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Khair Colbad's page

25 posts. Alias of NightTrace.


Full Name

Khair "Trace" Colbad

Race

Human - Kelesh

Classes/Levels

Gunslinger - Level 1

Gender

Male

Size

5'11

Age

20

Alignment

Lawful Neutral

Location

Alkenstar

Occupation

Mercenary

Strength 12
Dexterity 18
Constitution 13
Intelligence 14
Wisdom 14
Charisma 10

About Khair Colbad

Combat::

HP: 12 (10+1Con+1FC)
BAB: +1
CMB: +2
CMD: 15
Init: +6 (4 Dex+2 Trait)
AC: 18 (10+4dex+4armor)

Dagger: +5, 1d4+1, 19-20x2 Crit
Pistol: +5, 1d8+0, x4 Crit, 20ft range

Grit: 3/Day

Saves::

Fort: 3
Reflex: 6
Will: 2

Languages::

Common, Kelish, Osiriani

Skills::

Acrobatics: 8 (1 Rank+4 Abil+3 Trained)
Climb: 5 (1 Rank+1 Abil+3 Trained)
Craft (Alchemy): 6 (1 Rank+2 Abil+3 Trained
Slight of Hand: 8 (1 Rank+3 Abil+4 Trained)
Survival: 6 (1 Rank+2 Abil+3 Trained)

Class Features::

Weapons and Armor Proficiency: Gunslingers are
proficient with all simple and martial weapons, and
with all firearms. They are proficient with all light and
medium 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 it already has
the broken condition, it does not work at all for others.
This starting weapon can only be sold for scrap (it’s worth
4d10 gold pieces 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 and dangerous 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, both offensive and defensive.
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.

Feats::

Rapid Reload (Pistol) - Reload pistol as a move action.

Gunsmithing -
You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith kit, you can
create and restore firearms, craft bullets, and mix black
powder for all types of firearms. You do not need a 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
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.

Weapon Finesse: Use Dex to calculate attack bonus.

Traits::

Reactionary: +2 Init
Canter:Anyone who attempts to use Bluff to deliver a secret message to you gains a +5 bonus on his Bluff check. When you attempt to intercept a secret message using Sense Motive, you gain a +5 trait bonus on the attempt.

Equipment::

Chain Shirt, Pistol, Dagger, 50xPowder/Bullets, 5x Paper cartridge, Backpack, Bedroll, Caltrops, Crowbar, 2x Flask, Flint and Steel, Grappling hook, Lantern (Bulls eye), 4x Oil Flask, 50 Ft Silk Rope, Spade, Tent (Small), 5x Water skin, Whetstone, 2x Weapon Cords.

Currency: 6 Plat, 2 GP, 8SP, 2CP

Load/Weight 108/130
(Light:43 lbs. or less/Medium:44–86 lbs./Heavy:87–130 lbs.

Background::
It's a shame really, people tend to forget the fact that real life teaches more valuable lessons then any class room.

What is the "right thing to do"?

That's a hell of a lesson, and you have to learn it quickly. What is the "right thing", when you're being put out in the field and the other side is mind controlling children? Have you ever had a child walk up to you, only to see a second later that some bastard has implanted a bomb on their back?

If you're out on patrol and you run into an enemy village, what is the "right" course of action?

So I did what had to be done. I wasn't proud, but it was the right thing to do. Us or them...us or them.

They put me back at HQ and sat me down, asked me how I felt. I wasn't sure what they wanted to hear...I felt like I had done my job. I was alive, and most of my squad made it out. I requested transfer back but they denied it, something about "to high profile". I admit, I was starting to shut down to their commentary. I ended up getting demoted, tossed into a training squad for a while, showing new recruits which end of the sword to poke the other side with.

I kept putting in for transfer to a line company, kept getting denied. But that's changing, another life lesson learned. "Persistence is key".

Just got word that they have accepted my request and will be sending me to a new squad. They warned me to keep my nose clean or I'll be drummed right out entirely this time. I know I'll do the right thing.