Ryder Craw's page

27 posts. Alias of CampinCarl9127.

Full Name

Ryder "Black Hands" Craw




Gunslinger 1










Common, Dwarven

Strength 10
Dexterity 20
Constitution 14
Intelligence 12
Wisdom 14
Charisma 7

About Ryder Craw

Male Human Gunslinger (Musket Master) 1
N Medium Humanoid (Human)
Init +6; Senses Perception +6
AC 18, touch 15, flat-footed 13 (+3 armor, +5 dex)
hp 13
Fort +4, Ref +7, Will +2
Speed 30 ft.

Melee Handaxe +0 (1d6)
Dagger +0 (1d4)

Ranged Musket +7 (1d12)
Str 10, Dex 20, Con 14, Int 12, Wis 14, Cha 7
Base Atk +1; CMB +1; CMD 16
Traits Bandit, Never Stop Shooting, Veteran of Battle
Drawbacks Infamous
Feats Gunsmithing, Rapid Reload (firearms), Precise Shot, Weapon Focus (firearms)
Skills (8 points; 4 gunslinger, 1 human, 1 int, 2 background)
ACP -1
(1) Acrobatics* +9
(1) Climb* +4
(1) Craft (alchemy) +5
(1) Craft (firearms) +5
(1) Knowledge (local) +5
(1) Perception +6
(1) Stealth* +10
(1) Survival +6
*ACP applies to these skills
Non-Standard Skill Bonuses
+1 Stealth (trait)
Languages Common, Dwarven

Special Abilities:

Bonus Feat Humans select one extra feat at 1st level.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Bandit You gain a +1 trait bonus on stealth, and it is always a class skill for you.

Never Stop Shooting Even when the chips are down, you keep on shooting. If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.

Veteran of Battle You have fought in several battles, and each time felt the presence of the divine guiding your sword-arm, making you ready to act at a moment’s notice. You gain a +1 trait bonus on initiative checks, and if you are able to act during a surprise round, you may draw a weapon (but not a potion or magic item) as a free action during that round.

Infamous You were publicly linked, truthfully or not, to a crime of significant infamy. You draw attention wherever you go and risk imprisonment or worse in the jurisdiction where the crime was committed. You and your apparent allies take a –4 penalty on Diplomacy checks to interact with law-abiding citizens (except enemies of the authority that accused you)..

Gunsmith At 1st level, a musket master gains a musket. 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.

Rapid Reloader At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.

Grit (2/2) At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). 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.

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.


Deadeye 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.

Steady Aim 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 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.


Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 64 lb. (31 lb. packback dropped in combat)

Money 46 GP 0 SP 0 CP
Musket, Battered (4d10gp) (9 lb.)
Handaxe (6gp) (3 lb.)
Dagger (2gp) (1 lb.)
Studded Leather (25gp) (20 lb.)
-Alchemical Cartridge x30 (45gp)
-Alchemical Cartridge, Dragon's Breath x2 (10gp)
-Alchemical Cartridge, Entangling Shot x2 (10gp)
-Alchemical Cartridge, Flare x4 (5gp)
Gunslinger's Kit (26 gp) (31 lb.)
-gunsmith's kit
-a bedroll
-belt pouch
-flint and steel
-an iron pot
-mess kit
-powder horn
-torches (10)
-trail rations (5 days)

Ryder was born into a family of traveling merchants, and five years later he also got a little sister named Lyla. The family of four traveled all over Golarion to make a living by working the market through trading various goods. It was a hectic lifestyle that was one part keeping up to date on prices and ten parts traveling. The family was very well traveled and made friends everywhere they went. It was a rough but fulfilling lifestyle.

However not everybody liked the Craw's, or at least didn't care one way or the other. When Ryder was 15 they made camp one night and were all asleep when a deafening crack! woke him up. He turned and what he saw changed him forever. His father in his bedroll, throat slit and still leaking blood, eyes open in shock. His mother halfway out of her bedroll, one large red hole in her chest. Above their corpses were three ragged men, one holding a bloody knife and another with a smoking revolver. One seemed to be yelling at the other about using the gun, but all that was in Ryder's mind was to protect his little sister. He grabbed a hot stick from their campfire and charged into the men, screaming and stabbing at the one with the gun. The man turned just in time to get his eye in the way of the hot end of the stick and he screamed almost as loud as the gun was as his eye was burned out. Then Ryder felt a thud on the back of his head, and the world went black.

The next year of Ryder's life was a living hell. The bandits that killed his parents used him as a slave, doing everything from cooking their meals to washing their clothes to setting up their camps. Whirrun Bligh was the bandit whose eye he burned out and he was especially cruel to Ryder. He was half-starved and beaten daily to remind him of his place in the world. It broke him down at first, but then it hardened him to a cruel, merciless edge. One night he tried killing the bandits in their sleep, but he was caught and beaten within an inch of his life. The only thing that kept him hanging on was the thought that his little sister was out there somewhere. An opportunity presented itself in the form of them robbing an alchemist one day, and Ryder used an alchemist's fire to set a tent on fire in the middle of the night, using the diversion to escape into the wilderness.

Ryder spent the next few months without any human contact at all. He had no idea where he was so wandered randomly in the hopes of finding some travelers or a town. He survived by guessing what plants were good to eat (often failing) and learning how to kill animals with wooden weapons and traps. He became a wild man, becoming isolated from humanity. Finally he saw a hunter and ran over to the man, screaming for help. The hunter was friendly and said he would gladly lead Ryder back to town, as he was done with his hunt for the day anyways. But when they got near the man's camp Ryder saw a dozen more men with several people in chains, and he knew he was being tricked by a slaver. Any faith he had left in humanity was shredded, and he knew that if he wanted to survive it would have to be alone. That slaver became Ryder's first kill, and the first person to be robbed by him.

And that was the birth of the bandit known as Black Hands. He started robbing, killing when it suited him, taking whatever he needed or wanted from those that couldn't fight him off. He used black clothes to hide his identity so he could go into towns without attracting attention, and the name was given to him by the locals who thought he wore black to hide horrible burns. Being an outlaw is how he grew into manhood, taking whatever he wanted and caring nothing for those he took from. It earned his alias infamy and taught him how evil men survived.

His life took a final turn when he tried to rob a group of travelers and he found Lyla within their number. She didn't recognize him thanks to his mask, but the terrified look on her face showed him that he's become everything he hated. What he was doing was no longer about just survival, he had done it because he enjoyed making an easy living at the expense of others. He swore off banditry that day, and although he couldn't make himself face his sister, he vowed he would start making an honest living and be somebody she and his parents would be proud of.

Appearance and Personality:
Ryder is a tall and lanky man. He's lean and mean, looking like a man who has been boiled down to nothing but gristle. Faint scars cross his callused, long fingered hands. His face is full of pocks and scars obscuring his narrow brown eyes, and his left ear looks like it was half-bitten off some years ago. Greasy black hair falls down freely to his shoulders. He wears a worn brown traveler's coat and leather pants with a old large brimmed hat.

Ryder seems an abrasive man from his rough looks and permanent scowl, but he's real respectful when it comes to most things. He doesn't break his word lightly and believes when you accept a responsibility you have to follow through with it. He's so used to being alone that he's the kind of guy who will move his seat in an inn so he can sit and see the door. But he's trying hard to be a more respectable, honorable man who makes an honest living.