About KubiStats:
Kubi
Kubi Female Ratfolk gunslinger 1 Archetypes Gun Tank, Techslinger, NG Small humanoid (ratfolk) Init +2, Senses darkvision (60 ft.); Perception +6 ================================================= DEFENSE ================================================= AC 19, touch 13, flat-footed 17 (+4 armor, +2 Dex, +2 shield, +1 size ) hp 11 ((1d10)+1) Fort +3, Ref +4, Will +0, +2 trait bonus on all saving throws against curse, fear, and emotion effects. =================================================
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Black Powder Fortune You have little to fear when there's a gun in your hand. As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects. Bonus Feats [Not implemented] A techslinger can select Technologist as a bonus feat, even though it's neither a combat nor a grit feat. Bonus Gunslinger Initiative with Grit Points Gunslinger: Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point. 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. 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 1 grit points. Her grit goes up or down throughout the day, but usually cannot go higher than 0, though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds, and regains grit in the following ways.
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting 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.
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. Gun Tank's Resolve (Ex) At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the critical hit or sneak attack damage. At 1st level, she has a 25% chance of doing so. At 10th level, the chance increases to 50%. At 15th level, the chance increases to 75%. While a gun tank's resolve does not stack with the fortification armor special ability, it does work in concert with that armor special ability or similar effects, so a gun tank can use this ability even after the armor of fortification has failed to negate the critical hit or sneak attack damage. This deed replaces the gunslinger's dodge deed. Covet Charge (Ex) At lst level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Darkvision Deeds Techslingers have access to all gunslinger deeds, except as noted below for new deeds that replace standard gunslinger deeds. Grit Numerian Archaeologist Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You've studied the strange language associated with these eerie technological ruins, and are eager to start exploring them�you suspect that Torch's namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches. Reliable (Ex) At lSt level, a techslinger can spend 1 grit point as a free action to prevent a timeworn firearm from glitching. This deed replaces quick clear. Cleanliness Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws. This racial trait replaces rodent empathy. Skymetal Affinity (Numeria) You gain a +2 trait bonus on Fortitude saves against the negative effects of skymetals, as well as a +2 trait bonus on Craft checks made to create weapons or armor out of skymetals. Swarming Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Tinker (Ex) Ratfolk gain a +2 racial bonus on Craft (Alchemy), Perception, and Use Magic Device checks. Vain You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a -2 penalty on all Charisma-based checks for the next 24 hours. Background:
Kubi was born into what an outsider might consider an ordinary ratfolk warren, if it wasn’t for the fact that her warren lay on the path towards a large supply of strange alien technology and skymetal. Thus her warren became something of a trading post and waypoint for travelers, archaeologists, scholars, treasure hunters, and adventurers. It also made it a target for goblins and kobolds. Kubi’s people have had to deal with both goblin attacks as well as the strange mechanical monsters that seem to wander the wastelands of Numeria. However, Kubi and her fellow ratfolk were able to create a home. While she was no stranger to the strange and unusual technologies the ratfolk uncovered, she was extremely fascinated by it, even by ratfolk standards, and that’s saying something right there! She would tinker with the strange devices she or others would dig up, chronicling them. Even though she would sometimes become obsessed over her findings, she never did forget her duty to her warren. Following her father’s footsteps, she became a gunslinger, fighting in a unique manner against goblins, kobolds, and the occasional rust monster and hobgoblin bandit. Still, she wondered if it was enough. As she watched crusaders marched towards the Worldwound, she wondered why they would wear such heavy armor, as it appeared heavy and cumbersome. When she happened to ask one crusader, the human paladin of Abadar explained, “Why, to better shrug off attacks, allowing us to wade through our enemies with ease!” Taking heed of the paladin’s words, Kubi saw that if heavy armor could protect someone who battled demons and other monsters, then why shouldn’t a gunslinger, especially someone like her who lived in a land filled with mechanical monstrosities, mutated animals, and battle-hungry barbarians, wear heavy armor as well? She eventually decided she had to learn more about the wonders of the strange and overworldly technologies scattered about Numeria. She has learned a great deal since leaving her home, even learning Androffan, the language of the creators of the alien technologies. She hopes to bring back wondrous technologies to her people and being proclaimed a heroine. However, there is another reason she travels: to find her brother, Djir, who left home to join the Technic League. She has heard much of the wickedness of the Technic League, and wonders what has become of her beloved brother. She has traveled to Torch as she has come to believe that the town’s namesake is part of an even larger set of ruins that must surely hold a great wealth of knowledge…and technology! Description:
Kubi is slightly bit taller than most ratfolk. Some of her friends even joke that she must have elf blood in her family tree due to her attractiveness, and because of her blond hair, which is extremely rare among ratfolk. She wears a good bit of jewelry, having numerous brass and copper earrings in her ears, usually fashioned from bits of metal she has salvaged. Her right ear, however, looks like someone took a bite out of it, which is true actually: a goblin took a bite out of her ear. As she explains, “The goblin bit my ear, and I blew his…um…well…let’s just say the part between his legs.” She also wears several copper and bronze rings on her tail. She has several scars on her neck and face, the result of some of her more…dangerous exploits. Her eyes are also mismatched: her right eye is red, while left eye is gold. Personality:
Like all ratfolk, Kubi is inquisitive, curious, and loves to tinker. She is also very concerned about cleanliness, although she isn’t afraid to get dirty. The reason for her concern for being clean is because of her worries dealing with the strange chemicals. It was a habit from her warren as those who didn’t clean up, got strange rashes, most likely a result from exposure to chemical reactions with the ratfolks’ skin and fur. She loves adventures and meeting new people just as she loves fiddling with technologies, a result of her growing up in a place surrounded by unique and strange wonders. Kubi does tend to get hyperactive when she gets excited, which is often given the fact that she relishes uncovering new technologies along with the research it brings. She can be a vain on how potential new friends might see her though. In terms of faith, the ratfolk often puts it aside as she has never had time to follow a religion. This doesn't mean she doesn't believe in the gods, but at the same time she isn't sure there's enough evidence to show these powerful beings are indeed gods. She does worry about her friends, and becomes very upset if they get hurt, a result from the growing dread of what has become of her brother. |