Machine Slayer

Samuel Soulkeeper's page

840 posts. Alias of Balacertar.


| Senses +9

Acrobatics+9,Bluff+6,Climb+2,Diplom-1,HandleAnimal+3,Heal+8,Intimidate-1,K. eng+6,K.Local+6,Ling+3,S.Motives+9,SoH+8,Stealth+2,Survival+9,Swim+2


Male Human Gunslinger (Musket Master) 4 | -


HP 32/34 | AC 19 TAC 15 FF 14 | CMD 19 | F +7 R +9 W +5 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 2/3 Bravado: 1/1 Oath: 1/1 Bullets: 33 Cartridge: 10 Flare: 9 | Ini +7

About Samuel Soulkeeper

Samuel's mini

RoW party treasure spreadsheet

Next RP ideas:

Ask the others about how shall we assault the tower


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?

Relevant posts
- Samuel describes Ariadna to the Black Rider


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.


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.

NG Medium humanoid (human)
Gunslinger (Musket Master) 4
Init +7 (+5 if no grit left); Senses Perception +9

AC 19 TAC 15 FF 14 (+4 Dex, +4 armor, +1 dodge)
HP 34 (4d10+4) [10, 8, 6, 6]
Fort +7 (1 Con, 4 class, 1 item, 1 trait), Ref +9 (4 Dex, 4 class, 1 item), Will +5 (2 Wis, 1 class, 1 item, 1 trait) [+2 vs divinations; 1/day reroll charm and compulsion]
Resistances cold 2

Speed 30 ft. (snowshoes reduce snow penalties by 50%)
Melee pistol-whip +5 (1d10+trip) 20/x2 bludgeoning,
club +4 (1d6) 20/x2 bludgeoning 10’,
masterwork cold iron longsword +5 (1d8) 19/x2 slashing cold iron,
cold iron longsword +4 (1d8) 19/x2 slashing cold iron
Ranged mwk musket +9 (1d12) 20/x4 bludgeoning and piercing 40’ (misfire 2; reload move) [PB +10 (1d12+1), DA +7 (1d12+4), PB+DA +8 (1d12+5)]

Attack templates:

[dice=mwk Musket+PB-DA (touch and precise shot)]1d20+9+1-2[/dice]
[dice=Piercing/Bludgeoning damage+PB+DA]1d12+1+4[/dice]

[dice=mwk Musket+PB (touch and precise shot)]1d20+9+1[/dice]
[dice=Piercing/Bludgeoning damage+PB]1d12+1[/dice]

[dice=mwk Musket (precise shot)]1d20+9[/dice]
[dice=Piercing/Bludgeoning damage]1d12[/dice]

[dice=mwk Musket-DA (touch and precise shot)]1d20+9-2[/dice]
[dice=Piercing/Bludgeoning damage+DA]1d12+4[/dice]

[dice=mwk Musket Pistol-whip]1d20+5[/dice]
[dice=Bludgeoning damage]1d10[/dice]
[dice=Free Trip]1d20+5[/dice]

Str 10, Dex 19, Con 12, Int 14, Wis 14, Cha 8
Stat increases: +2 Dex (racial), +1 Dex (4th)
Base Atk +4; CMB +4; CMD 19 (10+4 CMB+4 Dex+1 dodge)
Feats GunsmithingB, Rapid reload (muskets)B, Point-blank-shot, Precise shot, Additional Traits, Deadly AimB
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=>7x4=28; ACP 0) Acrobatics +9 (4 Dex, 4 rank, 3 class, -2 ACP), Bluff +6 (-1 Cha, 4 rank, 3 class), Climb +2 (0 Str, 1 rank, 3 class, -2 ACP), Craft (alchemy) +6 (2 Int, 1 rank, 3 class), Handle Animal +3 (-1 Cha, 1 rank, 3 class), Heal +8 (2 Wis, 1 rank, 3 class, 2 equipment), Intimidate -1 (-1 Cha, class), K. engineering +6 (2 Int, 1 rank, 3 class), K. local +6 (2 Int, 1 rank, 3 class), Linguistics +3 (2 Int, 1 rank), Perception +9 (2 Wis, 4 rank, 3 class), Ride +2 (4 Dex, class, -2 ACP), Sense motive +9 (2 Wis, 3 rank, 3 class, 1 trait), Sleight of Hand +8 (4 Dex, 1 rank, 3 class), Stealth +2 (4 Dex, -2 ACP), Survival +9 (2 Wis, 4 rank, 3 class), Swim +2 (0 Str, 1 rank, 3 class, -2 ACP)
Languages Common (Taldan), Sylvan, Hallit, Skald
Deity -
Favoured class (Gunslinger): 4 x ¼ grit
Grit: 3

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.
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).


