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About Rebecca LudolfAppearance:
Rebecca stands tall by human standards, with flaming red hair and eyes as blue as the sky. Her usual dress was the hardy and rugged frontier clothing of her homeland, and never without her hat and boots. Hidden beneath her hat and heavy clothing lie the evidence of her demonic heritage: A small pair of horns and a slender tail.
Her left arm and shoulder were replaced with an intricate mechanical prosthesis. Though typically openly displayed, the mechanical arm could easily be hidden under the blood-red poncho draped over her left shoulder. The well organized travel pack on her back makes it clear she travels with everything she needs. And the well equipped gun belt and big iron at her hip makes it clear she is not one to trifle with. Though the cloud of blue smoke wafting from the strong dwarven cigars she habitually smoked did well enough at keeping unwanted attention at bay. Personality:
Rebecca has many of the personality traits commonly associated with dwarves: loud, rude, short-tempered, and overly fond of drink and smoke. But also smart, hard working, loyal, confident, pragmatic, and a true friend to those deemed worthy. Her traumatic childhood and dwarven upbringing has left Rececca exactly no tolerance for aggression, annoyances, and any unwanted attention. Any hint of which is typically met with gunfire. Backstory:
Physically, Rebecca had no trouble passing for human. The only features of her demonic heritage were a small pair of horns and a slender, flexible tail. The horns were easily hidden under a hat, though the scarlet bushel that was her hair did well enough on its own. Likewise, her tail was easily hidden underneath clothing. Despite that, there was something about her that put people off. Like they could sense something was wrong with her, that she was marked as an outsider, that she was broken.
While such issues were hardly an issue in Rebecca’s adulthood, they made for a most difficult childhood. At a young age, when her horns began to grow, Rebecca was cast out on the street. The streets of Alkenstar were harsh at the best of circumstances, let alone for a hungry child all by herself. Forced to scavenge and steal what little she could, it was a hard, lonely life. Even the other outcasts seemed to want nothing to do with her. She would have likely died on those streets if she had not been found by her adoptive father. Though their first meeting was not a happy occasion. For as long as she could remember, Rebecca had had a fascination with firearms. She loved the way they looked, the way they sounded, even the way they smelled. Due to her circumstances she never fired one before, but she loved to go to the markets to look at them. Being eye level with holsters allowed her to get a very personal view of the weapons. Sometimes, she would even reach out and touch the handle. It was one of the few joys in her miserable existence. A young noble and his coterie were strutting around the market, showing off like preened peacocks and looking for something to entertain them. A more wizened survivor would have recognized this group as the sharks that they were. Would have fled from the danger. But all Rebecca could see were the most beautiful guns she had ever seen in her life, and a group too distracted to notice a small street urchin. When the group seemed sufficiently distracted, the young girl took her chance. ”Oh, fancy that do we?” The young nobel said, almost with a chuckle, as caught Rebecca staring and reaching out for his gun. His seemingly pleasant demeanor caught Rebecca off guard. For a moment she thought he might let her hold it, maybe even fire it! This childish daydream was shattered when the young man painfully gripped her arm and hauled her into the air. ”Well boys you have to give thieves this, they know quality when they see it!” He roared with laughter, soon accompanied by his companions. ”If I was going to steal a gun, I’d steal this one too. Of course, I’d never be stupid enough to steal from me!” A roar of laughter came from the group, apparently finding their leader quite the comedic genius. ”No, I was just…” Rebecca’s plea was cut short by a swift slap to the face that left her jaw aching and the taste of blood in her mouth. . ”Don’t interrupt me! And certainly don’t waste time with any lies about your innocence!” In a fit of rage the nobel threw Rebecca onto the stone floor of the market with enough force that her small body bounced. The air knocked out of her lungs, tears streamed down Rebecca’s face as she struggled to breath. ”I hate being interrupted! And I hate liars. Now boys, how should we handle this?” As the group continued to laugh and loudly discuss a young child’s violent punishment, the market thinned out. Only a few cared about the fate of a street urchin, and none would risk themselves for her sake. Most took little notice, but knew better than to be around when a bored noble was working themselves up. But a few were glad