Cheiton

Malakai Makaisson's page

28 posts. Alias of Void Dragon.


Full Name

"Mad" Malakai Makaisson

Race

Dwarf | HP 12/12 | AC 14; Touch 12; FF 12 | Fort +4, Ref +4, Will +2 ; (+2 vs. Poison, Spells, Spell-like Abilities) | +2 Int | +6 Per (+8 to notice traps and hidden doors located in stone walls or floors, and free check within 10ft)

Classes/Levels

Gunslinger 1 (Musket Master)

Gender

Male

Size

Medium! Didnae ausk aboot mah hieght!

Age

70

Alignment

NG

Languages

Common, Dwarven, Orc

Strength 12
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 14
Charisma 8

About Malakai Makaisson

Background:

Malakai grew up in a dwarven community to the south of Rush. Its main defense was that it was located underground. They only had a few buildings on the top, and they made sure that they were well hidden. This community had survived by keeping to their caste laws. Your same gender parent determined your place in society for the rest of you life. It was in this community that Malakai's father a miner named Burken, and his mother a smith named Ferga raised this small dwarven child. Malakai's childhood was much like any other miner dwarfs he grew up mining, prospecting, and listening to the stories of the dwarfs, but he had always wanted more. He would sneak into his mother's room, and learn the secrets of forging. His parents suspected what he was doing, and told him the stories of exiles and how they weren't apart of the clan and had to wield the Axe of Shame. These stories kept Malakai away for a bit. He wasn't vey good with any type of armor, or sword work anyways, so he thought that he would give up. What he didn't know was that it was to be a different path for his smithing.

One day Malakai discovered a hidden vein of rock. It was filled with gems, and other valuables, but it was the black rock that captured Malakia's attention. He found that by combining it with other minerals he could create an explosive substance. Not only could this be used to create bombs, but if he focused the powder it could propel little metal balls with deadly force. In this new substance Malakai found new purpose with his smithing. Here was something that would respond to this wishes he knew it in his heart. Of course, Malakai revealed the existence of the gem mine right after he had finished collecting this stange new 'Black Powder'. Malakai was hailed as a genius miner and was given a command of his own workforce. It was the proudest moment in his parent's lives to see their son become a mine overseer so young. They thought that he had given up his dreams of being a smith and were glad. Malakai didn't tell them what he was doing, and they assumed he wsa working had on his new duties. Malakai used this misunderstanding, and free time between shifts to create and develop his own weapon. He only created one and practiced with it whenever he had free time. When he thought that he was good enough to reveal it to his parents he did, and he was immediatly shocked when they called him an exile and sent him to the surface world. He was told by the elders tat he was banished from his home until he gave up his useless 'toy'. They set down the exile's axe in front of him and told him that this was his last chance. Malakai simply nodded, picked up the exile's axe, and walked away. He decided to prove that his weapon was superior, but he had nowhere to go.

He had heard about a small human town called Rush. Apparently the scouts said it had a very large vein of ore. It could be that this town would hold even more 'Black Powder' for Malakai to work with. He set his shoulders and went off towards the town of Rush. It took him a lot of time before he got to the own and there he discovered that not many people spoke dwarven. He went about learning common, but he still has a horrible accent from his mountain home. When he heard about this new invasion he decided that this was his chance to make a name for himself and prove once and for all that his weapons were usefull.

Malakai
Dwarf Gunslinger 1
NG Medium Humanoid (dwarf)
Init +2; Senses dark vision 60 ft; Perception +6 (8 if hidden stone door)

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DEFENSE
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AC 14, Touch 12, Flat-Footed 12 (+2 Armor, +2 Dex)
HP 12 (1d10+2)
Fort +4, Ref +4, Will +2; (+2 vs. Poison, Spells, Spell-Like Abilities)

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OFFENSE
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Speed 20 ft.
Melee Dwarven Waraxe Attack +0 Damage (2d8+1/x3) Type S
Melee Pick, Heavy Attack +2 Damage (1d6+1/x4) Type P
Ranged Musket Attack +3 Damage (1d12/x4) Type B and P Ammunition 29/30 Range 40 ft. Misfire 1-2

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STATISTICS
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Str 12, Dex 15, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +2; CMD 14
Feats: Gunsmithing, Rapid Reload (Muskets), Point-Blank Shot
Traits: Clan Artisan (Guns), Never Stop Shooting
Skills: (4 + 1 Int + 1 FC = 6)
Craft (Guns)* +11 (1 rank, 3 class, 1 Int, 2 trait, 2 racial, 2 circumstance)
Craft (Alchemy)* +5 (1 rank, 3 class, 1 Int)
Perception* +6 (+8 if trying to notice hidden doors in stone) (1 rank, 3 class, 2 Wis)
Knowledge (Engineering)* +5 (1 rank, 3 class, 1 Int)
Profession (Miner)* +6 (1 rank, 3 class, 2 Wis)
Languages Common, Dwarven, Orc

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GEAR
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Leather 10 GP 15 lbs.
(Exile's Axe) Waraxe, Dwarven (Large) 30 GP 8 lbs.
'Battered' Musket "Sasha" 0 GP 9 lbs.
Pick, Heavy 8 GP 6 lbs.
Gunslinger's Kit 25 GP 9 SP 21 lbs.
Backpack (part of kit)
Bedroll (part of kit)
Belt Pouch (part of Kit)
Flint and Steel (part of kit)
Gunsmith's kit (part of kit)
Iron Pot (part of kit)
Mess Kit (part of kit)
Powder Horn (Full) (part of kit)
•10 doses of black powder (1 GP Each/ 10 GP)
Rope (50ft) (part of kit)
Trail rations (5 days) (part of kit)
Waterskin (Full) (part of kit)
Powder Horn #2 (Full) 3 GP 1 lbs.
•10 doses of black powder (1 GP Each/ 10 GP)
Powder Horn #3 (Full) 3 GP 1 lbs.
•10 doses of black powder (1 GP Each/ 10 GP)
Belt Pouch 1 GP 1/2 lbs.
•30 Bullets (1 SP Each/ 3 GP) 1/2 lbs.
Masterwork Tool (Gun Smithing) 50 GP 1 lbs.
11 GP 1 SP 0 CP

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SPECIAL GEAR
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(Exile's Axe) Dwarven Waraxe Large size. Inscription in Dwarven reads
Let He Who Carries This Axe Wander Forever Until He Repents Or Dies.

'Battered' Musket "Sasha". Works for Malakai fine, but acts as if broken in anyone else's hands. Inscription in Dwarven reads.
Show Em Fire Wee Lass

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TRACKED GEAR
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•Powder 29/30
•Bullets 29/30

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SPECIAL ABILITIES
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•Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
•Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
•Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.
•Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
•Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
•Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
•Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
•Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

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CLASS ABILITIES
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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.

2/2 Grit Points

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.

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.