Svartalfar

Kristleifur Ehrenskiöld's page

455 posts. Alias of Decimus Observet.


Full Name

Kristleifur Ehrenskiöld

Race

Svirfneblin

Classes/Levels

Gunslinger 4 (Musket Master) | HP 32/32 | AC 20 (21 with shield) / Touch 17 / FF 14/15 | Fort +8 / Ref +11 / Will +8 | CMB +2 / CMD 16 | Init +8 while grit | Per +12, Blur

Gender

Male

Size

Small, 3' 7", 39lb

Age

62

Alignment

Chaotic Neutral

Deity

Nivi Rhombodazzle

Location

The Overburn

Languages

Common, Gnome, Undercommon

Occupation

Experience-Seeker

Strength 9
Dexterity 19
Constitution 12
Intelligence 10
Wisdom 16
Charisma 8

About Kristleifur Ehrenskiöld

Kristleifur Ehrenskiöld
Svirfneblin Gunslinger 4 (Musket Master)
Chaotic Neutral Small Humanoid (gnome)
Init +6; Senses Perception +12, Sense Motive +3, Darkvision, Low-Light Vision

Favoured Class: Gunslinger

ABL in effect
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Defense
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AC 20/21, touch 17, flat-footed 14/15 [10 +4 dex +2 armour +1 attunement +2 dodge +1 size +1 shield]
hp 25 (3hd, d10 + 1)
Fort +7, Ref +10, Will +8

Armor attunement +1,
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Offense
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Speed 20 ft.

+1 size bonus to attacks included

weapon attunement +1

Melee
Small Cold Iron Dagger +3 1d3-1 19-20/x2 10 ft. 1 lb. P or S

Ranged
Weapon Attunement+1 -> Small Mwk Rifle

Small Mwk Rifle +10 d8+1 ×4 80 ft. 1

Small Musket +9 d10 ×4 40 ft. 1–2 (5 ft.) 1 B and P
Small Coat Pistol +9 1d3 ×3 10 ft. 1 (5 ft.) 1 1 lb. B and P

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Statistics
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Str 9, Dex 19, Con 12, Int 10, Wis 16, Cha 8
L4: +1 Dex

Base Atk +4; CMB +2; CMD 16

Feats
L1: Additional Traits, Gunslinger: Gunsmithing, Musket Master: Rapid Reload
L3: Point-Blank Shot
L4: Bonus Feat: Precise Shot

Traits
Excitable, Highlander, Indomitable Faith, Trap Finder

Excitable
Requirement(s) Gnome
You demand that everything must happen right now, no matter what, and are too impatient to wait for everyone else to catch up. You finish people’s sentences, blurt out the punch lines to slowly-told jokes, rarely make plans, and leap headlong into anything that looks like it might get interesting. While this has sometimes gotten you in trouble, it’s also trained you to start moving a split second before everyone else, and that’s saved your hide a few times as well. You gain a +2 trait bonus on all Initiative checks.

Highlander (regional trait)
Requirement(s) Hills or Mountain
You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Indomitable Faith (faith trait)
You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Trap Finder (campaign trait)
You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Languages
Common, Gnome, Undercommon

Skills
Class Skills

The gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

Disable Device (Dex) and Stealth (Dex) are class skills because of traits.

Skill Ranks per Level: 5 (4 + 0 Int +1 favoured class)

+2 background skills

Armour Check Modifier:

+Acrobatics +8 |+4 Dex +1 rank +3 class skill
Appraise +0 |+0 Int
+Bluff -1 |-1 Cha
+Climb +3 |-1 Str +1 rank +3 class skill
+Craft (Alchemy) +7 |+0 Int +2 rank +3 class skill +2 racial to alchemy
Diplomacy -1 |-1 Cha
+Disable Device* +12 |+4 Dex +4 rank +3 class skill +1 trait
Disguise -1 |-1 Cha
Escape Artist +4 |+4 Dex
Fly +4 |+4 Dex
Handle Animal* -- |-1 Cha
+Heal +3 |+3 Wis
+Intimidate +3 |-1 Cha +1 rank +3 class skill
Knowledge Arcana* +1 |+0 Int + 1 rank
Knowledge Dungeoneering* -- |+0 Int untrained
+Knowledge Engineering* +7 |+0 Int +4 rank +3 class skill
Knowledge Geography* +1 |+0 Int + 1 rank
Knowledge History* -- |+0 Int untrained
+Knowledge Local* +5 |+0 Int +2 rank +3 class skill
Knowledge Nobility* -- |+0 Int untrained
Knowledge Nature* +1 |+0 Int + 1 rank
Knowledge Planes* -- |+0 Int untrained
Knowledge Religion* -- |+0 Int untrained
Linguistics* +1 |+0 Int +1 rank
+Perception +12 |+3 Wis +4 rank +3 class skill +2 racial
Perform -1 |-1 Cha
+Profession +3 |+3 Wis
+Ride +4 |+4 Dex
Sense Motive +3 |+3 Wis
+Sleight of Hand* +8 |+4 Dex +1 rank +3 class skill
Spellcraft* -- |+0 Int
+Stealth +17 / +19 |+4 Dex +3 rank +3 class skill +2 racial +4 size +1 trait (+2 additional racial underground)
+Survival +7 |+3 Wis +1 rank +3 class skill
+Swim -1 |-1 Str
Use Magic Device* -- |-1 Cha

Special Qualities
Size: Svirfneblin are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class.

Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws.

Spell Resistance: Svirfneblin have spell resistance (SR) equal to 11 + their class levels.

Skills: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks.

