Halfling

Milo Blackbottom's page

27 posts. Alias of Oblivion's Scion.


About Milo Blackbottom

Milo Blackbottom
Male Halfling Gunslinger (gunfighter) 3 / Bard (archaeologist) 2
CG small Humanoid (halfling)
Init +4; Senses Perception +12, Sense Motive +8

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Defense
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AC 22 touch 17 flat-footed 22 (+5 armor*, +4 Dex, +1 dodge, +1 deflection, +1 size)
hp 46 (3d10+2d8+10)
Fort +6 Ref +11 Will +7 (+2 vs fear);

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Offense
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Speed 30 ft.
Melee unarmed +9 (1d4+1, x2),
Melee light mace +9 (1d4+1, x3),
Melee cestus +9 (1d3+1, 19-20/x2),
Melee dagger +9 (1d3+1, 19-20/x2),
Ranged colt hammerless +11 or +9/+9 (1d6+5/4, 30 ft, x4; cap 8)
Ranged winchester 87 +9 (1d8, 80 ft, )
Special Attacks adaptable luck (3/day, +3 to d20), archaeologist's luck (7/day, swift, +2 to all d20, +2 dmg, 3 rds), deadly aim (-2/+4), power attack (-2/+4), barrage

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Statistics
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Str 12 Dex 18 Con 14 Int 10 Wis 14 Cha 16
Base Atk +4; CMB +7; CMD 18
Feats weapon focus (pistols), lingering performance, extra sphere: sniper
Traits local, fate's favored
Skills acrobatics +10 bluff +11 climb +5 diplomacy +9 disable +12 know (local) +6 linguistics +5 perception +12 perform (orate) +8 profession (distiller) +9 sense +8 sleight +9/11 spellcraft +4 stealth +16/18 swim +5 use magic device +9
Languages Common, Dwarven, Halfling, Italian
SQ adaptable luck, archaeologist's luck, grit, uncanny dodge
Spells (u/3) 0th - daze, detect magic, light, mage hand, mending; 1st - abundant ammunition, charm person, cure light wounds
Weapons & Armor
Combat Gear ioun torch
Other Gear masterwork thieves' tools, backpack, bedroll, belt pouch, flint & steel, mess kit, silk rope (50'), grappling iron, wandermeal (25), halfling rations (5), whetstone, canteen, signal whistle, ((14.5 lb))
Wealth

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Abilities
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TRAITS
Local +1 knowledge (local) and sense motive; both are class skills.
Fate's Favored Gain an additional +1 on all luck bonuses.

FEATS
Extra Sphere gain an extra combat sphere
Weapon Focus +1 to attack with pistols
Lingering Performance The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

SPHERES OF COMBAT
Tier Adept, 3rd
Martial Tradition Combat Gunner
Equipment
- Firearm Training (t)
- Gun Kata (t)
- Close Combat Specialist (3)
Barrage (t)
Open Hand (t)
Dual Wield (2)
- Impossible Reload (3)
Sniper (f)

RACE ABILITIES/QUALITIES
Size Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fearless Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Adaptive Luck Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action.
Keen Senses Halflings receive a +2 racial bonus on Perception checks.
Fleet of Foot Halflings move at normal speed and have a base speed of 30 feet.
Human Shadow These halflings can use Stealth to hide behind creatures at least one size category larger than themselves, without any other source of concealment or cover. As long as the halflings are within 30 feet of a human, they gain a +2 racial bonus on Sleight of Hand checks and Stealth checks.
Secretive Survivor Halflings gain a +2 racial bonus on Bluff and Stealth checks.

CLASS ABILITIES/QUALITIES
Gun Training add dexterity to damage for one type of gun (pistols).
Grit
Deeds
Nimble +1 dodge bonus to AC (+3/4 from favored class)
Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Cantrips (Sp) Bard's learn a number of cantrips, or 0-level spells." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Archaeologist’s Luck (Ex) Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Clever Explorer an archaeologist gains a bonus equal to half his class level on Disable Device and Perception checks. He can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action.
Uncanny Dodge cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

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Profile
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Appearance At 42" in height and till lacking the paunch that comes with age to his kin, Milo is a fine specimen of a halfling. Blessed with shaggy brown hair styled in an undercut, lengthy sideburns, and a cheshire cat grin, he is a catch of the eye for the ladies, and supremely at home in the hustle and bustle of Crossroads. He sports a variety of fashions depending on his work, but is most commonly adopts one of two looks: the first is fitting of the factories in Southfields - trousers and a linen shirt, with a wool vest, flat cap, and a straight coat if expecting weather. When dealing with the more formal side of the family business, or enjoying a night out, he adopts the look of an ash grey three piece suit, with a black bowler hat. Always at the ready in armpit holsters are his pair of colt pocket hammerless pistols. In addition, he has a cut down winchester carbine that he has grown quite found of. Though he hides them well, his body has more than a few scars, a product of the rough and tumble life he has already lived.

Personality The Blackbottom bloodline is full of glib-tongued blowhards, but Milo's gift of gab leaves his family far behind. Milo is a friend to all, until you cross him or those he cares for. He enjoys the simple pleasures, a good drink, a bold laugh, and a bit of fun. To his family he is loyal to a fault, and the continued power struggles in the city give him pause - for how could a small tribe of Hin, even as successful as the Blackbottoms, continue to hold their own amongst the monsters of Crossroads.

Background While it is known that the Blackbottom clan is not native to crossroads, none can say for certain when they actually arrived. What can be recalled is that the first bottle of Blackbottom Whiskey appeared in a bar almost a century ago. Since then, three successive generations of Blackbottoms have seen to the growth of their family’s Distillery from a small shack to a sizable plant and a warehouse in Southfields, and their spirits are now featured at some of the best bars and clubs in Crossroads.

Milo is the third son in the current generation, and the testament to the families lineage. He has both the hard-working, adaptable mentality of his forebears, and the glib, refined tongue necessary to play the social game that is the city. He grew up inside the distillery, learning every aspect of the family business. When not there, he roamed the streets of Crossroads, getting into untold trouble as young boys are want to do - pick a pocket here, slip a lock there, kind of fool on occasion, it was much a game for Milo.

It wasn't until his 22nd birthday that the game ended, and life became all too real. His eldest brother, and two of their cousins, had never returned from delivery. His family scoured the city, but it was he who found them, shot dead in their truck, their delivery of whiskey missing. Pinned to his brother's chest by a knife was a letter, "half breeds and freaks not welcome."