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About Mog MetalthiefMog Metalthief - Goblin Gunslinger (Musket Master) 2
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Str 6 (-2 Racial), Dex 21 (+4 Racial), Con 9, Int 12, Wis 14, Cha 6 (-2 Racial)
Base Attack +2; CMB +(-1); CMD 14 Feats 1st: Deadly Aim, Bonus: Rapid Reload (Muskets), Gunsmithing Traits Highlander (You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.) Armor Check Penalty -1 Favored Class Gunslinger (1st: 1 Skill Rank) Skills Acrobatics 2 (+10; Dex +5, Class +3) Climb 1 (+10; Str -2, Class +3, Climb Speed +8) Craft (alchemy) 2 (+6; Int +1, Class +3) Handle Animal 1 (+2; Cha -2; Class +3) Heal 1 (+6; Wis +2; Class +3) Perception 1 (+6; Wis +2, Class +3) Ride 1 (+10; Dex +5, Class +3, Racial +4) Sleight of Hand 1 (+9; Dex +5, Class +3) Stealth 1 (+17; Dex +5, Class +3, Racial +4, Size +4, Trait +1 (+2 in Rocky or Hilly areas)) Languages Goblin, Common Equipment Small Battered Musket (Free, 4.5 lbs.), x2 Powder horn (3 gp each, 1 lb. each) [17 doses of Black Powder (200 gp)], Waterproof Bag (5 sp, 1/2 lb) [Gunsmith's Kit (15 gp, 2 lbs.)], Small Buckler (+1 Shield, 5 gp, 2.5 lbs.), Small Peasant's Outfit (Free, 1/2 lb), Bandolier (5 sp) [x17 Firearm Bullets (1 gp each)], Small Leather Armor (10 gp, +2 Armor, +6 Max Dex, -0 ACP, 10% Spell Failure, 7.5 lbs.), Small Dogslicer (8 gp, 1/2 lbs.), Small Sling, x3 Sling Wealth Combat Trained Goblin Dog w/ Riding Saddle (60 gp, 100 lbs), 302 gp 13 sp, Small Cut Gemstone Encumbrance 20 lbs. or less (Current: 20 lbs.) SPECIAL ABILITIES Spoiler:
RACIAL:
Ability Score Racial Traits: Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma. Size: Goblins are Small creatures and thus 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. Skilled: Goblins gain a +4 racial bonus on Ride and Stealth checks. Cave Crawler: Some goblins are born and raised in caves and rarely see the light of day. Goblins with this trait gain a climb speed of 10 feet and the +8 racial bonus on Climb checks associated with having a climb speed. Darkvision: Goblins see perfectly in the dark up to 60 feet. CLASS:
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. Daring Act: Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point. Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.
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. 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.
FEATS:
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. Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type. APPEARANCE: This dark skinned, beady-eyed, 18 year old, scrawny little goblin stands at 3 ft. in height and weighs 35 pounds. He wears a simple outfit made of cloth with a bandolier and a set of leather armor along with a thick gray cloak on top. He carries a small black powder rifle, a buckler, two powder horns attached to his bandolier, a small waterproof bag slung over his shoulder with a gunsmith's kit inside, and in a baldric across his back, a small curved sword with two holes drilled into the side, supposedly in an attempt to reduce the weight. BACKGROUND: Mog belongs to a tribe of goblins local to Korthos Island, but recently their chief has been slain by a Minotaur, who now treats the goblins as his slaves. Mog escaped the Minotaur on Chewy Bite-ems, his Goblin Dog, and successfully navigated down the Kortos Mounts, evading Harpies, Centaurs, and other Minotaurs. In the wilderness surrounding the mountains, he met the Half-Orc Ranger, Gruul, and the two became fast friends. Recently, Mog has been accepted into Absalom and was allowed to join the Graycloaks. Chewy Bite'Ems, Mog's trusty Goblin Dog
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Chewy Bite'Ems - Goblin Dog
N Medium animal Init +2; Senses low-light vision, scent; Perception +1 -------------------- DEFENSE -------------------- AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) HP 9 (1d8+5) Fort +4, Ref +4, Will +1 Special Defense Immune disease -------------------- OFFENSE -------------------- Speed 50 ft. Melee bite +2 (1d6+3 plus allergic reaction) -------------------- STATISTICS -------------------- Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8 Base Atk +0; CMB +2; CMD 14 Feats Toughness Skills Stealth +6 -------------------- SPECIAL ABILITIES -------------------- Allergic Reaction (Ex): A goblin dog's dander is highly irritating to all creatures save those with the goblinoid subtype. A non-goblinoid creature damaged by a goblin dog's bite, who deals damage to a goblin dog with a natural weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (including attempts to grapple or ride the creature) must make a DC 12 Fortitude save or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect. The save DC is Constitution-based. |