Knifer

Gentleman of Leisure's page

3 posts. Organized Play character for Guy Humual.


About Gentleman of Leisure

Sir Ashley Anthony Dashing Damnable Presley Pierce
2nd level Gunslinger musket master (archetype) (UC)
NG medium humanoid (human)
Init +3; Senses +6 perception
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AC 17, t 14, ff 14
hp 18
Fort +4, Ref +6, Will +2
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Spd 30 ft (6 squares)
Melee +4 sabre 1d6+2; or +4 bayonet 1d6+3
Ranged +6 MWK musket 1d12
Base Atk +2CMB +4CMD 16
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Str 14
Dex 16
Con 12
Int 10
Wis 14
Cha 13
Age 27 Height 6'2" Weight 185lbs
Eyes Dark Purple Hair Black Skin Olive
Appearance This well groomed and mannered gentleman looks quite out of place in his battered and threadbare uniform. His posture and manners simply don't match the low born mercenary cloths he sports. In cleaner better tailored cloths he could easily pass as a member of the upper class. The gentleman sports a well trimmed moustache which he has waxed. He also usually wears a hat and gloves along with the rest of his gear.
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Human Racial traits:

Spoiler:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

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.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).


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Class Features:
Spoiler:
Gunsmith: At 1st level, a 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 gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some 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 gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a 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 gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

  • 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.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. 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.

  • 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.

Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).


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Feats
Spoiler:

Gunsmithing (bonus feat)
You know the secrets of repairing and restoring firearms.
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 (Combat) (bonus feat)
Prerequisites: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).
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.
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.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.

Point-Blank Shot (Combat)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat)
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.


Traits
Expert Duelist: In your youth, you spent countless hours perfecting the art of the duel, focusing your feints on defeating a single foe. You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when denied your Dexterity bonus.

World Traveler: Your family has taken the love of travel to an extreme, roaming the world extensively. You've seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Skills
Acrobatics: 2+3+3= +8
Craft (alchemy): 1+3+0= +4
Diplomacy: 2+3+1+1= +7
Knowledge (local): 1+3+0= +4
Knowledge (engineering): 1+3+0= +4
Perception: 2+3+2= +7
Preform (piano): 1+1= +2
profession (idle rich): 2+3+2= +7

Languages Common

Possessions

Spoiler:
Combat Gear:
battered musket
leather armour
buckler
Bayonet

Adventuring Gear:
2 powder horns
20 shots of black powder
20 bullets
10 Alchemical cartridge, paper

Backpack
blanket
Bedroll
block and tackle
belt pouch
compass
crowbar
chalk
flask (brandy)
flask (rum)
flint and steel
earplugs
Gunsmith's kit
grappling hook
mirror
Powder (2 bags)
Rope (50ft silk)
sunrod
signal whistle
whetstone
Wand of CLW (47 charges)

G 1249
S 11
C 2

Personality The Gentleman is a man of great cheer and humour, usually taking whatever ills befalls on him with a stiff upper lip and an unnatural sickeningly positive optimism. The Gentleman is fascinated with all things technical and likes nothing more then to see a new tool or item used in battle, then to buy and try to use that item himself. He enjoys explosions and loud noise. He also loves music and opera. Racing and gambling. Fine foods and good drink. And he loves new experiences, wither that be trudging through a sewer for the first time, or facing a swarm of insects, or even being blasted by a strange new spell, the Gentleman is pleased to experience anything once.

History

Spoiler:
Sir Ashley Anthony Dashing Damnable Presley Pierce was born into wealth and power. He has countless cousins that have been knighted, and his extended family includes Dukes and Countesses, and one of his aunts (The Gentleman couldn't say who's side of the family she's on, or how many times removed) is married to Archduke so and so, who's, by the current Taldor reckoning, 8th in line for the throne. While Ashley himself doesn't have any titles, save for being named a Taldorian gentleman, his parents had both lucked into land and businesses deals that made them fantastically wealthy.

Ashley spent most of his youth travelling the world, visiting strange new lands, eating strange new foods, and of course meeting the local nobility. When he was old enough to live on his own Ashley became enamored with the theater scene in Oppara. For a brief time he imagined himself writing or even preforming in the great operas, but his family quickly quashed those dreams. A Pierce does not take such a common occupation. He could sing or play at parties or when entertaining guests, but this was not the sort of thing he would be doing professionally. Ashley moved away from Taldor not long after that to settle in Absolom.

Although Ashley has quite a substantial fortune very little is available in cold hard cash. He had more then enough to live off of, lots of coin for good food, drink, shows and entertainment, but buying boats and guns and gadgets was somewhat more difficult. Especially when he has powerful family visiting and inserting themselves into his affairs. Naturally such large frivolous wastes of money don't sit well with them. Worse, when it seems he's growing reckless or becoming a spendthrift, there has been talk of settling him down with a good marriage. More then once an aunt or cousin sought to marry him off to another distant relative and it was only due to the quick thinking of his valet Danton that he was able to escape the nasty business.

Several years ago, shortly after moving to Absolom, Ashley caught word of a group of explorers and adventurers called the pathfinders and, feeling a tremendous void in his life, was keen to join. Sadly it was unlikely that his family would approve so Ashley was forced to join and attempt the testing in secret. Thankfully Ashley had the gear from an Alkenstar soldier he met years ago, the man was demonstrating the relatively new technology at some dreadful function Ashley was forced to attend, and so enamored was he, that he bought everything the soldier had, right down to the uniform he was wearing. It was with this musty old uniform and gun that Sir Ashley Anthony Dashing Damnable Presley Pierce became a pathfinder. To avoid a chance encounter with anyone he might know Ashley has chosen to adventure under the pseudonym The Gentleman of Leisure, or Gent for short.


The Infernal Vault +1 XP, +2 PA, +514gp
-5.5 gp (5 shots of powder, 5 bullets)
-300 gp upgrading the musket to masterwork

Tide of Twilight +1 xp, +2 PA, +541gp
-6.6 gp (6 shots of powder and bullets)

Echos of the Overwatched +1 xp, +2 PA, +507gp
-8.8 gp (8 shots of powder and bullets)
-2 PA for a wand of Cure Light Wounds

Shadow's last stand, part I: At Shadow's Door +1 XP, +2 PA, +510gp