for the show. They stood their ground with sinister smirks on their faces. Not even looking away when Rebecca called to them for help. ”Now now now now boys, ‘tis but a little thing. We’d have a better go of it stomping on some wee birdie than bothering with this twig. No no I says we make things interesting, give te little chickadee a fighten chance…as it were.” The biggest of the group suggested, a twisted grin smeared on his bulbous face. ”Luke, Luke my good man, this is one of the many reasons I keep you around. Yes, a duel! Quite the fantastic idea. Well my little thief, what a lucky turn it is for you.” The nobel held out his empty hand, waiting for one of his lackeys to hand him their gun. ”Let’s just make sure her shot is all set. Wouldn’t want any misfires would we?” The nobel laughed as he disarmed the gun while feigning to check it. Making a show of it for his audience. Once satisfied, he tossed the firearm on the ground. It clattered and skidded to a stop in front of Rebecca. The world seemed to go quiet for a moment as Rebecca picked it up. The pain and taste of blood faded as she ran her hands along the cold metal. Feeling the weight, the balance of the piece. For the first time, things felt right. Like something had been missing and finally returned to her. Gripping the pistol in both hands, she aimed and fired in one fluid motion. And though it was not loaded, the pistol did indeed fire. ”Now then the rules are simple, you just…” The young noble’s speech was cut short as a pullet of pure force ripped through his heart. ”You…you…” Looking back and forth between his wound, Rebecca, his coterie, and back to his wound, trying to piece together what had happened. ”You…You…you interrupted me.” With his final words, the noble collapsed as his life blood pooled about him. Rebecca was nearly as confused as the noble, still trying to process the situation herself. But before she could, the group charged. Forced to the ground, Rebecca cried out in pain as blow after blow rained down upon her. Mercifully Rebecca was quickly knocked unconscious. She was not awake to hear her arm snap as the gun was wrenched from her. She was not awake to see the splintered shards of bone as the men continued to stomp on her arm. She was not awake when the first bullet went through her assailants. The dwarf Korbin Ludolf had been making the usual rounds in Alenkenstar while he waited for his caravan to finish readying for the return trip. Kobin was a veteran guard for the caravans that brought raw minerals and supplies to and from the city of Alenkenstar and his home citadel of Dongun Hold. A strange gunshot had drawn his attention. Quieter than it should have been, but with clear force, and there was something off about the echo. His investigation soon brought him to the scene of the ‘duel’. By most accounts, including his own, Korbin Ludolf was a sonuvab~$++. He was not fond of people, was overly fond of drinking and smoking, and didn’t particularly care about other people’s problems. He was the type of sonuvab@#~* that fought mutated monsters in the dark, the type of sonuvab~&$~ that left allies to die to ensure the caravan survived, the type of sonuvab~*+$ that took the ammo of lesser marksmen to ensure it didn’t go to waste. He was not the type of sonuvab%$$& that just stood there and watched a child get stomped to death. And so with a practiced ease he drew his gun and fired. The firefight did not last long. Not many of them do. The noble’s men were not trained combatants. Korbin had already fired a second shot and lined up his third before they realized what was happening. A flurry of return fire landed around Korbin. The men were panicking, ruining what little aim they had. But Korbin remained calm, moving at a slow and steady pace while lining up his shots. When the smoke cleared, the entire group lay dead with none of their shots finding their mark. In the sudden calm and quiet, Korbin did not waste a moment. He didn’t know what the full situation was, and he didn’t care. He knew enough that he and the child needed to be out of the city as of five minutes ago. Holstering his guns and scooping Rebecca’s battered body, he ran at full speed towards his caravan. The caravan would never be ready to leave in time. While he might be able to hide the child there if things didn’t get too hot, but you could never count on that. Instead, he began to unhook a horse from a carriage while shouting at the others to bring water. At a speed that only years of experience could achieve, Korbin saddled the horse and took off with hardly any supplies. Spurring the horse, they flew down the streets at a dangerous speed, nearly colliding several times as Korbin deftly maneuvered between obstacles. They were at a full gallop by the time the exit to the city came into view. More concerned with keeping manawaste mutants out than anyone in, the guards didn’t notice them until the horse was barreling past the guard post. Muffled warnings reached Korbins ears before being replaced by the