Krosh "Smitty" Hammersmith
Dwarf Gunslinger 4
LN Medium Humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +7
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 32 (4d10+4)
Fort +5, Ref +8, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Speed 20 ft.
Melee Masterwork Longsword +6 (1d8+1/19-20/×2)
Ranged +1 Warhammer musket +9 (1d8+1/×4) and
Masterwork Coat pistol +9 (1d4/×3)
Special Attacks hatred
Str 12, Dex 18, Con 12, Int 14, Wis 10, Cha 8
Base Atk +4; CMB +5; CMD 20 (20 vs. Bull Rush, 20 vs. Trip)
Feats Gunsmithing, Point Blank Shot, Precise Shot, Quick Draw
Traits Eldritch Smith, Warsmith
Skills Acrobatics +4 (+0 jump), Bluff +6, Craft (firearms) +7 (+9 on checks related to metal or stone), Craft (weapons) +4 (+6 on checks related to metal or stone), Intimidate +6, Perception +7 (+9 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sense Motive +3, Sleight of Hand +11, Survival +7; Racial Modifiers craftsman
Languages Common, Dwarven, Gnome, Orc
SQ deed: deadeye, deed: gunslinger initiative, deed: gunslinger's dodge (+2 ac), deed: pistol-whip, deed: quick clear, deed: utility shot, grit, hardy, slow and steady, stability, stonecunning +2
Combat Gear Potion of cure moderate wounds (2); Other Gear Masterwork Studded leather armor, +1 Warhammer musket, Masterwork Coat pistol, Masterwork Longsword, You have no money!
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Eldritch Smith Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Warsmith You gain a +1 trait bonus to damage rolls against creatures and objects made primarily of clay, crystal, earth, metal, or stone.
Krosh Hammersmith grew up in a mining town, which engaged in the work of "tearing down a solid past to make way for the facade of a future," as his father, Korvin Hammersmith, put it. Korvin had given up his smithing business when it became clear that not enough people were interested in his finely crafted hammers to keep him in business. Krosh was a wee lad when his father became a miner, but he remembered Korvin's joy at creating a masterful tool that would last multiple generations. He also remembered the elder dwarf's complaints about short-lived races only wanting cheap, mass-produced items that would break in a matter of years, rather than decades or centuries.
Krosh resigned himself to a life of mining just like his father, but a visit to Greyston for supplies changed his destiny. There he saw a demonstration of firearms, which impressed him in and of itself, but he realized the firearms were poorly made and jammed frequently or, in one frightening case, exploded in the bearer's hands. Krosh knew his father could apply his smithing skills to build better guns. He brought it up to his father...once, whereupon he learned of Korvin's intense distaste for "dishonorable" ranged weapons in general, and a hatred for firearms in particular.
Not to be deterred in his goal to restore the Hammersmith name, Krosh learned some rudiments of smithing form his father, and surreptitiously sought out other dwarves to teach him deeper secrets. Since Korvin spent days at a time in the mines, Krosh picked up the craft quickly, and set about creating his own firearm. Unfortunately, the young dwarf could not keep his activities secret from his father forever, and, when Korvin discovered that his son was working on accursed firearms, he disowned the boy who then became an exile from his home.
Krosh returned to the capital city with what tools his father allowed him to take and set up shop. His first commission went surprisingly well, and he made a decent amount of coin, enough to improve his tools and forge. He hopes to build up enough renown that he will regain his father's favor, but he has become distracted in the past few years by a need to demonstrate his wares. He left the shop in a capable apprentice's hands, and dove into the itinerant lifestyle of an adventurer. So now he travels with his meager belongings and well-crafted armaments (including a musket warhammer he first made to honor his father's former vocation), occasionally retuning to Greyston to check in on the business and take on a small commission.