City Guard

Molly Fairlocks's page

432 posts. Alias of Itzi.


Race

Female Halfling Gunslinger 17 | HP 129/129 | AC 32 T 23 FF 20 | Fort +14 Ref +20 Will +11 | Initiative +13 | Perception +25

Classes/Levels

| Grit 3/3 | Fly 1/1

About Molly Fairlocks

Basics:

Gunslinger 17
NG Small Halfling
Init +13; Senses Perception +25

Defense:

AC 32, touch 23, flat-footed 20 (+9 armor, +7 Dex, +4 Gunslinger Dodge, +1 Dodge, +1 Size)
HP 129 (17d10+34)
Fort +14 (+10 base, +1 Con, +2 cloak, +1 racial), Ref +20 (+10 base, +7 Dex, +2 cloak, +1 racial), Will +11 (+5 base, +3 Wis, +2 cloak, +1 racial)
+2 vs. emotion and fear effects. (sky-metal necklace)
+2 vs fear effects. (Fearless - halfling)

Offense:

Speed 20 ft.

Melee Unarmed Strike +18/+13/+8/+3 (1d2 x2) B, non-lethal
Melee Shortsword +1, +19/+14/+9/+4 (1d4+1 19-20/x2) P

Ranged +5 Musket of Sky and Distance, +31/+26/+21/+16 (1d10+15 19-20/x4) B/P, 80'

Ranged arc rifle, +25/+20/+15/+10 (1d10+9 x2) elec, 150'

Statistics:

Str 10 (+0), Dex 24 (+7), Con 12 (+1), Int 12 (+1), Wis 16 (+3), Cha 10 (+0)
Base Atk +17; CMB +16; CMD 38 / 26 FF
Languages Common, Halfling, Elvish, Androffan

Feats:

Level 1

Weapon Focus: Musket
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Gunsmithing
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.

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.

Rapid Reload: Musket
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.

Level 3

Technologist
You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.

Level 4

Point-Blank Shot
You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Level 5

Precise Shot
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Level 7

Deadly Aim
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Level 8

Rapid Shot
When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

Level 9

Clustered Shots
When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.

Level 11

Signature Deed: Bleeding Wound
Pick a deed that you have access to and that you must spend grit to perform. Once per round, you can perform this deed for 1 fewer grit point (minimum 0).

Level 12

Improved Critical: Muskets
When using the weapon you selected, your threat range is doubled.

Level 13

Improved Precise Shot
Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Level 15

Improved Initiative
You get a +4 bonus on initiative checks.

Level 16

Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Level 17

Lucky Halfling
Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it. You may use this ability after your ally has rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own.

Traits:

Skymetal Smith: noqual cameo of her mother
You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself.

Benefit(s) The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.

Well Informed: Diplomacy
You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it.

Benefits: You gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you.

Halfling Abilities:

Fearless
Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck
Halflings receive a +1 racial bonus on all saving throws.

Sure-Footed
Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Keen Senses
Halflings receive a +2 racial bonus on Perception checks.

Gunslinger Abilities:

Level 1

Archtype: Musket Master

Weapon and Armor Proficiencies
Gunslingers are proficient with all simple and martial weapons, and with all firearms muskets. They are proficient with all light armor.

Gunsmith: musket
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): 3
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.

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: Deadeye, Gunslinger's Dodge, Steady Aim, Quick Clear
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.

Bonus Feat: Rapid Reloader

Level 2

Nimble (Ex) +1
Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Level 3

Deeds: Gunslinger Initiative, Pistol-Whip, Utility Shot, Fast Musket

Level 4

Bonus Feat: Point-Blank Shot

Level 5

Gun Training 1

Musket Training +6
Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. This replaces gun training 1, 2, 3, and 4.

Level 6

Nimble (Ex) +2

Level 7

Deeds: Deadshot, Startling Shot, Targeting

Level 8

Bonus Feat: Rapid Shot

Level 9

Gun Training 2

Musket Training +6 +1
Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. This replaces gun training 1, 2, 3, and 4.

Level 10

Nimble (Ex) +3

Level 11

Deeds: Bleeding Wound, Expert Loading, Lightning Reload

Level 12

Bonus Feat: Improved Critical

Level 13

Gun Training 3

Musket Training +7 +2
Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. This replaces gun training 1, 2, 3, and 4.

