Wyrm Sniper

Jedediah "Jed" Price's page

13 posts. Alias of RelicBlackOUT.


Full Name

Jedediah "Jed" Price

Race

Human

Classes/Levels

Musket Master 1

Gender

Male

Size

Medium

Alignment

NG

Languages

Common, Gnome, Elven

Strength 10
Dexterity 17
Constitution 14
Intelligence 13
Wisdom 14
Charisma 10

About Jedediah "Jed" Price

Fort: 4=2 Base +2 Con
Ref: 5=2 Base +3 Dex
Will: 2=0 Base +2 Wis

Grit Points: 2= 2 (Wis) +1/4 (Fav Class)

Musket +4 1d12 x4 40ft Range 1-2 Misfire
Bullets: 20
Cold Iron Bullet: 10

Skills:
6=4+1(int)+1 Human & 2 Background
Bluff (Cha) 4= 1 Rank +0 Cha +3 Class
Heal (Wis) 6= 1 Rank +2 Wis + 3 Class
K-Local (Int) 5= 1 Rank +1 Int +3 Class
Linguistics (Int)(B) 2=1 Rank +1 Int
Perception (Wis) 6= 1 Rank +2 Wis +3 Class
Sense Motive (Wis) 7=1 Rank +2 Wis +3 Class +1 Trait
Sleight of Hand (Dex)(B) 7=1 Rank +3 Dex +3 Class
Survival (Wis) 8=1 Rank +2 Wis +3 Class +2 Kit

Traits:

Survivor: Benefit: You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Feats

Level 1 Point Blank Shot:
+1 Attack/DMG within 30 Ft

Human Precise Shot:
Can shoot into melee without -4 penalty

Class: Rapid Reload:
Reload light guns as free action, 2-handed as move action

Class: 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. 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.

Class Features

Gunsmith:

At 1st level, a gunslinger gains one of the following firearms of her choice: Musket. 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.

Grit, Luck, and Panache

Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.

A luck user does not count as a grit or panache user to satisfy feat prerequisites.

Daring Act & Dares

The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule.
Daring Act

Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.

Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.

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.

Equipment:

39 Gold 6 Silver 5 Copper
Musket 1d12x4 40ft Range 1-2 misfire 1 capacity B&P
Bayonet 1d6x2 P
Chainshirt: +4 AC +4 Max Dex -2 Penalty
Buckley: +1 AC -1 Penalty

Gunslinger’s Kit:
- Backpack, bedroll, beltpouch, flint & steel, iron pot, mess kit, powder horn, 50 ft rope, 10x torches, 5x trail rations, waterskin, Gunsmith’s Kit
Survival Kit (MW):+2 Survival
- Basic map showing major landmarks, small utility knife.
- Grappling Hook
- Hammer
- Mirror
- Deck of cards
- Tobacco .5 lb
- Ornate Pipe
- Tendertwigs x10
- Signal Whistle

Background:

There are people in life that like things orderly and neat. They live in this high society fantasy, acting as if the world outside of their rod iron gates does not exist. It doesn’t matter if they realize it or no, but the world they try and block out is realer to the rest of the world than what they think exist. Jed stands up, finishes off his scotch, collects “Bad Day,” and makes his way way out into the streets of Sandpoint.

Squinting his eyes, Jed pulls down his glasses. How long have I been in there? Its morning already? Spending the night drinking, and gambling in the Hagfish sure has lightened the coin purse. Luckily for me, I am quick with my fingers and can leave a table with a few extra coins... Flipping a coin between his fingers before sliding it back into his pocket.

Jedediah “Jed” Price is new to Sandpoint. Jed is a man of adventure and of an easy coin, especially when it is earned or taken from those living the posh life.

Jed is selfless to the underdog. If there is someone who is being oppressed he will do all he can to free them from it.

Jed can be quiet, but he is always taking in what is going on in his surroundings. Always keep track of his threats, and the best way out.

Jeds vices are gambling, and whisky. Both have brought him fame & fortune at times, but also wanted for his debt.

His prized possession is “Bad Day,” his musket. He found and has been tinkering on it for several years bringing it back to life. Jed has become a decent shot with it, but always takes time to practice his shot.