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About Kristleifur EhrenskiöldKristleifur Ehrenskiöld
Favoured Class: Gunslinger ABL in effect
Armor attunement +1,
+1 size bonus to attacks included weapon attunement +1 Melee
Ranged
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
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Base Atk +4; CMB +2; CMD 16 Feats
Traits
Excitable
Highlander (regional trait)
Indomitable Faith (faith trait)
Trap Finder (campaign trait)
Languages
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
Special Qualities
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
Gear
Small Coat Pistol 187.5 0.5
Small Mwk. Leather Armour 160 7.5
Firearm Bullets (20) 20 ___
Starting money: 1000g
Remaining: 8.5g --------------------
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
A musket master must take a musket when she chooses a battered firearm at 1st level. Grit (Ex)
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.
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
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
Musket Training (Ex)
This replaces gun training 1, 2, 3, and 4. Armor Attunement
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.
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!
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