The Cinderlander

Roderick VonDiablos's page

51 posts. Alias of Stewart Perkins.


About Roderick VonDiablos

Roderick VonDiablos
Male Human Gunslinger 2

XP:
2550

CG Medium Humanoid(Human)
Deity: None
Init +4;
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DEFENSE:

AC: 19 (+4 Dex, +3 Armor, +1 Dodge)
Touch: 15 (+4 Dex, +1 Dodge)
Flat-Footed: 14 (+4 Armor)
hp 18 (2d10-2)
Fort: +2 (+3 B, -1 A)
Reflex: +7 (+3 B, +4 A)
Will: +3 (+0 B, +3 A)

CMD: 17

Armor: MW Chain Shirt +4 AC


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OFFENSE:

Base Spd: 30ft

BaB: +2 CMB: +3

Melee: Dagger +3 (d4+1) or Longsword +3 (d8+1) or Cold Iron Morningstar +3 (d8+1)

Ranged: “Dana” MW Pistol +8 (d8)and/Or “Molly” MW Pistol +8 (d8)
+2/-2 When Dual wielding "The Fallen Ladies"
Grit: 3


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STATISTICS:

STR: 12 +1
DEX: 18 +4
CON: 8 -1
INT: 12 +1
WIS: 16 +3
CHA: 10

Feats:
Lv1: Point Blank Shot
H1:Rapid Reload (Pistol)
G1:Gunsmithing (See Below)
Traits:
Heirloom Weapon x2 (Old Man’s Pistols Dana and Molly, The Fallen Ladies) [Free Masterwork on these weapons, and +1 Trait bonus to Attack Rolls with them]

Skills:
(2 class+1 Int+1Human+1Favored Class/level=10)

  • Acrobatics +9 =2r+4a+3m
  • Bluff +5 =2r+0a+3m
  • Intimidate +5 =2r+0a+3m
  • Know (Engineering) +6 =2r+1a+3m
  • Sense Motive +4=1r+3a
  • Ride +9 =2r+4a+3m

Languages:
Common, Elven

Combat Gear:

  • 2x Masterwork Pistols (“Dana” and “Molly") [d8/x4/20’/Misfire 1 (5’)/cap 1] w/ 55 Iron Shots
  • Cold Iron Morningstar
  • Beat up Longsword "Rusty" (d8/19-20x2)
  • Dagger [d4/19-20x2]
  • MW Chain Shirt
  • Potion of Shield of Faith
  • 4x Potion of shield
  • 2x Potion of True Strike
  • Potion of Disguise Self

Other Gear:

  • Backpack
  • Iron pot
  • Flint and Steel
  • Rations(4 days worth)
  • Everburning torch
  • water-skin
  • whetstone
  • bedroll
  • Gunsmith's Kit
  • 553gp


Gunsmithing Feat:
You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need a 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 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.

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SPECIAL:

Weapon and Armor Proficiency:A Gunslinger is proficient with all simple weapons and martial weapons, and with all firearms. They are also proficient with light and medium armor.

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 it already has
the broken condition, it does not work at all for others.
This starting weapon can only be sold for scrap (it’s worth
4d10 gold pieces when sold). The gunslinger also gains
Gunsmithing as a bonus feat.

Deeds:Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a 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 any appropriate grit is spent to perform the deed.

  • 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.
  • Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
  • 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.

Grit (EX):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 and dangerous nature of firearms simply prune the unlucky and careless from their ranks. Whatever the case, all gunslingers have grit. In game terms, grit is a fluctuating measure of the gunslinger’s ability to perform amazing actions in combat, both offensive and defensive. At the start of each day, a gunslinger gains her Wisdom modifier (minimum 1) in grit points. Grit goes up or down throughout the day, but usually cannot go higher than the gunslinger’s 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 a gunslinger confirms a critical hit with a firearm attack, she regains 1 grit point. Such a critical hit must be conf irmed in the heat of combat. Confirming a critical hit on a helpless or unaware creature, or a creature that has fewer Hit Dice than half the gunslinger’s character level does not regain grit.
  • Killing Blow with a Firearm: The first time a gunslinger reduces a creature to 0 or fewer hit points with a firearm attack during the course of a day, she regains 1 grit point. Such a killing blow must occur in the heat of combat. Destroying a target or other 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 regain grit.
  • Daring Act: Each time a gunslinger performs a daring act, she regains 1 grit point. As a general guideline, a daring act should have around or less than a 50% chance of success. Leaping a large chasm, rushing forward and avoiding attacks of opportunity in order to grab a crucial item or confront a dangerous foe, or sliding down a banister in order to save the prince are all possible daring acts. The GM is the final arbiter of what is considered a daring act.THIS USE HAS BEEN MADE AN OPTIONAL RULE AND MUST BE CLEARED BY THE DM

Nimble (Ex): Starting at 2nd level, a gunslinger gains a
+1 dodge bonus on AC. This bonus increases for every 4 levels beyond 2nd level to a maximum of +5 (+2 at 6th, +3 at 10th, etc)


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BACKGROUND:

Roderick came from a quiet little town that bordered on the edge of human kingdoms and untamed wilderness. A quiet little farming and mining town, there wasn't much excutement for the sickly young boy until a horde of gnolls descended upon the town looking for slaves and loot. The carnage was unfathomable, and would have been total if not for a stranger who had been passing through. An old man wielding twin pistols, he surveyed the devastation and learned of young Rodericks fate. The boy had lost his family in the attack and was likely to starve in the coming winter. The old man took the boy as his own and taught him the way of the gun, to protect those who are weak and to punish those who are wicked. He gave him a code and a purpose. When the old man died Roderick buried him with everything but his hat and his "Fallen Ladies", twin pistols named Dana and Molly after the Old man's wife and daughter he'd lost to villians years before. That day Roderick set out to find his own way, walking the path of the gunslinger and helping the helpless and punishing the wicked.

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PERSONALITY:

Roderick is one part Robin Hood, One Part Mal Reynolds, and One Part Doc Holiday. He's rough and angry at the world, and a bit of a cynic, but he is also romantic in his views thinking that with enough moxy and determination the world can be better. He also has no qualms about putting a bullet in the brainpan of any no count so and so that deserves it.