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About Sam JakobsCG Medium Female Human Gunslinger (Pistolero) 2
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: 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. Up Close and Deadly (Ex): At 1st level, when the pistolero attacks a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. 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. GEAR
132gp 9sp 11cp Background:
Sam Jakobs was born in Mendev, and as a young child, she often got into trouble. She was always curious, and loved to explore places. So when it came that she was eight years old and her family decided they'd had enough of living near the most evil place on the continent, she wandered off from their caravan one day and ended up lost and alone in the Worldwound itself.
She probably wouldn't have survived if not for a kind stranger that came upon her curled up behind a rock as she wept, reaching out to her. She was a beautiful woman that she admired, following her a they narrowly avoided cultists and other nefarious denizens. She especially loved the symbol of Desna that she often clutched before doing what she seemed good at, trickery and making a good shot with her bow. When she finally left that place and found herself under the protection of crusaders, the woman vanished like a ghost and left her nothing but the memory of her smile. Those memories faded with hard times as she was returned to her family, heading south through Numeria and into the River Kingdoms. Her parents had to scrape for a living, and her numerous siblings made it harder to keep them all fed. So after her fifteen birthday when they attempted to marry her off to a cook, she decided instead to leave on her own. It didn't take her long before she managed to get herself involved with a gang of bandits, and she fell into the easy life of robbing unwary travelers for their coin purses. She even managed to procure the spoil of a pistol, claiming it for herself and learning how to use it and fix it up. Her life as a bandit ended sometime after her twenty second birthday. It had all been business as usual for their gang - a wealthy looking caravan with little protection had entered their route heading north, and even though she had a gut feeling that maybe they should let it go the rest were too hungry to let it past. So they set up their ambush, ready to bully them of their goods. It was unfortunate that several adventurers of decent skill were hitching a ride, and managed to not only ward them off but capture Sam and a few of their fellows. She thought that her life was forfeit then, tied up with no way out. She was surprised when the knight of the group asked her why she was out there with the rest of them, mistaking her for a young boy. Sam told him that it was easier than living a civilized life, and had to endure a lecture from him. And strange as it was, she found herself listening. And agreeing. And starting to feel remorseful about all she'd done and never helping anyone at all. After a good, long, and terribly awkward cry, she agreed to be in service to him for a year in exchange for her freedom. So it was that she traveled as a squire to the knight, heading up to Kenabres with him. She never lost her attitude for the most part, but she did learn to be more productive with it. Appearance:
Sam is a very small person, standing barely five feet tall in boots. Her blonde hair is cut boyishly short and stands up on its own. She can't weigh more than a hundred pounds soaking wet, and her body type is actually to her advantage for hiding her true gender, with very subtle curves easy to conceal with bulky clothing.
She prefers men's fashion, and her favorite accessory is her red scarf she often has wrapped around her neck - she usually keeps her bullets concealed in the hidden pockets there for easy retrieval. Knee high boots are her standard footwear, and she usually wears her armor under her clothing, since the tight leather is somewhat revealing. |