leaving him with his gunrunning days over. Now he’s just running…