Ratfolk Elder

Maximillian Augustin's page

11 posts. Alias of Calabanian.


Full Name

Maximillian Montgomery Augustin

Race

| HP: 5/11 | AC: 19 (16 T, 14 FF) | CMB: -1, CMD: 24 | F: +3, R: +7, W: +1 | Init: +7 | Perc: +7, SM: +1/+6 to determine a lie

Classes/Levels

| Speed 20ft | Grit: 1/1 | Active conditions: None |

Gender

Male NG Ratfolk Gunslinger (Gulch Gunner) 1

Size

Small

Age

13

Alignment

NG

Deity

Desna

Location

Smokeside

Languages

Common, Dwarven, Goblin

Occupation

Gunsmith

Strength 11
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 12
Charisma 8

About Maximillian Augustin

Stats:
Ratfolk Gunslinger (Gulch Gunner) 1
NG Small humanoid (Ratfolk)
Init +7; Senses Darkvision 60 ft Perception +7

Defense
AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 Size)
hp 11 (1d10+1)
Fort +3, Ref +7, Will +1

Offense
Speed 20 ft
Melee Tail Blade +7 (1d3-1)
Ranged Pepperbox (20 ft) +7 (1d6/x4)

Space 5 ft.; Reach 5 ft.
Special Attacks Flash and Shock

Statistics
Str 11, Dex 20, Con 12, Int 14, Wis 12, Cha 8
BAB +1; CMB -1; CMD 14

Feats & Traits::

Feats
Gunsmith: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Rapid Reload (Firearms): The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Traits
Reactionary: You gain a +2 trait bonus on initiative checks.
Clever Wordplay (Bluff) Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Snubbed Out Stoolie +1 to Bluff, +5 to Sense Motive to determine a lie
Flaws
Loudmouth: -4 on all Diplomacy and Stealth checks.


Skills::

Skills
Acrobatics +8 (5 Dex, 1 Rank, 3 Class, -1 Acp)
Bluff +8 (2 Int, 1 Rank, 3 class, 1 Trait)
Craft (Alchemy) +9 (3 Int, 1 Rank, 3 Class, 2 Race)
Disable Device +8 (5 Dex, 1 Rank, 3 Class, -1 Acp)
Escape Artist +8 (5 Dex, 1 Rank, 3 Class, -1 Acp)
Knowledge Dungeoneering +7 (3 Int, 1 Rank, 3 Class)
Perception +7 (1 Wis, 1 Rank, 3 Class, 2 racial)

Background Skills
Slight of Hand +8 (5 Dex, 1 Rank, 3 Class, -1 Acp)
Knowledge (Engineering) +7 (3 Int, 1 Rank, 3 Class)

Languages Common, Dwarven, Goblin


Gear::

Pepper Box, Tail Blade, Studded Leather, 10 Alchemical Cartridges, 100 Bullets, 100 Doses of black Powder, 3 Powder Horns full, Bandolier x2

Wealth
84 Gold 2 Silver 20 Copper

Encumbrance
Light 0-23 lbs.
Medium 24-45 lbs.
Heavy 47-68 lbs.
Current Load 12.25 Ibs.


Special Abilities::

Class Abilities
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: 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.

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 Adjacent Shot: The first time each round the gulch gunner makes a ranged firearm attack against an adjacent foe and provokes an attack of opportunity, she regains 1 grit point. Making an adjacent firearm attack against a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gulch gunner’s character level does not restore grit, nor do ranged attacks using some ability that prevents the gulch gunner from provoking an attack of opportunity.

Deeds
Flash and Shock: At 1st level, the gulch gunner can take advantage of the flash and sound of a firearm to throw off an attacker’s aim at close range. When she makes an attack against a foe within her firearm’s first range increment, she may spend 1 grit point to gain a +4 circumstance bonus to AC against that opponent until the beginning of her next turn. She can only perform this deed while wearing medium, light, or no armor, and while carrying no more than a light load. This deed replaces the deadeye deed.

Gunslinger’s Dodge: 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.

Quick Clear: 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.

Racial Abilities
Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

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.

Darkvision Ratfolk can see in the dark up to 60 feet.


Background::

Maximillian Augustin was destined for great things, or at least that’s what his parents told him. To show this belief they saddled him with a name clearly unbefitting to an urchin literally living under the streets of the Ferrous Quarter. But to accompany this gift they also gave him as sheltered an upbringing as anyone in Smokeside could wish for. His father was a cook working just across the bridge at Blythir College and as part of his pay took home ingredients to make his family three square meals a day, his mother worked at the Barrel & Bullet Saloon as a bouncer. Together they brought together enough wealth to support the purchase of a small house on the eastern edge of Smokeside when Maximillian was around 4.

From there on Maximillian lived in what many in Smokeside would call the lap of luxury. He was able to go with his father into Skyside reasonably often, his father became renowned enough at Blythir to eventually allow Maximillian to sit in on some lessons where he learned the basics of alchemical metallurgy. He then took this newfound knowledge back with him to the Barrel & Bullet Saloon where he got a job adding alchemical gimmicks to many of their drinks. This naturally got him in with the frequenters of the Barrel & Bullet including one Ambrost Mugland a undercity mogul who seeing Maximillian’s skill with the alchemical asked one of his hirelings to have Maximillian began manufacturing guns for them.

At 10 years old Maximillian really had no idea as to what to do so he went to his parents. His father immediately cautioned him and told him to go to the Sheildmarshals of Skyside and warn them of this development. He took this advice and when he got there was thanked but asked if he would be able to take the position and attempt to infiltrate Mugland’s crew to gain intel on them. Maximillian thought he finally had found the destiny of his name so he naturally accepted, however doing so would prove to be the start of his undoing. For 3 years he made weapons for Mugland and worked his way closer and closer to Mugland’s inner circle. All the while he trained with both is mother and Mugland’s crew. His mother taught him close combat with a tailblade and began to teach him how to catch an opponents blade with his own. Mugland on the other hand taught him how to use the weapons he was making, guns and bombs.

After those three years of training and creating Maximillian went back towards Skyside for a routine quarterly check in with the Sheildmarshals but as he was crossing the bridge found eyes glancing towards him from all directions. Feeling something was wrong he turned back and headed for Smokeside where when he went to his families home he found it ransacked on order of the Sheildmarshals for aiding and abetting enemies of the state. His parents were both gone and all he had as a path to find them was the name on the order Deputy Anjelique Loveless

Build Plans:
To keep the plan of using a pistol in melee from being too suicidal my second level is going to be in Swashbuckler which will let me Parry with my tailblade and repost with a pistol shot, as I will be shooting in melee with that repost it will earn back the grit/panache that I spent to parry because of Daring Adjacent Shot. This should let me parry every round and if the parries are successful basically give me an early iterative attack. But naturally it will provoke AoO every round as well.