Level 14

Nimble (Ex) +4

Level 15

Deeds: Menacing Shot, Slinger's Luck

Level 16

Bonus Feat: Dodge

Level 17

Gun Training 3

Musket Training +8 +3
Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. This replaces gun training 1, 2, 3, and 4.

Deeds:

Deadeye (Ex)
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.

Gunslinger’s Dodge (Ex)

Steady Aim (Ex)
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)
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.

Gunslinger Initiative (Ex)
As long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex)
The gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Shot (Ex)

Fast Musket (Ex)
As long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.

This deed replaces the utility shot deed.

Startling Shot (Ex)
A gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.

Targeting (Ex)
As a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Bleeding Wound (Ex)
When the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger’s Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

Expert Loading (Ex)
Whenever the gunslinger rolls a misfire with a gun that has the broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.

Lightning Reload (Ex)
As long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

Menacing Shot (Ex) DC 20
The gunslinger can spend 1 grit point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier.

Slinger’s Luck (Ex)
The gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

Skills:

--------------------
Adventure Skills
--------------------

Total Skill Ranks: 96 (68 gunslinger {4/lvl}, +11 favored class, +17 Int)

Acrobatics +7 (+7 Dex)
Bluff +0 ()
Climb +6 (1 rank, +3 class skill, +2 racial)
Diplomacy +20 (17 ranks, +3 class skill)
Disable Device +26 (17 ranks, +7 Dex, +2 tools)
Disguise +0 ()
Escape Artist +7 (+7 Dex)
Fly +7 (+7 Dex)
Heal +3 (+3 Wis)
Intimidate +0 ()
Knowledge (local) +22 (17 ranks, +3 class skill, +1 Int, +1 trait)
Perception +25 (17 ranks, +3 class skill, +3 Wis, +2 racial)
Ride +11 (1 rank, +3 class skill, +7 Dex)
Sense Motive +3 (+3 Wis)
Spellcraft --
Stealth +28 (17 ranks, +7 Dex, +4 size)
Survival +12 (6 ranks, +3 class skill, +3 Wis)
Swim +6 (3 rank, +3 class skill)
Use Magic Device --

--------------------
Background Skills
--------------------

Total Skill Ranks: 34

Appraise +0
Craft (alchemy) +5 (2 ranks, +3 class skill)
Craft (firearms) +17 (14 ranks, +3 class skill)
Craft (jewelry) +17 (14 ranks, +3 class skill)
Handle Animal --
Linguistics +1 (2 ranks) (Androffan, Elvish)
Sleight of Hand +10 (2 ranks, +3 class skill, +7 Dex, -2 ACP)

Gear:

[head]
[headband] ???
[eyes] veemod goggles (1,000 gp)
[shoulders] cloak of resistance +2 (4,000 gp)
[neck]
[chest] ???
[body] ???
[armor] celestial armor (22,400 gp)
[belt] belt of dexterity - Dex +4 (16,000 gp)
[wrists]
[hands] ???
[ring1]
[ring2]
[feet]

+5 musket of distance and infinite sky (4.5 lbs, 9800 gp)
far-reaching sight (0.5 lbs, 4000 gp)
+1 shortsword (1 lb, 2310 gp)
powder horn (1 lb, 3 gp)
noqual medallion (100 gp)
veemod, green (10,000 gp) (+10 perception with the use of one charge)

Belt pouch (0.5 lb, 1 gp)
[
flint and steel (1 gp)
masterwork thieves tools (2 lbs, 100 gp)
460.8 gp
]

Handy Haversack (5 lbs, 2000 gp)
[
oil of silence (250 gp) x2
alchemical paper cartridges x100
black powder x40
bullet x40

bedroll (1.25 lbs, 0.1 gp)
gunsmith's kit (2 lbs, 15 gp)
mess kit (1 lb, 0.2 gp)
torch (0.2 lb, 1 cp) x5
trail ration (0.05 lb, 5 sp) x5
waterskin (1 lb, 1 gp)

arc rifle (2 lbs, 20,000 gp)
]

Background:

Molly Fairlocks has always felt inadequate. The daughter of Tolbo and Tatiana Fairlocks, she is the descendant of over ten generations of skilled jewelers. She demonstrated absolutely no ability in that field. The Fairlocks have also always been known for their beautiful hair. Molly's hair is mouse brown, straight, and limp. Even her mother, who married into the family, had gorgeous blond curls.

