Primal Companion Hunter

Grammanar Gun-Runner's page

279 posts. Alias of thunderbeard.


Full Name

Grammanar

Race

Half-Orc

Classes/Levels

Barbarian (Savage Technologist, Breaker) 5 / Gunslinger (Techslinger) 1/ Fighter (Vengeful Hunter) 2

Gender

M

Size

M

Age

25

Alignment

NN

Deity

Brigh

Location

Numeria

Languages

Common, Orc, Hallit, Androffan

Occupation

Tech Smuggler, Ruins Scout, Gunfighter

Strength 14
Dexterity 21
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Grammanar Gun-Runner

Grammanar Gun-Runner
NN Half-Orc Barbarian 5 (Savage Technologist, Breaker), Gunslinger 1 (Techslinger), Fighter 2 (Vengeful Hunter)

I don’t know the exact story of the campaign so far, so I’ve tried to create a backstory that I assume fits—feel free to offer advice or changes

Personality and Description:

Grammanar is something of a cross between an orc and a porcupine. Standing over six feet tall, his armor—scratched and dulled to hide the sheen of mithral, but still in excellent condition—is criss-crossed with weapon belts and bandoliers. On his back, he carries two forked spears, one long and one short; a quiver holds three shorter throwing spears, and two long knives are strapped to the outsides of his boots, with two more hidden inside. From his belt dangle the ends of a whip, net, and grappling hook, while twin shoulder holsters sport a large pistol and a short blunderbuss. The tall trail pack he carries has been heavily modified, and the spindly legs of a gun carriage peek out of the top.

This, at least, is what he looks like when he wants to make an impression. Most of the time, Grammanar travels with a long brown cloak thrown over his shoulder, his face hidden under a hat and several dusty shawls. When he travels, he is a speck on the landscape, quickly hunching down into a large clod of dirt hidden behind a nearby boulder whenever he spots movement, following game trails and forgotten roads back and forth across Numeria. If possible, he prefers to fight from cover, taking carefully aimed shots with his carriage gun, but when cornered he fights with whatever’s at hand, flying into a blind rage as he hurls spears and gunfire alike, using the whip he carries to quickly snatch any advanced weapons his attackers might carry—in a pinch, he’s even learned to protect himself with rocks and sticks when his ammo runs out. He’s had only a few run-ins with robots, preferring to sneak past their predictable patrol routines, but he’s found that they go down eventually, as long as he slows down to aim for weak spots in their armor.

Grammanar is not cruel; but he is also generally untrusting, working alone so far since the death of his mentor. He has seen enough hardship to find small gestures of kindness a waste of time, and he has little patience for prayer or procedure. Carrying tusks of impressive size, his laser-scarred face and leather eyepatch are a bit of a grisly sight, though they tend to earn him grudging respect from the hardened barbarians of Numeria’s lowlands.

Backstory:

Grammanar was born on the borders of Lastwall, the unlucky child of an orcish raid from Belkzen. Raised in a series of crusader barracks, he learned weapon skills for an early age, though his heritage quickly earned him enough mistrust to rarely train in the same place for long, instead picking up a mixed and undisciplined fighting style that served him well when he was old enough to serve in the army. Rather than fitting into a regular regiment, his superiors in Vigil employed the young Grammanar as a scout and skirmisher, foraging unseen into Orcish territory where, in the worst case, his brutish appearance helped him avoid suspicion from scattered patrols.

One day, an aging commander asked Grammanar to try out a new weapon; a curious and foreign object that appeared to kill, at range, without sound or projectile, only a ray of light. The weapon was part of a set of Numerian artifacts the commander had acquired, and Grammanar soon discovered he had a knack for dealing with such devices; an intuitive understanding rather than an intellectual one, perhaps aided by his years of practice with a wide variety of weapons and tools of all sort. With Grammanar quickly demonstrating the proper use of a laser pistol, his commander offered up a confession—as new recruits to the crusader nation continued to dwindle, he had been tasked with the quiet project of finding new and better weapons to use against the encroaching orc hordes.

