Ameiko

Kita Samadrah's page

113 posts. Alias of Angie H.


Full Name

Kita Samadrah

Race

Human Gunfighter 1 | HP 8/11 | Init +4|

Classes/Levels

Ammo: light 10, heavy 10| Inspiration 1/1| AC 14 | Passive Perc and Insight 14 |Saves: S +2, D +6, C +3, I +2, W +2, Ch+5| Acro +6, Insight +4, Perc +4, Stealth +6

About Kita Samadrah

Name
Human Gunfighter
Background: Warder's Guild
Essence: Pious
Alignment: Lawful Neutral
Level 1
Initiative +4

Background:

Background

The man in black fled across the desert, and the gunfighter followed.

Well, to be fair, she following the infernal that was chasing the black-robed priest, but that was semantics. Kita just needed the blowing sand to settle for a minute - even half a minute. The creature was unnaturally fast, and with her horse dead behind her, she was never catching up.

There. The wind died down, just enough. Kita blinked sand from her eyes, held her heavy rifle up to her eye, took aim, and shot.

The infernal's head exploded.

The priest, hearing the loud report, turned to look behind him. Seeing his pursuer had been downed, he allowed himself to stop running, to sink, panting and sweating, to the sand.

And so, in the end, she saved the priest, and the precious cargo of religious texts and artifacts he was trying to preserve. Which was something, she supposed. More important, the priest had insisted, than dying at Henge Hold. That's where she'd been travelling with her family when the preist had commandeered her services as a guide and guard. As a result, she had missed the battle, and hasn't seen her family since.

On good days she believes they made it onto the lifeboats to Cyriss. On bad days, she knows they're all dead. The priest assured her that the Lawgiver was pleased with her service. So that was something too.

Since then she has roamed the West, never admitting, even deep in her heart, that she's hoping for word of somebody, anybody, she knew from before.

Appearance
Kita is a little taller than average for a Sul woman, and lean and wiry. Her black hair is marred by a white streak at the front, along with a scar on her forehead - this is the result of a run-in with an acid-spitting desert worm in the Bloodstone Marches. Her naturally brown skin is tanned and weathered, making her look older than her 22 years. She has brown, almond shaped eyes, and thin lips that are often curled into a smile, which rarely reaches her eyes. When she's in a good mood, her smile can be described as sarcastic. When she's in a bad mood, it's downright ghoulish.

Kita wears a long cotton shirt, so faded by the sun that its original colour can only be guessed at. Leather suspenders hold up her tight denim jeans, the legs of which cover sturdy leather boots. A gun belt rests low on her hips, and a bullet bandolier crosses diagonally over her chest. Around her neck she wears a bone pendant with the symbol of Menoth on it, worn smooth with frequent handling.

Kita has cobbled together a mismatched set of studded leather armour, which is strapped seemingly haphazardly over her clothes. Her one concession to vanity is a long canvas duster, the jacket down to her knees, the deep collar excellent for keeping out the wind and rain. Her backpack has a custom holster for her rifle, the butt of which can be seen over her left shoulder, ready to draw at a moment's notice.

Personality
Kita is a devout follower of the Creator, Menoth. Fortunately the Lawgiver does not call for asceticism, chastity, nor teetollism, for Kita is none of those things. (At least, not ALL the holy leaders agree on whether or not he demands these things). He does demand obedience, which Kita delivers. She gives thanks to Menoth before meals, at waking and sleeping, after battles and games of chance. She attends church service whenever she is in town. She also faithfully tithes 20% of her earnings/winnings. She will usually unquestioningly obey priests or holy people of her faith.

Kita has an emotional black hole in her soul, where her family used to be. She is often plagued with nightmares, of her family, drifting helpless in the vastness of space, or else dead and rotting, cursing her name from their graves.

She calls no place home, and drifts from town to town, or out into the wastelands, never with a real destination in mind. Her constant travel, and her skill with firearms, made her a natural asset to the Warder's Guild, and she spends the majority of her time guarding caravans and other groups of travellers. She has an uncanny ability to sniff out an ambush, and to choose the safer path for her clients. She has a good reputation, and is friendly and gregarious. However, she doesn't count many people as actual friends, and rarely confides in anybody. She doesn't indulge in any vices when clients are around, but between jobs she's been known to have a good time (rarely in a reputable establishment).

Her religious fervor is often at odds with the emotional void her family's disappearance left. She continues to worship Menoth, and abide by the tenets of her faith, for if she doesn't have that, then it means she abandoned her family for nothing. She has convinced herself that she follows the Lawgiver's rules, but she's pretty good at looking for loopholes and justifications when necessary.

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DEFENSE
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AC 16
HP 11

Saving throws
Str +2,*Dex +6, Con +3, Int +2 Wis +2, *Cha +5
* proficient in
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OFFENSE
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Speed 30 ft.
Melee
Cudgel +4
Damage 1d4+2

Rifle Bayonette +4
Damage 1d8 +2

Pistol Bayonette +4
Damage 1d6 +4

Dagger +6
Damage 1d4 +4

Ranged
Rifle, heavy +6
Damage 2d10 +4 (range 60/180), magazine (1), two-handed

Pistol, repeating +6 (range 40/120), light, magazine (5)
Damage 1d10 +6

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STATISTICS
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Str 14, Dex 18, Con 17, Int 14 Wis 15, Cha 16
Proficiency bonus +2

CLASS FEATURES
Fighting Style: Two gun fighting. You can engage in two-weapon fighting with light pistols and can add your ability modifier to the damage of the second attack.

