About Karathiel FellgazeFemale Elf Gunslinger (Pistolero) 1 Age 135 LN Medium humanoid (elf) Init +6; Senses Darkvision 60 ft; Perception + 8; Light sensitivity Favored Class: Gunslinger (+1 hit point) Languages: Common, Draconic, Elven --------------------
AC 17, touch 14, flat-footed 13 (+ 4 Dex, + 3 armor) HP 11 (1d10; +1 Favoured Class) Fort +2, Ref +6, Will +3 --------------------
Speed 30 ft Melee Dagger +1 (d4, 19-20) OR Scimitar +1 (d6, 18-20) Ranged Pistol +7 (d8+1) x4 Space 5 ft, Reach 5 ft --------------------
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: 3 points Deeds:- *Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye 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.
Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision. Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces elven magic.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. Keen Senses: Elves receive a +2 racial bonus on Perception checks. --------------------
Str 10, Dex 18, Con 10, Int 12, Wis 16, Cha 8 Base Atk +1; CMB +1; CMD 15 Traits & Drawbacks: Meticulous - You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned. You take a -2 penalty on skill checks for skills with which you’re untrained. Just Like New - Broken firearms are not problems - they are challenges. Your first attempt to remove the broken condition from your starting firearm and to upgrade it to a masterwork weapon costs 150 gp instead of 300 gp. In addition, when wielding a firearm that has the broken condition or is treated as if it had the broken condition, you take a –1 penalty on attack rolls made with it instead of the normal –2. Get the Cargo Through - Sea trade is never safe, even on the highly trafficked waters of the Inner Sea, but the way to Eleder is more perilous still. The ever-present hurricane known as the Eye of Abendego blows hundreds of ships each year off course, into jagged rocks, or directly to the sea floor. Pirates operating out of the Shackles Isles wait on the other side to take cargo from ships lucky enough to traverse or bypass the storm. Your job is to ensure a precious cargo aboard the Jenivere arrives safely in Eleder - what form this cargo takes and the nature of your relationship to it are up to you and your GM. Your character’s history as a merchant or mercenary has earned her a respectable living, and you begin the campaign with an additional 300 gp in starting wealth. Warrior of Old - As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on initiative checks. Feats: Level 1 feat: Point Blank Shot - You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. Bonus class feat: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 Skills (5 Points: 4 class, 1 Int) Knowledge (local) 5 (1 rank, Class skill, 1 Int) Perception 9 (1 rank, Class skill, 3 Wis, 2 Keen Senses) Sense Motive 7 (1 rank, Class skill, 3 Wis) Stealth 7 (1 rank, Class skill 4 Dex, -1 ACP) Survival 7 (1 rank, Class skill, 3 Wis) +2 Compass Background Skills Craft (alchemy) 5 (1 rank, Class skill, 1 Int) Profession (Bounty Hunter) 7 (1 rank, Class skill, 3 Wis) --------------------
(6.39 gp remaining)
Armour Studded leather armour - 25 gp (+3 AC, -1 ACP) Weapons Masterwork Pistol – 150 gp
2 Daggers - 4 gp Scimitar - 15 gp 25 Alchemical cartridges, paper (self-crafted) – 150 gp 2 Alchemical cartridges, flare (self-crafted) – 10 gp 4 flasks Alchemist's fire (self-crafted) - 40 gp Equipment Explorer's Outfit (free) 2 sets Traveller's Outfit, spare clothing – 2 gp Belt pouch - 1 gp *Flint and steel - 1 gp *Compass - 10 gp *10 candles - 0.1 gp Backpack - 2 gp *Coffee pot - 3 gp *10 gp worth of coffee – 10 gp *Bedroll - 0.1 gp *Blanket - 0.5 gp *Mess kit - 0.2 gp *2 Sacks - 0.2 gp *Waterproof bag - 0.5 gp
*Gunsmithing kit - 15 gp *3 waterskins - 3 gp *Rope, 50 ft, hemp - 1 gp *10 days' trail rations - 5 gp *Soap - 0.01 gp *Grooming kit - 1 gp *Ink - 8 gp *Inkpen - 0.1 gp *5 sheets Parchment - 1 gp *10 doses Perfume - 10 gp =================================================== The Story so Far:
Many are orphaned by the Mana Wastes, and the Arbites Hospice at first saw little out of the ordinary about finding a pale-haired elven child asleep on their doorstep one morning - until she opened her eyes. In common with all elves, this child's eyes were one solid colour; but there the resemblance ended. This child's eyes were red - her drow heritage was unmistakable. Questions were in vain: she could give her own name - Karathiel - but of her family name, her parents, or even how she came to be at the Hospice, she said nothing. If ever there was anything to tell, the passage of more than 130 years since has obliterated it from Karathiel's memory. Wary, but sensing no malice, the Arbites Hospice took her in. The strict discipline of Abadar saved her from the worst of the bullying she might have encountered elsewhere, but she was never accepted: the taunt of "Evil Eyes" followed her everywhere, either muttered or shouted depending on the courage