Soon, Grammanar had been set up with Clockfather Riley, a young and ambitious priest of Brigh convinced that victory for the orcs of Belkzen would strike a worrying blow against technology and progress across Avistan. With Grammanar commissioned as his bodyguard and scout, the Clockfather led an operation to bring skymetal weapons and adamantine armor from Numeria to Lastwall, occasionally smuggling the occasional artifact out from under the gaze of the Technic League. The dangers of Ustalav and the Upper Sellen bothered the experienced scout little, and he learned to craft his own primitive firearms for use in self-defense. Over the next few years, Grammanar and Riley, the Gunrunners of Lastwall, moved far more adamantine—and the occasional smith who knew how to work the stuff—out of Numeria than anyone had expected. In the town of Torch, they found a powerful ally—the wizard Khonnir Baine, sympathetic to the church of Brigh and the spread of technology, who provided the two with information on Technic League patrols, sealed weapon vaults to raid, and tips on forging skymetals and evading robots and ancient traps.

And then, on their most recent trip to Torch, Khonnir was nowhere to be found, with foul play suspected. Troubled, Grammanar and the Clockfather found themselves returning from a trip mostly empty-handed, and decided to investigate an underground cache of weapons near the town. It was here that the two were caught by a Technic League ambush—dour sorcerers who shot before asking questions, bringing down the old priest in a barrage of sudden laser-fire and gravely injuring Grammanar in the process.

Since then, he’s been on the run. With his extensive skills and experience in scouting, fighting, and evading traps and robots, he’s looking for work, answers, and revenge.

Character Role:

- Grammanar is a ranged switch-hitter, able to fight at close range or far range, fire many quick shots or a few powerful slow ones against resistant enemies. His damage output is pretty good, and with Quick Draw and Vital Strike, he can easily switch between the weapons he carries as needed, conserving the costly ones for single powerful shots.

- Good at disabling technological traps. Highly skilled at Perception and Stealth, he can also make a decent scout.

- Can use most technological weapons extremely well, able to avoid the penalties for broken objects and avoid consuming charges or causing glitches several times per day. While he doesn’t have any tech weapons with him at the moment, he’ll be quick to make use of any such spare gear the group picks up.

- With decent defenses and excellent saves, Grammanar is less frail than a normal ranged character; while not a massive tank, he can provide melee back-up as needed. Reasonably self-sufficient as a character, and eventually (with teamwork feats and rings at some higher level) be able to buff everyone else who’s raging.

- Superstition, Witch Hunter, and readied range attacks make him a pretty effective anti-caster character, for picking off those pesky Technic League Sorcerers from a safe distance.

About the Player:

- I’m a relatively active player, and have never left a PbP game in which I was a PC. I’ve got a bit of a fondness for fantasy games in post-apocalyptic or forgotten-technology settings, but with the massive rush of interest a few months back I decided I didn’t want to be part of the manic land-rush that was the recruitment for the first online Iron Gods games. Looking a bit at this game, it looks like you’ve got an awesome group going of active players and dedicated role-players whom I would enjoy being a part of.

- This character may be a bit of an homage to the concept of “more dakka,” although his personality I hope is far different from that of the 40k orks.

Offense:

Speed 30’, Init +5
Gains Two-Weapon Fighting with gun and melee weapon
Gains +2 damage vs spellcasters or monsters with SLAs
BAB +8, CMB +10, or +13 whip/ranseur disarm
No penalties for using improvised or broken weapons

Guns (Remember Point-Blank, Deadly Aim):
+1 Double-Barreled Pistol +14/+9, +16/+11 raging, +18/+13 amplified (1d8+1/1d8+8/+10), 20’ increment
+1 DB Pistol, rapid discharge -4 to hit, 2x attacks
Double Hackbut +14/+9, +16/+11 raging, +18/+13 amplified (2d12/2d12+7/+9), 50’ increment, requires set-up
D Hackbut vital strike +14, +16 raging, +18 amplified (4d12/+7/+9), 50’ increment, requires set-up
Broken Blunderbuss +10 or +12 raging vs. 15’ cone (1d8/+7/+9), 10’ increment

Melee:
Attack bonus (for all current melee weapons; whip/ranseur gets masterwork +1):
Melee attack +10/+5, +12/+7 raging, +14/+9 amplified
Thrown attack +13/+8, +15/+9 raging, +17/+12 amplified
Damage:
Trident (1d8+2/+4/+6), Whip or Dagger (1d4+2/+4/+6), Shortspear (1d6+2/+4/+6), Ranseur (2d4+3/+6/+9)

