Blacksmith

Reigar Brolo's page

103 posts. Organized Play character for armlessbaby.


Full Name

Reigar Brolo

Race

Gnome

Classes/Levels

Gunslinger (Musket Master) 1 │ AC 16 T 14 FF 13 │ Melee +1 Ranged +5 │CMB 0 CMD 12 FORT+4 REF+5 WILL+0 INIT+5 │ HD d10 Wounds 29/30 WT 15 Vigor 10/10 GRIT 2/3 Bullets x13 │ PERC+7

Gender

Male

Size

3ft 5in

Age

32

Special Abilities

Grit, Deeds.

Alignment

Neutral Good

Languages

Gnome, Common, Sylvan, Elven(Bonus)

Occupation

Tinkerer

Strength 8
Dexterity 16
Constitution 15
Intelligence 13
Wisdom 12
Charisma 14

About Reigar Brolo

Backstory: Reigar hails from a long line of ambitious Master Tinkerers, many of which have held prominent positions in guilds and on advising councils. The Brolo line, however, has also been known to test some inventions too extensively, leading to magical mishaps, violent contraptions, or even a guild house being reduced to ash. Reigar has inherited his skills from this heritage, learning the art of Gunsmithing from his father. As a gnome though he can't just sit idly with such a great innovation. Reigar took to the open roads in hopes of discovering new devices and designs to further his great family of Tinkerers.

Reigar is young and inexperienced with the outside world of adventuring and the other races. He is often perplexed at how interactions aren't always based on mutually beneficial ideals as it has always been in the guilds. Reigar is quick to trust and befriend, always trying to create a contract of friendship. To Reigar the world is full of new ideas, he really easily is distracted by random ideas that may give him new insights. There is always time for fun and humor in Reigar's world, whether it be seemingly harmless jokes or crude nicknames. However, with his trusty musket Reigar is not one to shed from combat, viewing it as field tests for new ideas.

Racial:

+2 CON +2 CHAR -2 STR
+1 size AC, +1 attack roll, -1 CMB/CMD, +4 Stealth
Low-light vision
Defensive Training: +4 Dodge bonus AC vs Giant Subtype
Gnome Magic: +2 saving throw vs illusions
Hatred: +1 att roll vs. Goblinoid and Reptillian subtype
+2 PER
+2 Craft

Stats:
AC: 16, touch 14, flat 13
Melee: 1
Ranged: 5
CMB: 0
CMD: 12
Fort Save: 4
Ref Save: 5
Will Save: 0
INITIATIVE MOD: +5
HD: d10
Wound Points 30/30 Threshold 15
Vigor Points 10/10
Speed: 20ft

Skills:

Class Skills: (without added +3 for being class skill) 4+ Int Mod (1)= 5
Acrobatics(Dex): 3+1=4
Bluff(Char): 2
Craft (Guns)(Int): 1+1+2(racial)=4
Diplomacy(Char): 2+1+1(trait)= 4
Handle Animal(Char): 2
Heal(Wis): 1
Intimidate(Char): 2+1= 4
Knowledge (Engineering)(Int): 1
Knowledge (Local)(Int): 1
Perception(Wis): 1+1+2(racial)=4
Sleight of hand(Dex): 3
Survival(Wis): 1

Cross-class Skills: (from racial attributes and traits)
Stealth(Dex):3+4(Trait)= 7

Traits:

Reactionary: +2 Init
Insider Knowledge: +1 Diplomacy and it becomes a class skill.
Favored Class: Gunslinger, -5 minutes to restore firearm after misfire

Feats and Abilities:

Grit (Ultimate Combat 9)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
Deeds (Ultimate Combat 10)
Deadeye (Ex): At 1st level, 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.
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.
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. This deed
replaces the gunslinger’s dodge deed.
Gunsmithing (Ultimate Combat 9)
Rapid Reload(muskets): Reduces time to clear gun and reload. 1H=movement action. 2H=standard (action. (Ultimate Combat 52, 115)
1St level feat: Extra Grit: +2 Grit per day
Yule Feat: Point-Blank Shot: You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls
with ranged weapons at ranges of up to 30 feet.
Spell-Like Abilities
. . 1/day—dancing lights, ghost sound (DC 13), prestidigitation (DC 12), speak with animals

Equipment:

Remaining: Wealth: 38gp, 6sp, 6cp
Carry Capacity= Light 26lbs, Medium 27-53lvs, Heavy 54-80lbs.
Current Load= 25.5lbs
Musket(small): Damage +5: 1d10 Type: BP Crit: x4 Range: 40ft Weight: 4.5lbs
Dagger(small): Damage +1: 1d3 Type: PS. Crit: 19-20/x2 Range: 10ft Weight: 1lb
Leather Armor: AC+2 Max Dex: 6 Check: 0 Weight: 7.5lbs
Powder Horn: 1lb
Gunsmith kit: 2lb
Belt Pouch: .5lb
Wrist Sheath: 1lb
Bulletsx13
Black Powder (13 doses)
Torches x1: 1lb
Flint and Steel
Backpack: 2lbs
Trail Rations x1: 1lb
Dilettante's Outfit: 4lbs