familiar crack and thud of incoming fire. A hiss escaped from his clenched teeth as a bullet grazed his arm. While the guards certainly had better aim than his previous opponents, Korbin’s gamble had paid off. The guards had not been alert for fleeing fugitives and did not have their rifles in hand until it was too late. Several more volleys landed around them, each less accurate than the last, until finally the only sound was the horse’s hoofbeats. Only after he was certain they weren’t being followed did Korbin let the horse slow, and it would be after dark before Korbin would dare stop. The journey to Dongun Hold was a difficult one. The mana wastes were a hard place to survive even fully equipped and with help. Let alone with an injured child in tow. Korbin’s skills were truly put to the test, especially after he had to sacrifice the horse to escape from a sandkraken. To make matters worse, Rebecca was on death’s door. Korbin could stitch up his fair share of wounds, but she needed a true healer. She burned with fever and her left arm was a purple, mangled mess. Everyday he expected her to die, but each day she continued to breathe. Until, at long last, they arrived at the hold. Skilled healers, and possessing some of the only magic for hundreds of miles, the dwarves of Dongun Hold were able to save Rebecca’s life. Yet even their skill and magic could not save her left arm, forcing it to be amputated at the shoulder. Thankfully, the dwarves were skilled in many crafts, and were able to create a replacement mechanical limb. Though it would take much practise and skill before the limb could truly serve as a replacement. Rebecca’s life greatly improved in Dongun Hold. She had a home, a bed, food, and a new father to make sure no one gave her more than her fair share of s%@!. Not that there was too great a threat of that in the hold. Rebecca’s demonic heritage still rubbed people the wrong way, but as Rebecca would discover, lots of things rubbed lots of dwarves all kinds of ways. Many were surly by nature, more keen to focus on their work then go on about some new irritant. Except, of course, when they felt just fine going on and on and on about some new irritant. Overall though, Rebecca fit in fine. Her heritage aside, she found the rigid lifestyle of the dwarves suited her. She liked having her day planned out, a schedule to follow. She also took to dwarven education like a fish to water. While Rebecca had always had a natural inclination towards firearms, she also had a keen mind for alchemy, the arcane, engineering, and smithing. Between her abilities and the fact that she was one of the only non-dwarves in the hold gave her a certain fame and novelty. Indeed Korbin had a far more difficult time adjusting to life in the hold. He had always had difficulty with the hold. Difficulty always having so many people, having to be dedicated to all instead of just himself, difficulty not getting into drunken brawls. But he had no choice but to grit and bear. He had taken on a responsibility, and he had a mind to see that responsibility through. Unable to continue to sell his gun hand to the caravans, he sold it to the only other place he could; Working as a deputy with his brother, the Sheriff of the hold. Despite initial difficulties, the pair were happy in the hold. What had started as a determination to fulfill a responsibility soon became true affection. Korbin gew to love Rebecca as a daughter. The look of happiness on her face when she designed and built her first gun was the fondest moment in his long life. Fixing her broken nose after she won her first drunken brawl was the proudest moment of his long life. The realization that she was an adult after barely more than a decade was the scariest moment of his long life. A sense of death and time that he had never felt before or sense. Likewise Rebecca loved Korbin as a father. He was the first person to ever provide true safety and stability, something she would always be grateful for. However, time’s arrow marches ever onward. As Rebecca grew into adulthood, her desire for adventure and knowledge beyond the borders of hold, of the wastes. There were numerous differences between the gunsmithing of Alenkenstar and Dongun Hold. What differences were there in other lands? In other planes? And so Rebecca set off for adventure and knowledge. A long, winding road full of mystery, discovery, danger, and more eventually led her to the realm of her ancestry; the demonic abyss. Specifically, the city of Alushinyrra in the Midnight Isles. The city indeed had all manor of firearms, and far more advanced technology that Rebecca could hardly understand. However, all things had a cost in Alushinyrra, and there was no central repository of knowledge or training. This, combined with the overall chaotic nature of the realm, has made it clear that her stay in the city could be quite extended. It is for this reason that Rebecca has teamed with fellow mortal visitors in running a business that was part tavern, part import/export.