Defense:

HP: 46/74 (5d12+3d10+16 con)
AC: 21 or 22 raging, 23 with shield (Dex +5 or +6, Armor +6, Shield optional +1)
T: 15 or 17 raging, FF: 16 or 17 with shield
CMD: 25, 29 raging, 33 amplified
Fort: +12, or +16 vs spells while raging
Ref: +9, +11 raging, +13 amplified, extra +4 vs spells while raging
Will: +4, or +6 raging, +10 vs spells while raging

Feats/Traits:

Feats: Rapid Reload (Double Pistol) (1), Quick Draw (3), Vital Strike (5, retrained), Amplified Rage (7), Deadly Aim (Fighter 1), Point-Blank Shot (Fighter 2)
Bonus Feats: Gunsmithing (Gunslinger 1), Two-Weapon Fighting (Technologist 1, only with certain weapons)

Feat Plans: Point-Blank Shot (7), Precise Shot (7, with Fighter/Cad dip), Rapid Shot or Deadly Aim (9), Furious Finish (eventually?), eventually Amplified Rage + Ring of Tactical Precision; possibly Butterfly’s Sting with a Keen weapon

Traits: Local Ties (Disable +1, class skill, pseudo-Technologist), Highlander (Stealth as class skill), Deadeye (Orcs of Golarion; +2 Perception); Burned (Drawback)

Race/Class Abilities:

Rage:
16 rounds/day
+4 Str, +4 Dex, +2 Will
Superstition (+4 bonus with favored class)
Witch Hunter (+2 damage vs anything with spells or SLAs)
Spend 2 rage rounds for +2 Diplomacy

Deeds:
1 grit to use 1 fewer charge when firing *any* technological weapon
1 grit to prevent a firearm glitch

Racial Abilities:
Beastmaster (+2 to Handle Animal, proficient with nets and whips), Darkvision 60’, Scavenger (+2 Appraise, Perception vs traps/secret doors), Fey Thoughts (Diplomacy and Stealth as class skills)

Favored Class:
3 to increase superstition bonus; 2 to increase rage rounds

Skills:

Skills:
Skill points: 28 (Barbarian 20, Gunslinger 4, Fighter 6)
* Denotes class skill

*Acrobatics +9 or +11 raging (1 point)
Appraise +2 (+2 racial)
*Bluff
*Climb +6 or +8 raging (1 point)
*Craft (alchemy) +4 (1 point)
*Disable Device +19 (8 points, +1 trait, +2 masterwork)
*Diplomacy +3/+4 to gather or +5/+6 vs “primitives" (1 point, +2 Str vs primitives, +1 to gather from Vengeful Hunter)
*Handle Animal +5 (1 point, +2 racial)
*Heal
*Intimidate
*Knowledge (engineering) +4 (1 point)
*Knowledge (local)
*Knowledge (nature)
Linguistics +2 (2 points)
*Perception +15 or +17 vs traps, secret doors (8 points, +2 trait, +2 racial vs traps)
*Profession
*Ride
*Sleight of Hand
*Stealth +12 or +13 in mountains (3 points, +1 trait)
*Survival +6/+7 to track (1 point, +1 to track Vengeful)
*Swim

Equipment:

Equipment:
Belt of Dex +2
Cloak of Resistance +1
+1 Mithral Chain Shirt + Mithral Kilt
Handcrafted hackbut
Handcrafted double-barreled pistol (enchanted +1 at normal cost)
Blunderbuss
100x Alchemical Cartridge
5x Adamantine-Blanched Cartridges
5x Silver-Blanched Cartridges
5x Cold Iron-Blanched Cartridges
5x Ghost Salt Cartridges
Masterwork Whip
Trident
Shortspear x 3
Dagger x 4
Spiked Quickdraw Shield
Net
Masterwork Ranseur
Masterwork Thieves’ Tools
E-Pick, Brown
Gunsmith’s Tools
Masterwork Backpack
Grappling Hook, rope, standard adventuring supplies

900 gp

Equipment Wishlist: EMP Rifle, Ring of Tactical Precision, Blinkback Belt + Furious/Courageous melee weapon, Zipstick + Tape, Veemod?

Misc. loot:

4 silverdisks from guard robots