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About Jim BurnerBackground:
Jim Burner isn't entirely sure how he came about his name. As far back as he can remember, folks have been calling him Jim. He has no memory of a mother or father. He remembers growing up as a street child in the alleys of Bloodport in the shackles. He was never a gifted theif, but was always a bold one. He earned many a beating for a poorly executed heist in his youth. He grew up tough, but not too smart as a result. As he likes to say "Me blocked many a punch wit' me head!" At the tender age of twelve he entered into the trade common to many young vagrants in that part of the world: piracy. Appearance:
At five feet and ten inches, Jim is a man of middling height. His skin is a coffee color, lighter than the complexion of the native Mwangi tribes on the mainlands near the shackles, but much darker than even the deep tans of native Avistani sailors that frequent the region. His rough childhood did his face no favors and he bears light scars from bouts with an unknown pox and repeated beatings in his early years. He wears his hair in neatly bound dreadlocks beneath a worn, sun battered tri-corner hat. Small glass beads, silver and gold good luck charms and the occasional bone adorn his hair, rattling faintly when he turns his head quickly. He wears what was once a Taldan naval officers coat. Now it's an extensively patched conglomeration of leather, wool and wire with patches of chain mail of varying density sewn to the outside of it. A cutlass hangs from a belt loose on his waist and an aged but meticulously clean pistol is strapped to his chest handle down. Demeanor:
Racial Abilities:
Bonus Feat at first level Bonus Skill Point every level Speed 30' +2 to one ability Score (Strength) Class Abilities:
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. Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load. 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.
Traits:
Chance Savior: Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.
Ability Modifiers:
Str: 1 Dex: 2 Con: 2 Int: -2 Wis: 2 Cha: 0 Character Stats:
HP: 12 = 1d10 + 2(Con) + 0(Temp) Fort: +4 (+2 base) (+2 con) Ref: +4 (+2 base) (+2 dex) Will: +2 (+0 base) (+2 wis) BAB: 1 AC: 16 (+4 armor, +2 dex) Flat-Footed AC: 14 (+4 armor) Touch AC: 12 (+2 dex) Initiative: +4 (+2 Dex) (+2 Traits) Melee Attack Bonus: 2 = 1(BAB) + 1(Str) Range Attack Bonus: 3 = 1(BAB) + 2 (Dex) CMB: 2 = 1(BAB) + 1(Str) CMD: 14 = 1(BAB) + 1(Str) + 2(Dex) + 10 Speed: 30' w/Armor: 20' Languages: 1(Common) = 1(Human) + 0(Int) + 0(Linguistics) Experience Points: 0 Skills:
4 + int mod + 1 (human) = 3sp Craft (alchemy) (int) 2 = 1(ranks) + -2(int) + 3(class)
Feats:
Point-Blank Shot: 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: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Armor:
Chain Shirt (100gp) +4AC +4Dex -2 20% 20' 25# Weapons:
Cutlass(XYZ) (15gp)+2 (+1 BAB) (+1 str) 1d6+1 18-20/x2 4# S Dagger(TUVW)(2gp)+2 (+1 BAB) (+1 str) 1d4+1 19-20/x2 1# P or S Pistol(ABC) (1,000gp)+3 (+1 BAB) (+2 dex) 1d8 x4 4# B/P Equipment:
Backpack (empty) 2# 2gp Bedroll 5# 1sp Chain shirt 25# 100gp Cutlass 4# 15gp Firearm bullet x 30 1#" 30gp Flint and steel 0# 1gp Gunsmith's kit 2# 15gp Iron vial 1# 1sp Pistol 4# 1,000gp Pot 4# 8sp Powder horn (empty) 1# 3gp Torch x 10 1# 1sp Trail rations x 5 1# 2gp, 5sp Waterskin 4# 1gp Total Weight 67.5#
Money:
Platinum: 0 Gold: 5 Silver: 9 Copper: 0 |