of her tormentor. Karathiel learned much at the Hospice, but the ability to read people, avoid attention and stay alert are all lessons that have stayed with her. In Alkenstar, the way of the gun is far more common than the path of the mage; and for Karathiel this choice came with the added satisfaction of rejecting her heritage, just as - she imagined - her own kind had rejected her. Further, the gun - and technology in general - represented in her mind the apex of civilisation, versus the wild and arbitrary nature of magic. Adopting the faith of Abadar was another way of emphasising this break with her heritage. Karathiel's adult name is one she chose herself, based on her childhood nickname and in conscious despite of it. A bounty hunter or mercenary needs to cultivate a certain menace and reputation; and Karathiel had long decided that this was her calling, tracking down lawbreakers and bringing them to justice in the name of Abadar. In the decades since, she has wandered far from Alkenstar, wherever her prey has taken her. She has recently concluded a contract in Corentyn, Cheliax, where she was offered a simple job: babysit a prisoner named Jask Derindi, being taken by sea to Eleda. If someone wants to pay her to do nothing but sit on a boat for 4 months, that's up to them: it was the decision of a moment to accept. Of Books and Covers:
At first glance - or from a distance - Karathiel looks like most elves: tall, slender, graceful. Up close however her scarlet eyes are immediately obvious, although she has adopted the habit of avoiding eye contact, keeping her gaze lowered, almost as if she's staring at her feet - she's not. Observant, skilled at reading moods, and meticulous in her preparations, she is rarely caught by surprise. Karathiel's skin is almost luminously pale, although the wrinkles around her eyes betray her habit of squinting in bright light. She dyes her fair hair dark every few months when she can be bothered, but it invariably wears off: currently it is an intriguing shade of reddish-brown, worn loose. She dresses in typical Alkenstar garb: close-fitting, reinforced leathers over a cotton or linen blouse, with sturdy practical footwear. Her ornate pistol (a masterwork creation of dark polished wood and gleaming brass) hangs from her belt - neither openly flaunted nor covertly concealed; just there, ready when needed. Karathiel sees herself as straightforward and easy to get on with; the best way to get on her good side is to compliment her abilities - and the best way to annoy her is to compliment her looks, or mention her scarlet eyes. She does not avoid company, but nor does she seek it out; she prefers the anonymous buzz of a tavern over an in-depth conversation, and she prefers a quiet drink with a trusted friend over anything. Finding such friends is, of course, the challenge: humans - in her view - just don't live long enough, and relations with her own kind are strained. Drow heritage isn't something easily overlooked. Nor is being abandoned to grow up with humans on account of that heritage. Karathiel deals with this tension by vacillating: years at a time can go by when she refuses to accept commissions from Kyonin; and then she'll turn round and do work for them at a discount. Faces Past and Present:
Ilmar Kortyn - The long-dead master of the Arbites Hospice who made the decision to admit a scarlet-eyed elf child, over some quite vociferous objections from senior staff. Karathiel's faith in Abadar was largely learned simply from observing this man and how he lived. Seldon Varyshnat - Head of what is known as the "Contractual Operations" bureau (essentially responsible for putting prices on people's heads and administering the resulting bounties) at the Kyonin Consulate in Magnimar for the last 50 years. When Karathiel deigns to work for Kyonin, it is Seldon she reports to. Slightly older than Karathiel, but still within her "generation" (as elves measure such things), he is by now resigned to being treated as a 'proxy' for her relations with her own race as a whole. Over the decades, they have been (in no particular order) friends, strangers, lovers, enemies - it's been nearly 10 years since they last spoke and in all honesty, Karathiel has lost track of where they left off. What she does know is that next time she sees him, she's going to slap him; just on principle, if nothing else. Elsbeth Jianryme - A middle-aged half-elf woman who is Karathiel's unlikely best friend and polar opposite: outgoing, loud, popular and a moss-gatherer (where Karathiel is a stone continually rolling). Elsbeth runs a high-class hostel in Korvosa and has done so for decades; Karathiel makes a point of dropping by every couple of years to catch up. Jask Derindi - Karathiel's latest task is to escort this prisoner. She wasn't responsible for catching him, she doesn't know what he's accused of, and she doesn't care. Her sole concern is whether anyone on board is there to try and rescue him. |