| Full Name |
Gurn Smithson |
| Race |
Dwarf |
| Classes/Levels |
Gunslinger |
| Strength |
14 |
| Dexterity |
16 |
| Constitution |
12 |
| Intelligence |
10 |
| Wisdom |
16 |
| Charisma |
8 |
About Gurn Smithson
Gurn stared across the plains, the crow’s feet of wrinkles framing his bright blue eyes. With a spit and sleeve wipe he cleared the chew from his lip, turning away from the fingers of smoke reaching to the sky in the distance. A black fly found perch on his hat rim, a cloud of them were already buzzing about the corpses draping the sage brush. Gurn gathered the orphaned guns from the fallen men, wiping their blood from the hand grips before storing them away in his pack.
Blasted mongrels, what benefit did you lads get from burning a town? Is revenge so sweet that it washes the taste of smoke and death from your gullet? Jed deserved the lynching he got, I’d string him up again were breath still in his lungs. Still, I suppose no sons take it lightly when their father is hanging high.
A pang of guilt wracked Gurn, a town burned and a family dead, there were no victors in this conflict. He did his job, following the law, misery is just part of the workload he kept telling himself as he trod over to his horse. Bessie lay dead in the dust, the bloody hole of the bullet wound just below her ear. Unbuckling the saddle from the carcass, the dour dwarf hoisted it over his shoulder and set off on a long slow walk across the plains, away from the smoking town.
They’ll not want me back there, if any of them even remain after this tragedy. Already they blame me for the troubles with Jed’s clan, best just make a clean departure, start over somewhere else where folks appreciate the law and those that uphold it.
GURN SMITHSON CR 1
Male Dwarf Gunslinger (Gun Tank) 2
LN Medium Humanoid (Dwarf)
Init +3; Senses Darkvision (60 feet); Perception +7
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DEFENSE
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AC 19, touch 13, flat-footed 16. . (+6 armor, +3 Dex)
hp 19 (2d10+2)
Fort +4, Ref +6, Will +3
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee
. . Cold Iron Morningstar +4 (1d8+2/20/x2) and
. . Dagger +4 (1d4+2/19-20/x2) and
. . Unarmed Strike +4 (1d3+2/20/x2)
Ranged
. . Masterwork Revolver +6 (1d8+3/20/x4) and
. . Revolver +5 (1d8+3/20/x4) and
. . Rifle +5 (1d10/20/x4)
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STATISTICS
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Str 14, Dex 16, Con 12, Int 10, Wis 16, Cha 8
Base Atk +2; CMB +4; CMD 17
Feats Gunsmithing
Traits Ease of Faith, Suspicious
Skills Acrobatics -1, Climb +1, Diplomacy +4, Escape Artist -1, Fly -1, Handle Animal +3, Intimidate +3, Knowledge (Engineering) +4, Perception +7, Sense Motive +8, Stealth -1, Survival +7, Swim -2
Languages Common, Dwarven
SQ Bullet Defection (+3) (Ex), Deadeye (Ex), Deeds, Greed, Grit (Ex), Gun Tank's Resolve (25%) (Ex), Gun Training +3: Revolver (Ex), Hardy +2, Hatred, Oil of Silence, Quick Clear (Ex), Slow and Steady, Stability, Stonecunning +2
Combat Gear Agile Breastplate, Cold Iron Morningstar, Dagger, Firearm Bullet, Adamantine (10), Firearm Bullet, Silver (10), Masterwork Revolver, Metal Cartridge (100), Revolver, Rifle
Other Gear Backpack, Masterwork (11 @ 5 lbs), Blanket, Chalk, 1 piece, Flint and steel, Oil of Silence (3), Potion of Cure Light Wounds (2), Potion of Mage Armor, Potion of Shield of Faith +2, Pouch, belt (1 @ 0.488 lbs), Powder Horn (empty), Saddle (Riding), Waterskin
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SPECIAL ABILITIES
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Bullet Defection (+3) (Ex) A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor's bonus plus the armor's enhancement bonus (if any) as a deflection bonus.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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.
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 a gunslinger has at least 1 grit point.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
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.
Gun Tank's Resolve (25%) (Ex) At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the crit.
Gun Training +3: Revolver (Ex) Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm.
Gunsmithing 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.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Oil of Silence When applied to a one-handed or two-handed firearm, this strange grayish oil renders that firearm silent for 1 hour. Five vials of oil of silence can be used in conjunction to silence a Large firearm siege engine, and 10 can be used to silence a Huge firearm siege engine.
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.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.