Trick Shot: 1/rest, Save DC=14:

Golden Bullet. As part of your attack, you fire a trick shot that strikes your target in a vulnerable gap in its armor. Choose a creature you can see that is within your weapon’s normal range, and make a ranged attack against that creature. This attack ignores damage resistances.
Piercing Shot. This trick shot does not modify a single shot. Instead, as an action, you fire a trick shot that passes through multiple targets. Your shot is a line 5 feet wide extending from you to your weapon’s normal range in a direction you choose. Creatures in the line must succeed on a Dexterity saving throw or take damage equal to your weapon’s damage.
Pinning Shot. As part of your attack, you fire a trick shot that forces your enemies to take cover. When you use this trick shot, choose a creature you can see that is within your weapon’s normal range, and make a ranged attack against that creature. If the attack hits, the target must succeed on a Wisdom saving throw or be knocked prone and become frightened until the start of your next turn.
Ricochet Shot. As part of your attack, you fire a trick shot that ricochets off of stone, metal, or a similarly hard surface. When you use this trick shot, if you are aware of a creature in total cover, you can target it if there is a clear path for the bullet to travel along.
Wounding Shot. As part of your attack, you fire a trick shot that leaves your target bleeding or venting vital fluids. When you use this trick shot, choose a creature you can see that is within your weapon’s normal range, and make a ranged attack against that creature. If the attack hits, the creature must succeed on a Constitution saving throw or take additional damage equal to your Dexterity modifier (minimum 1) at the start of each of its turns. This effect lasts until a creature uses an action and makes a successful DC 10 Wisdom (Medicine) check to bind the wound or until the creature receives healing. The damage dealt by this trick shot is cumulative with additional wounding shots.
This trick shot works on living creatures and steamjacks but has no effect on other constructs or the undead.

Trick Shots save DC = 8 + your proficiency bonus + your Dexterity modifier

BACKGROUND: Warder
Dex +1
Proficient in perception and insight.
Feature: Canny Passage: You are familiar with local customs involving crossing territories, including who needs to be negotiated with, bribed, or avoided. You are also well-versed in spotting potential ambush sites. Roll with advantage on diplomacy checks to negotiate passage, and on perception checks to spot ambush sites.
Feature: Guild member. You can find work, and modest lodgings in any city with a Warder's Guild office/hall.

Personality trait: I don't stay in one place for long, but when I do, I like to have a good time.
Ideal: Indifferent: I do not have personal connections with my clients. They are merely part of the job. I do my job, get paid, and go on to the next job.
Bond: We owe everything to the Creator, and I work my worship into my daily routines, and attend services when I can.
Flaw: If forced to choose between my client and my church, I don't know what I would do.

ESSENCE: Pious
CHA +2
Guidance Cantrip at will: You touch one willing creature. Within one minute, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check.

Racial Features Human, Protectorate of Menoth:
Pilgrim's path: Proficient in History, Religion, Survival
Citizen Soldiers. You have proficiency with simple melee weapons, martial melee weapons, light armor, medium armor, and shields.

SKILLS:
*Acrobatics: +6
Animal Handling: +2
Athletics: +2
Deception: +3
History: +2
*Insight: +4
Intimidation: +3
Investigation: +2
*Medicine: +4
Nature: +2
*Perception: +4
Perform: +3
Persuasion: +3
*Religion: +4
Sleight of Hand: +4
*Stealth: +6
*Survival: +4
* proficient in

TOOLS/KITS
Gunsmith's kit
Playing cards and dice

Proficiencies
Light armour, medium armour, infantry armour, shields.
Simple weapons, light firearms, martial firearms,

Languages: Cygnaran, Noth, Molgur-Og, Shyr.
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GEAR/POSSESSIONS
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From Class
Studded leather armour
heavy rifle
20 rounds of ammunition
explorer's pack (Backpack, bedroll, mess kit, tinderbox, torch (10),rations (10), waterskin, 50' hempen rope)
gunsmith kit
Gun belt and ammo bandolier
From background
2 light repeating pistols
Official papers from Warder's Guild
spyglass
healer's kit (10)
maps of major routes
traveler's clothes, including duster and hat
Purchased
Pistol bayonette 3gp
Rifle bayonette 3gp
Dagger 2gp
Money
GP: 2
SP: 0
CP: 0

Memento: Kita carries a portrait of her family, skillfully drawn in black ink on parchment, folded up and in a pocket of her backpack. It shows her at 15 years old, standing with her parents (Amir and Yara), and three younger girls; Indra (13), Lilja (11) and Umi (infant). She also carries a small doll, which she can occasionally be caught holding to her face as if inhaling its scent, though for years now it has only smelled of sand and dust.