Stonecunning: Svirfneblin gain stonecunning (as dwarves.)

Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast. Svirfneblin also gain the following spell-like abilities: Constant—nondetection; 1/day—blindness/deafness (DC 12 + Charisma modifier), blur, disguise self; caster level equals the svirfneblin’s class levels.

Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and dwarf subtypes due to training against these hated foes.

Darkvision: Svirfneblin can see perfectly in the dark up to 120 feet.

Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, svirfneblin have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Resistance
At 3rd level, the character gains a +1 resistance bonus on all saving throws. This bonus increases to +2 at 8th level, to +3 at 10th level, to +4 at 13th level, and to +5 at 14th level.

Gear
Small Battered Musket 0 991.5 4.5 30.5

Small Coat Pistol 187.5 0.5
Small Cold Iron Dagger 4 0.5
Explorer's Outfit 0 ___

Small Mwk. Leather Armour 160 7.5
Small Mwk. Buckler 155 2.5

Firearm Bullets (20) 20 ___
Gunsmith’s kit 15 2
Black Powder (20) 200 ____
Powder Horn (2) 6 2
Grooming Kit 1g 1 2
Small Bedroll 0.1 2.5
Compass 10 0.5
Small Steel Mirror 10 0.5
Signal Whistle 0.2 ____
Gnome Rations (7) 14 3.5
Small Belt Pouch 1 0.25
Canteen 2 1
Bandolier 0.5 ____
Pocketed Scarf 8 0.25
Concealable Thieves' Tools 190 0.5
Glass Cutter 5 ____
Flint and Steel 1 ____
Dice 0.1 ____
Cards 0.1 ____
Wooden Holy Symbol 1 ____

Starting money: 1000g
Spent: 991.5g

Remaining: 8.5g

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

Instead of proficiency with all firearms, a musket master only gains proficiency with two-handed firearms. She must take the Exotic Weapon Proficiency (firearm) feat to gain proficiency with one-handed firearms and firearm siege engines.

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.

A musket master must take a musket when she chooses a battered firearm at 1st level.

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.
Daring Act & Dares

The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule.

Daring Act

Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.

Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.

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.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Fast Musket (Ex) At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.

This deed replaces the utility shot deed.

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

Musket Training (Ex)
Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1.

This replaces gun training 1, 2, 3, and 4.

Armor Attunement
The character can attune herself to one suit of armor or one shield in her possession; she can change that attunement once per day. If she selects a normal set of clothing as her armor, it counts as having a starting enhancement bonus of +0. The attuned suit of armor gains a +1 enhancement bonus at 4th level.

At 8th level, she can split her attunement between a suit of armor and a shield, granting each a +1 enhancement bonus.

At 9th level, she can grant a suit of armor or a shield a +2 enhancement bonus (instead of granting each a +1 enhancement bonus).

At 14th level, she can either grant a suit of armor or a shield a +3 enhancement bonus or grant each a +2 enhancement bonus.

At 15th level, she can either grant a suit of armor or a shield a +4 enhancement bonus or grant both a +3 enhancement bonus.

At 17th level, she can either grant a suit of armor or a shield a +5 enhancement bonus or grant one a +4 enhancement bonus and the other a +3 enhancement bonus.

Weapon Attunement

The character can attune herself to any one weapon in her possession, and can change that attunement once per day. The attuned weapon gains a +1 enhancement bonus at 4th level.

At 8th level, the character can split her attunement between two weapons, granting each a +1 enhancement bonus.
At 9th level, she can grant a single weapon a +2 enhancement bonus instead of granting two weapons a +1 enhancement bonus each.
At 14th level, she can either grant a single weapon a +3 enhancement bonus or grant two weapons a +2 enhancement bonus each.
At 15th level, she can either grant a single weapon a +4 enhancement bonus or grant two weapons a +3 enhancement bonus each.
At 17th level, she can either grant a single weapon a +5 enhancement bonus or grant one weapon a +4 enhancement bonus and another weapon a +3 enhancement bonus.

Appearance and Personality:

Kristleifur Rindr Ehrenskiöld stand 3' 7" tall and weighs 39lbs. But he has the confidence and swagger of someone twice that or more. He chafes under regulations far more than his people are prone to, but he is oddly enough less erratic in mood and far less xenophobic than his kin. What he has learned about the Overburn is fascinating and he would see much more.

Background:

Kristleifur Ehrenskiöld, a svirfneblin gunslinger, has followed the example of his favourite goddess, Nivi Rhombodazzle, and taken a gamble. His fascination with non-svirfneblin ways such as the new industries and less regimented personal lives have made him unpopular in his home city. Firing a battered musket he had cobbled together at vermin in the streets was the final straw. So he decided to leave the darklands for a spell and see how folk live up in the overburn.

He wandered up in the remains of Cheliax and was unperturbed. The sheer anarchy of the place suited him, one more gnome barely went noticed amidst the day-to-day conflicts and movement of people. He ran into groups of Overburn cousins, half-bleached as they appeared, and realised they were very suspicious of him. But then he found out that there were areas infested by dwarves - unchallenged by the gnomes! He felt the traditional grudge against the dwarf folk but didn't feel compelled to act upon it. He did learn common from them, and traded a few 'special jobs' in exchange for tools he could fiddle with. He wandered about the mountain ranges for a spell, trying to figure out what the dwarves saw in them. The rocks were very handy for hiding behind, he had to admit.

His travels brought him to Absalom, because this apparently, was the hub of the world where hustle and bustle and all the fanciest toys were to be found. As for the job, well, black powder and shot don't come cheap. And a gnome has to eat!