Statblock:
Perception 13(Darkvision 60ft)
================================================= DEFENSE ================================================= AC 24, touch 20, flat-footed 15 hp 80 Fort 15, Ref 14, Will 9 ================================================= OFFENSE ================================================= Speed 30ft Melee Mtw Cold Iron Construct Arm +15/+10 (1d8+1) Range +1 reinforced holy sunsilver revolve +14/+9 (1d4/1d8+7) =================================================
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Variant Ability: Gain a+2 racial bonus to Wisdom
Skilled: Gain +2 racial bonus to Bluff and Stealth Arcane Pool: At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. An eldritch archer’s choices of weapon special abilities to apply with arcane pool at 5th level include distance, nimble shotUE, and returning but not dancing, keen, or vorpal. This ability modifies the magus’s arcane pool. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Cantrips: A magus can prepare a number of cantrips, or 0-level spells, each day, as noted in the table above under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Spells: A magus casts arcane spells drawn from the magus spell list. A magus must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the magus must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a magus's spell is 10 + the spell level + the magus's Intelligence modifier. A magus can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score (see the Ability Modifiers and Bonus Spells Table). A magus may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the magus decides which spells to prepare. Diminished Spellcasting: A kensai may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. Canny Defense: At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type. Ranged Spell combat: Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat. Ranged Weapon Bond(revolver): At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells. Chosen weapon(constructed limb): Ranged Spell Strike: At 2nd level, whenever an eldritch archer casts a spell that calls for a ranged attack, she can deliver the spell through a ranged weapon she wields as part of a ranged attack. Instead of the free ranged attack normally allowed to deliver the spell, an eldritch archer can make one free ranged attack with a ranged weapon (at her highest base attack bonus) as part of casting this spell. The attack does not increase the spell’s range. If the spell can normally affect multiple targets, only a single missile, ray, or effect accompanies each attack; if the spell allows multiple attacks and the eldritch archer can make additional ranged attacks as part of a full-round action with spell combat, one additional ray, missile, or effect from the spell accompanies each subsequent ranged attack the eldritch archer makes in the same round until all attacks allowed by the spell are made. Unused missiles, rays, or effects remaining at the end of the eldritch archer’s turn are wasted. This ability alters spellstrike. Brawler's Cunning: If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. Martial Training At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons. A brawler also deals more damage with her unarmed strikes than others, as shown on Table 1–5: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table. Constructed Limb: A constructed pugilist begins play with a special prosthetic limb built for fighting and typically made of iron, steel, stone, or wood, with the corresponding hardness and hit points (see Table 7-13). She treats attacks with this limb as unarmed strikes that gain all the benefits of the brawler’s unarmed strike class feature. She treats the limb as a light weapon and is proficient with it. Removing or reattaching the constructed limb takes 10 minutes. The constructed pugilist can improve her constructed limb as if it were a normal melee weapon. For the purpose of rebuilding the limb as a masterwork weapon, rebuilding the limb out of a special material, or adding certain magical special abilities to it, the limb counts as a one-handed melee weapon that costs 60 gp and weighs 6 pounds—though it is specially fitted to the constructed pugilist and can’t be resold or used by anyone else. A constructed limb can benefit from either its own enhancement bonus and special abilities or those granted by an amulet of mighty fists, but if it would benefit from both simultaneously, it benefits only from the source with the higher effective enhancement bonus (the limb benefits from its own abilities in the case of a tie). Limb Modification (Grapnel Arm): The constructed pugilist can fire a grappling hook built into her prosthesis. The grappling hook is attached to a 40-foot-long fine chain affixed to the limb. The constructed pugilist can attack with the grappling hook as a standard action, making a ranged touch attack against the target. The grappling hook can’t be used as part of a full attack. On a successful hit, the grappling hook deals no damage, but it functions as though it had the grapple weapon special feature (Pathfinder RPG Ultimate Equipment 22), except it requires only a hit (not a critical hit) and the grapple ends if the constructed pugilist moves more than 40 feet away from the grappled creature. The constructed limb can’t be used to make melee attacks until the grappling hook has been reloaded (a standard action). 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.
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. 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. 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. Bravery: Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Trench Warfare(revolver): Starting at 3rd level, a trench fighter can select one specific type of firearm (such as a machine gun, revolver, or rifle). He gains a bonus equal to his Dexterity modifier on damage rolls when firing that type of firearm. Every 4 levels thereafter (7th, 11th, and 15th), the trench fighter picks up another type of firearm, gaining these bonuses for those types as well. Furthermore, when behind partial, normal, or improved cover, a trench fighter gains an additional +2 AC bonus from the cover. This ability replaces armor training 1, 2, 3, and 4.
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