Molly's father passed away when she was 12. Having no close relations on either side of the family it was now just Molly and her mother. To support them both, Tatiana turn to her families niche trade - gunsmithing. However, being a Fairlocks (even if just by marriage), she didn't just make guns - she made functioning works of art.

Over the next ten years, Fairlocks firearms came to be known to those with discernment to be the best that could be had for the coin. Each one was custom ordered and would take many months of painstaking craftsmanship.

A year ago, her mother stopped taking new orders. She began working on something she wouldn't let Molly see. Molly was sure that her mother was working on something incredible. Then her mother began forgetting things. Little things, then more important things. By the time Molly was brave enough to ask for help, it was too late - the woman she knew as her mother was gone. Six monthes later, the empty shell passed away.

After the funeral, Molly braved her mother's workshop to see for herself Tatiana's magnum opus. Having no marketable skills, she was hoping to find something she could sell. She found a musket. It was obviously intended for her, even including her name engraved on the stock.

It was a piece of junk.

With the exception of a set of basic set of gunsmithing tools, Molly sold the rest of her mother's equipment to pay off her final bills. She couldn't bring herself to sell her mother's final project.

Combat Macros:

[dice=Unarmed Attack]1d20+18[/dice]
[dice=Unarmed Attack]1d20+13[/dice]
[dice=Unarmed Attack]1d20+8[/dice]
[dice=Unarmed Attack]1d20+3[/dice]
[dice=Unarmed Damage - B - non-lethal]1d2[/dice]

[dice=Shortsword Attack]1d20+19[/dice]
[dice=Shortsword Attack]1d20+14[/dice]
[dice=Shortsword Attack]1d20+9[/dice]
[dice=Shortsword Attack]1d20+4[/dice]
[dice=Shortsword Damage]1d4+2[/dice]

Musket
Reload:
Bullet and powder - Free action (if 1+ grit points)
Alchemical cartridge (paper) - Free action

Using Rapid Shot adds one more best attack with -2 on all to-hit rolls.

[ooc][i]Clustered Shots - damage is totaled before applying DR.[/i][/ooc]

Point Blank Range - up to 30'
[dice=Musket Attack - PBS vs Touch AC]1d20+32[/dice]
[dice=Musket Attack - PBS vs Touch AC]1d20+27[/dice]
[dice=Musket Attack - PBS vs Touch AC]1d20+22[/dice]
[dice=Musket Attack - PBS vs Touch AC]1d20+17[/dice]
[dice=Musket Damage]1d10+16[/dice]

Deadly Aim
[dice=Musket Attack - PBS - Deadly Aim vs Touch AC]1d20+28[/dice]
[dice=Musket Attack - PBS - Deadly Aim vs Touch AC]1d20+23[/dice]
[dice=Musket Attack - PBS - Deadly Aim vs Touch AC]1d20+18[/dice]
[dice=Musket Attack - PBS - Deadly Aim vs Touch AC]1d20+13[/dice]
[dice=Musket Damage]1d10+24[/dice]

Standard Range - up to 80'
[dice=Musket Attack vs Touch AC]1d20+31[/dice]
[dice=Musket Attack vs Touch AC]1d20+26[/dice]
[dice=Musket Attack vs Touch AC]1d20+21[/dice]
[dice=Musket Attack vs Touch AC]1d20+16[/dice]
[dice=Musket Damage]1d10+15[/dice]

Deadly Aim
[dice=Musket Attack - Deadly Aim vs Touch AC]1d20+27[/dice]
[dice=Musket Attack - Deadly Aim vs Touch AC]1d20+22[/dice]
[dice=Musket Attack - Deadly Aim vs Touch AC]1d20+17[/dice]
[dice=Musket Attack - Deadly Aim vs Touch AC]1d20+12[/dice]
[dice=Musket Damage]1d10+23[/dice]

Using Arc Rifle:

Standard Range - up to 150'
[dice=Arc Rifle Attack vs Touch AC]1d20+25[/dice]
[dice=Arc Rifle Attack vs Touch AC]1d20+20[/dice]
[dice=Arc Rifle Attack vs Touch AC]1d20+15[/dice]
[dice=Arc Rifle Attack vs Touch AC]1d20+10[/dice]
[dice=Arc Rifle Damage - electrical]1d10+9[/dice]

Appearance: