Numerian Gunslinger

Kanek's page

49 posts. Alias of Slayde77.


Full Name

Kanek

Race

| HP: 11/11 | AC: 17 (14 Tch, 13 Fl) | CMB: +1, CMD: 16 | F: +2, R: +6, W: +0 | Init: +4 | Perc: +4, SM: +0

Classes/Levels

| Speed 30ft | Grit Pool: 2/2 | Active conditions: None

Gender

Male G Human Gunslinger (Siege Gunner) 1

Size

M

Alignment

G

Deity

Brigh

Location

Torch

Languages

Common, Hallit, Orc, Dwarven, Androffan

Strength 10
Dexterity 18
Constitution 12
Intelligence 15
Wisdom 10
Charisma 7

About Kanek

Basics:
AC: 17
Touch: 14 Flat: 13
CMD: 16

HP: 11/11 (dead at -12)

BAB: +1
CMB: +1
Fort: +2
Ref: +6
Will: 0

Init: +4
Speed: 30'

Racial traits:

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.

Class Features:

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

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 Intelligence modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Intelligence 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.

Targeted Blast (Ex): At 1st level, when using a firearm or siege engine that targets an area rather than a specific creature, the siege gunner can spend 1 grit point to focus the brunt of the blast on a single creature within the target area. The target creature takes 1 additional point of damage for each level the siege gunner possesses. This is precision damage and is not multiplied on a critical hit. At 5th level and for every 5 levels the siege gunner possesses beyond that, she can select an additional creature to target with this bonus damage. Targets must be selected before any attack rolls or saving throws are made.

Gunslinger 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.

Feats and Traits:
Feats
Gunsmithing: 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.

Point Blank Shot: 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

Traits

Numerian Archeologist: You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result.
Never Stop Shooting: If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.

Basic Attacks:

Pistol (range 20'): +5, 1d8+3 damage, crit x4, pierce and bludgeon
Longsword: +1, 1d8 damage, crit 19-20x2, slash

Skills (*class skill):

+7 Acrobatics 1r
-2 Bluff
+0 Climb*
-2 Diplomacy
+4 Disable Device 1r
-2 Disguise
+3 Escape Artist
+3 Fly*
+0 Heal
-2 Intimidate*
+3 Knowledge (Arcana) 1r
+6 Knowledge (Local) 1r
+4 Perception* 1r
+3 Ride*
+0 Sense Motive
+4 Spellcraft 1r
+4 Stealth 1r
+0 Survival
+0 Swim*

Background
+3 Appraise
+6 Craft Alchemy* 1r
+6 Knowledge(Engineering)* 1r

Equipment:

Encumbrance: 41.5/50 lbs
Gear:
Pistol [4 lbs]
Longsword [4 lbs]
Studded Leather [20 lbs]
3 Filled Powderhorns [3 lbs]
Thieves Tools [1]
50 Paper Charges [-]
28 Black Powder Doses [-]
28 Bullets [-]
Flint and Steel [-]
Ink [-]
Ink Pen [-]
5 Torch [5 lbs]
MW Backpack [4 lbs]
Waterproof Bag [.5 lbs]

Stored at home
Spell Component Pouch [2 lbs]
Rope [10 lbs]
Water Skin [4 lbs]
Bedroll [5 lbs]
Gunsmith Kit [2 lbs]

Money:
PP: 0
GP: 56
SP: 0
CP: 0

Background:

Kanek was born the oldest of two children. His younger brother Pelas was the pride of the tribe. Pelas was the perfect specimen of a Kellid warrior. He was strong, fast, and could outlast any other member of the tribe. In complete contradiction, Kanek was weak and relied on his intellect and agility. Their father always doted on Pelas as the favorite son while simply tolerating Kanek. This led Kanek to search for other ways to earn his father's respect and approval. Often this search would lead Kanek into inventing some device or contraption to help improve the life of the tribe. Unfortunately for Kanek, these devices were derided and destroyed by his father. "We do not need any technology." Kanek would be berated, "How we do things works." Determined to find a way to earn his father's respect, Kanek went back to work.

One day while working on a new device, tragedy struck. Kanek was by himself trying to find a better way to help his tribe defend themselves from their enemies when Pelas came around and began to tease Kanek. "Why don't you give up this folly and go help the old with the wash, elderly work is all you're good for. Kanek ignored the barb and continued his work. "What is this anyways?" Pelas said while quickly swooping in and grabbing the device Kanek was working on.

"Put that down, it’s not-" was all Kanek could say before the device exploded in Pelas's hand. Pelas screamed a howl of pain that could be heard for miles. Pelas would live, but in order to save his life, he had to lose his hand. Pelas would never fire a bow or use a sword again. Their father fell into a deep depression. Kanek did what he could to try and pull him out of it but all his attempts fell to no avail. Exasperated Kanek told his father that his sons were still alive. With a cold, blank look in his eyes, his father replied, "I have no sons"

Kanek was despondent. He realized he would never win his father's approval and worse, now he was a pariah in his own tribe. He packed up a few supplies and left his village, never looking back. He spent some time as a nomad, traveling from place to place picking up tidbits of information. He quickly found that outside of his backwards little village that innovation and knowledge were things people cherished. Kanek would make his living fixing small problems for various villages. In one village he set his eyes on a gun for the first time in his life. Seeing the gun he realized where he went wrong in the accident that cost his brother his hand. Kanek quickly went to work and built his own.

Throughout his nomadic life, the stories of the ancient ruins interested him more than anything else. Rumors had it that there was unfathomable technology to be found inside. What Kanek wouldn't give to find some of this technology and learn how it works. Unfortunately, every time he tried to get access to one of these ruins, he found himself blocked by the Technic League. "Why should they control all the technology? Access to knowledge should be free to those who seek it." Kanek would be left thinking.

His recent travels have led him to the town of Torch. The purple flame that gave the town its name amazed him. He quickly learned that the people of the town use it to do some amazing crafting of skymetal. Kanek's mind started churning on what he could possibly construct with it. As he spent a few days in town, he began to hear rumors of an ancient ruin nearby that wasn't controlled by the Technic League. Was this his chance? Would he finally be able to find some advanced technology? Before he was able to investigate these rumors, the torch went out. At first townsfolk thought it would come right back. That was days ago and the torch is still out and the villagers are getting nervous. Maybe he can knock out two birds with one stone. Maybe he can figure out what went wrong with torch and explore the ruins at the same time.

Level Up Info:

Level 1: No FCB | Skills: Knowledge(Engineering), Craft(Alchemy), Acrobatics, Disable Divice, Knowledge(Arcana), Knowledge(Local), Perception, Spellcraft, Stealth