HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9
About Samuel Soulkeeper
https://paizo.com/campaigns/RedSunsReignOfWinter/discussion&page=18#856 (+1 musket, pending update treasure and spendings)
Continue discussions:
https://paizo.com/campaigns/RedSunsReignOfWinter/gameplay&page=74#3674 (Kostchtchie)
https://paizo.com/campaigns/RedSunsReignOfWinter/gameplay&page=74#3680 (Changeling... we need to keep exploring to find the Hag and the giant's leader)
Samuel Soulkeeper is a member of the High Sentinels rangers of the Border Wood. He was born in Heldren from a middle class family. His father, Oldar, a soldier of Taldor, died during the last war against Qadira, whereas his mother, Maria, died giving birth to his sister. That was the way he got orphan at the age of 9 along with his sister, Ariadna. Without any other close familiars the child survived in the forest alone during one year and raised her sister, demonstrating an extreme dare for survival.
In the end the two children were taken care by an odd dwarf that showed them all the necessary tricks to comfortably survive in the forests. Among that, Varkun, as the dwarf was called, taught Samuel the art of gunsmithing and the use of the rare mountain dwarfs' firearms.
Life was good from then on for Samuel. His skill with the musket, his knowledge of the forest, his strong desire to protect and his fervor for Taldor, soon gave him a position among the rangers of the Border Wood.
When the snow suddenly arrived to the forest, Samuel advocated to investigate the source of the weird phenomena. The rangers’ leader orders though, were to wait and observe. That, along with the passive behaviour of the rangers’ leader towards criminals in the region and participation in Taldor’s politics, grew bitterness between him and Samuel.
When Samuel’s sister, Ariadna, disappeared in the cold of a snowy night, the young did not wait for orders. He took his horns of black powder, some cold outfit, and went after her. It was then when the rangers were attacked by surprise, and Samuel still doesn’t know about those events. He is daring to save Ariadna and discover the mystery behind the strange weather change.
Despite his complaints, truth is Samuel seems to fit quite well to the winter weather. This is because her mother was of Irrisen origin, something Samuel does not know. During his childhood she transmitted the boy a lot of knowledge of the winter and the north through Baba Yaga’s tales, along with the Hallit language, which Samuel thinks was just a personal code of her mother. What will Samuel feel when he discovers all those tales are true and her mother language is talked by thousand’s of people in the North?
Some data
- Ariadna is between 15 and 25
For example they could be:
- Samuel 26 (but the hardships of the forest makes him appear on long thirties)
- Ariadna 17
Samuel is mainly moved by his desire to protect those around him and his fervor towards the Taldan nation and his ancient Empire history. He is a bit reckless, both in his manners and ways to go over life obstacles, but so far it seems luck has been on his side to overcome difficulties. Thus, he is truthful and believes in the goodness of people being appealed to fight against those who mistreat the weak.
He hates cold weather and recently he has been complaining continuously about the new climate conditions in the region.
Appearance:
Samuel is a tanned Taldan of dark black hair. His dark brown eyes unveil his ascendency as well. He usually wears leather explorer outfit, perfect for forest camouflage.
SAMUEL SOULKEEPER
NG Medium humanoid (human)
Gunslinger (Musket Master) 9
Init +9 (+7 if no grit left); Senses Perception +12
[dice=+1 Musket+PB-DA (touch and precise shot)]1d20+17+1-3[/dice]
[dice=+1 Musket+PB-DA (touch and precise shot)]1d20+12+1-3[/dice]
[dice=Piercing/Bludgeoning damage+PB+DA]1d12+7+1+6[/dice]
Dead Shot (deed): Hits if any of the BAB attacks hit. Extra weapon damage for each extra hit. Full round action, -1 grit
[dice=Dead Shot extra damage]1d12[/dice]
STATISTICS Str 10, Dex 22, Con 12, Int 14, Wis 14, Cha 8
Stat increases: +2 Dex (racial), +2 Dex (4th and 8th), +2 Dex (item)
Base Atk +9/+4; CMB +9; CMD 28 (10 base, 9 BAB, 0 Str, 6 Dex, 2 dodge, 1 deflection)
FeatsGunsmithing*, Rapid reload (muskets)*, Point-blank-shot, Precise shot*, Additional Traits, Deadly Aim*, Iron Will, Weapon Focus (musket), Improved Critical (musket)*, Martial Dominance Traits Carefully hidden (racial): Your life as a member of an unpopular ethnic group has given you an uncanny knack for avoiding detection.