(Gunslinger average 175 gp)
+1 studded leather (+4 AC, max. Dex 5, 0 ACP), 1175 gp [p]
chain shirt (Pale Tower), 100 gp [p] (+4 CA, max. Dex 4, -2 ACP)[/b]
[s]mwk Studded leather, 20 lbs (+3 CA, max. Dex 5, 0 penalty) [p]

Battered musket, - 9 lbs (Crit. 20/×4, range 40 ft., misfire 1–2 [5 ft.])
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

Radosek's cloak of resistance +1, 1000 gp [p]
Cold weather outfit, 8gp 7 lbs
Snowshoes, 5gp 4 lbs
Bandolier [x2], 5 sp

Bandolier (4/8)
Acid flask, 10 gp
Magic weapon oil [x3] [p]
Reduce person potion [x2], 50 gp [p]

Bandolier (4/8)
Alchemist flask [x2] [p]
potion of feather step [p]
Cure moderate wounds potion, 300 gp [p]

Gunsmith's kit, 15 gp 2 lbs
Healer’s kit (x10 8), 50gp 1 lbs
Winter blanket, 0.5gp 3 lbs
Bedroll, 0.1gp 5 lbs
Flint and steel, 1gp
Shovel, 2gp 8 lbs
Torch (x10), 0.1gp 10 lbs

Waterskin, 1gp 4 lbs
Rations x2, 0.5gp 1 lbs [1gp]

Powder horn (x4), 3gp 1lbs [12 gp]
Black powder (x40), 10 gp 0.05lbs (10% cost due to Gunsmithing) [40 gp]
Bullet (x40), 1gp 0.016lbs (10% cost due to Gunsmithing) [4 gp]
Some of the bullets are sheathed in cold iron blanch

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 (x10 9), 12 gp [12gp]

Gold: 175gp +15% crafting + 12.5 (sold studded leather) = 213.5 gp
Gold expended: 15+30+3+9+25+8+20+1+1+50+0.5+0.1+0.1+1+2+0.1+5+1+1=196.8gp - 26.3 (13 bullets & 2 papers) - 11 (10 bullets) - 7.7 (bullets)
Gold remaining: 213.5 - 196.8 = 16.7gp

Leveling reports:


The necromancer has talked with two fey, one a winged one called Izoze, the other an atomie he keeps kidnapped. They wanted Lady Argentea kidnapped, but have not explained why or what did they promise to Rohkar Cindren, the necromancer.
- A portal has been opened into the Border Woods and Irrisen is entering here
- Dozens of portals have been created and are been expanded every day
- Our portal can be closed destroyed the projection at the other side, in a fortress known as the Pale Tower. The projection is probably on top, and we should dispel its magic or destroy the object.
- Baba Yaga has a fortress hidden from the world known as Artrosia
- Elvanna has captured the Dancing Hut, chained in front of her palace in Whitethrone. It is required to travel to Artosia.
- Dancing Hut instructions: 2 keys are required to select a destination. Throw the braid of white hair and the plague mask of the Black Rider into the cauldron and the Hut will do the rest to reach Artosia.

- Ariadna had been probably taken to the Pale Tower or Whitethrone by the fey
- Ashling is looking to avenge her family, her mother and brother are witch wolf skinwalkers (something like werewolves)
- Nadya brings regular shipments to the Pale Toer
- The mistress of the Pale Tower is a powerful witch named Nazhena
- Letitia and Samuel dancing approach
- The witches has some dealings with a northern glacier white dragon named Auburphex
- We deal with Jairess, the keeper of the Arie and its reporting birds. She gives us access to Radosek and we leave her alive
- Nazheena has taken Ariadna to Whitethrone to test and enroll her as a witch!

Progression ideas:

1) Rapid ReloadB, Point-Blank-Shot, Precise Shot
3) Additional Traits
4) Deadly Aim
5) Iron Will
7) Rapid Shot
8) Improved Critical
9) Flickering Step or Empty Threads
11) Signature Deed (targeting)
12) Improved Precise Shot
13) Signature Strike Style
15) Signature Strike Taunt
16) Improved Initiative

Other feats of interest:
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: - 1/day reroll a charm or compulsion save. (faith) - 1/day reroll a d20 natural 1 attack. (magic) - +2 to Samuel’s energy resistance.

snowshoes - So snow movement costs only 1.5 squares
feather step slippers 2000 gp - To ignore difficult terrain (requires standard action)
boots of the winterlands 2500 gp - Ignore snow and ice movement penalties and constant endure elements.
shirt of quick runner 1000 gp - To get into better shooting positioning or escape an ill situation
bracer’s of falcon’s aim 4000 gp - For extra damage
endless bandolier 1500 gp - for secondary weapon and extra ammunition