Numerian Gunslinger

John Mosby's page

90 posts. Alias of trawets71.


Full Name

John Mosby

Race

Human

Classes/Levels

Gunslinger (Musket Master) 2 | AC 18 T 15 FF 13 | HP 24/24 | F +5 R +7 W +3 | Init +4 | Perc +8

Gender

Male

Size

Medium

Alignment

Neutral Good

Location

XP: 1400/3300

Languages

Common, Orc

Occupation

Boarding house owner

Strength 11
Dexterity 19
Constitution 14
Intelligence 12
Wisdom 16
Charisma 11

About John Mosby

Character Sheet:

Size Medium
Init +4; Perception +8

DEFENSE

AC 18, touch 15, flat-footed 13 (+3 armor, +4 dex, +1 dodge)
24 hp (2d10+4)
Fort +5, Ref +7, Will +3

OFFENSE
Speed 30 ft.
Ranged: Musket +6 (1d12/X4/1-2) range 40'
Melee: Dagger +2 (1d4/19-20/X2)
Melee:

Statistics

Str 11, Dex 19, Con 14, Int 12, Wis 16, Cha 11
Languages: Common, Orc
Base Atk +2; CMB +2; CMD 16

Skills
Acrobatics +8 (2), Climb +4 (1), Craft (Alchemy) +6 (2), Disable Device +9 (2), Kn: engineering +5 (1), Kn: Local +6 (2), Perception +8 (2), Survival +8 (2)

Favored Class: Gunslinger +1 skill point per level.

Gunslinger (Musket Master) Abilities:

Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with two-handed firearms. They are proficient with all light armor.

Gunsmith: At 1st level, a gunslinger gains the following firearm: 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.

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.

Rapid Reloader: At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.

Feats and Traits:

FEATS
1-Gunsmithing (class bonus)
1-Rapid Reload: Muskets (archetype bonus)
1-Point Blank Shot (race bonus)
1-Precise Shot

RACIAL TRAITS
+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).

TRAITS
Local Ties: You have ties to a prominent local in the town of Torch—the missing wizard Khonnir Baine. If you’re a wizard, alchemist, or other scholarly type, he may have been your tutor or teacher. If you’re of a more martial bent, Khonnir could instead have been a friend or business associate of your mother, father, or patron. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val (your GM has more information on her in this case if you wish to know more for your character’s background). Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.
Disable Device

Gear:

Studded Leather Armor (20#), Musket (9#), Dagger 2gp (1#), Powder horn 3gp (1#), 3 Cartridges (Paper), Backpack 2gp (2#), 20 Black Powder 2gp, 20 Bullets 0.2gp, Gunsmith's kit 15gp (2#), Mess Kit 0.2gp (1#), 2 Trail Rations 1gp (2#), Waterskin 1gp (4#), Belt Pouch 1gp (.5#), 10 Candle 0.1gp, 10 Chalk 0.1gp, Flint and Steel 1gp

3 gp 4 sp

37.5#
38/76/115

Ammunition:

3 Paper Cartridges
20 Bullets

Backstory:

John has lived in and around Torch his whole life. He knows everyone in town and those who frequent it, even though he spends as much time out of town as in. He ranges around town hunting the beasts of the area and makes a decent living guiding others in the area. With the Torch going out he needs to help find his friend Khonor.

Daily Resources:

Grit: Max: 3 Current: 3

Dice:

[dice=Musket PBS]1d20+7[/dice] [dice=Damage]1d12+1[/dice]
[dice=Musket]1d20+6[/dice] [dice=Damage]1d12[/dice]
[dice=Dagger]1d20+2[/dice] [dice=Damage]1d4[/dice]
[dice=Perception]1d20+8[/dice]
[dice=Acrobatics]1d20+8[/dice]
[dice=Climb]1d20+4[/dice]
[dice=Craft Alchemy]1d20+6[/dice]
[dice=Disable Device]1d20+9[/dice]
[dice=Kn: Engineering]1d20+5[/dice]
[dice=Kn: Local]1d20+6[/dice]
[dice=Survival]1d20+8[/dice]
[dice=Fort Save]1d20+5[/dice]
[dice=Reflex Save]1d20+7[/dice]
[dice=Will Save]1d20+3[/dice]