Benefit: You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.
Northern ancestry (campaign): +1 Fortitude saves and 2 cold resistance. One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. You rarely feel the cold, and you’ve always had a restless longing to travel north.
Survivor (regional): Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity.
Benefit: You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.
Oathbound (faith) - 1/day reroll a charm or compulsion effect saving throw. You have made a solemn oath, and you pursue that oath with headstrong determination.
Black Powder Bravado (combat) - 1/day reroll a missed attack roll when using a deed. You are particularly successful when using deeds.
Attached (drawback): You have a strong emotional attachment to a person or object that you’re terrif ied of losing. The GM chooses the object of your attachment (I propose Samuel’s sister). Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.
Skills (4 class, 2 Int, 1 human=>7x8=56; ACP 0)
Acrobatics +18 (6 Dex, 9 rank, 3 class, 0 ACP)
Bluff +11 (-1 Cha, 9 rank, 3 class)
Climb +4 (0 Str, 1 rank, 3 class, 0 ACP)
Craft (alchemy) +6 (2 Int, 1 rank, 3 class)
Disable Device +17 (6 Dex, 9 rank, 0 ACP, 2 item)
Handle Animal +3 (-1 Cha, 1 rank, 3 class)
Heal +8 (2 Wis, 1 rank, 3 class, 2 equipment)
Intimidate +11 (-1 Cha, 1 rank / 9 BAB, 3 class)
K. arcana +3 (2 Int, 1 rank)
K. engineering +6 (2 Int, 1 rank, 3 class)
K. local +6 (2 Int, 1 rank, 3 class)
K. planes +3 (2 Int, 1 rank)
Linguistics +3 (2 Int, 1 rank)
Perception +14 (2 Wis, 9 rank, 3 class)
Ride +10 (6 Dex, 1 rank, 3 class, 0 ACP)
Sense motive +11 (2 Wis, 5 rank, 3 class, 1 trait)
Sleight of Hand +10 (6 Dex, 1 rank, 3 class)
Stealth +6 (6 Dex, 0 ACP)
Survival +14 (2 Wis, 9 rank, 3 class)
Swim +4 (0 Str, 1 rank, 3 class, 0 ACP)
Languages Common (Taldan), Sylvan, Hallit, Skald
Deity -
Favored class (Gunslinger): 9 x ¼ grit
Grit: 4 (2 Wis, 2 favored class)
SPECIAL ABILITIES Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. (1st: Perception).
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.
Weapon and armor proficiency: All martial weapons and two-handed firearms. All light-armors.
Gunsmith: Free musket at 1st level. The starting weapon is battered, and only he 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 (Ex): Grit points equal to Wisdom modifier (2). Grit points are regained by: Confirming a critical hit or reducing a creature to 0 or fewer hit points with a firearm against a creature with equal or more HD than half the gunslingers character level, that is aware and not helpless.
Deeds (Ex): A deed can be performed multiple successive times, as long as the appropriate amount of 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.
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.
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.
Gunslinger initiative (Ex): As long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol whip (Ex): The gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is 1d10 points of damage for Medium sized two-handed firearms. The critical multiplier is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
fast musket (Ex): As long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.
Dead Shot (Ex): At 7th level, as a full-round action, roll an attack for each iterative. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. Costs 1 grit point.
Startling Shot (Ex): At 7th level, a gunslinger with at least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.
Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose a part of the body to target. Costs 1 grit point. Creatures immune to sneak attacks are immune to these effects:
Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).
Musket training (Ex): Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. This replaces firearm training 1, 2, 3, and 4.
EQUIPMENT:
Worn
(armor) +1 studded leather (+4 AC, max. Dex 5, 0 ACP), 1175 gp [p]
(belts) belt of incredible Dexterity +2, 4000 gp
(body) cold weather outfit, 8 gp 7 lbs
(chest)
(eyes)
(feet) snowshoes, 5 gp 4 lbs
(hands)
(head/face)
(headband)
(neck) amulet of natural armor +1, 2000 gp [p]
(shoulders) Radosek's cloak of resistance +1, 1000 gp [p]
(wrist)
(ring - left) ring of feather falling, 2250 gp [p]
(ring - right) ring of protection +1, 2000 gp [p]
(other) bandolier [x2], 5 sp
(other) efficient quiver [p]
Weapons
+1 musket, - 9 lbs (Crit. 20/×4, range 40 ft., misfire 1–2 [5 ft.]) enchanted by the centaurs
Club, 0gp 3 lbs
Sling, 0gp
Sling bullets (x10), 0.1gp
mwk cold iron longsword, 330 gp [p]
Cold iron longsword, 30 gp [p]
Masterwork longsword, 315 gp [p] <-- exchanged for the materials to make the musket masterwork
Bandolier (5/8)
Acid flask, 10 gp
Magic weapon oil [x3 x1] [p]
Reduce person potion [x2], 50 gp [p]
lesser restoration potion, [p]
Bandolier (5/8)
Alchemist flask [x2] [p]
potion of feather step [p]
Cure moderate wounds potion [x2], 300 gp [p]
Belt
mwk thief tools (+2 DD), 100 gp [p]
Powder horn (x4), 3gp 1lbs [12 gp]
Black powder (x40), 10 gp 0.05lbs (10% cost due to Gunsmithing) [40 gp]
Bullet (x25), 1gp 0.016lbs (10% cost due to Gunsmithing) [4 gp]
Cold iron blanched bullets (x15) [p] and [p]
Oil of silence [x2], 250 gp
potion of resist energy cold (CL 3) Letitia
Waterproof bag Flare alchemical cartridge (x10), 10 gp (missfire 2; reduce reload 1 step; ½ damage, blinded for 1 round, Fort DC 15, and in 20’ radius dazzled 1 round, Fort DC 15; can be used to create signals) [10gp]
Paper alchemical cartridge bullet (x20), 12 gp [12gp]
Build over the Jandrika blood (reach 11th level for the deeds):
- Go Witch then double up with Eldritch Knight to progress that BAB
- Go Sorcerer with powers tied to mystic blood of the witches (maybe go for Wis build)
- Go another archetype with hexes (Rogue or Magus have one)
Other feats of interest:
Spell Cartridges - Force ammunition (there is a feat to use Arcane Strike from nearby allies)
Marksman's Utility - recover the utility shot deed
Item Mastery Feats - pretty interesting ideas there
Rapid Shot
Sizzling Shot - Fire bullets (also 1 grit gives flamming for 1 attack)
Blowout Shot - Push back enemies 10’ for 1 grit
Clustered shots - If Dead Shot deed is not good enough to break through DR.
Dazzling Display - Demoralize as a full-round action at 30’.
Vital Strike - 2d12 when using only a standard action to attack!
Grand Duchy Familiarity - 1/day reroll a missfire
Healer’s Hands - Use Heal to fast cure wounds.
Ranged Feint - Feint with a ranged weapon.
Empty Threats - (Bluff 5) Demoralize with Bluff.
Relentless Shot - Threaten at range a foe you have tripped.
Snap Shot (BAB 6, Weapon Focus) - Threaten 5’ with ranged weapon and no AoO when you AoO.
Weapon Trick Ranged trick (requires Snap Shot) - Ready an action to shot and if successful provide a -4 to a save.
Flickering Step - Use a limited version of dimension door 1/day + 1 for each 5 ranks of K. planes, you move up to double your speed and need line of sight and line of effect to your destination.
Overwatch Style - Ready 2 ranged attacks as a full-round action.
Nimble Moves Ranged Trip: No need, can be done through the targeting deed.
Signature Strike Style (BAB 7, Weapon Focus, Precise Shot)- Shaken creatures affected by your targeted deed (requires high Cha and Intimidate to work).
Signature Strike Taunt (BAB 9, Signature Strike Style) - Also apply -2 AC and you do not provoke AoO when performing maneuvers on them.
Signature Strike Triumph (BAB 11, Signature Strike Style) - Extend the shaken condition to 1d4+1 rounds and finish emotion, fear, or mind-affecting effects on your allies.
Liberating Shot (BAB 7, Dex 13, Deadly Aim, Martial Focus) - Chance to free a companion from a grapple.
Traits ideas:
https://aonprd.com/TraitDisplay.aspx?ItemName=Oathbound - 1/day reroll a charm or compulsion save.
https://aonprd.com/TraitDisplay.aspx?ItemName=Called (faith) - 1/day reroll a d20 natural 1 attack.
https://aonprd.com/TraitDisplay.aspx?ItemName=Unscathed (magic) - +2 to Samuel’s energy resistance.