Glower

Sansnom's page

54 posts. Alias of Itzi.


Race

Female Gunslinger 2 | HP 24 | AC 19 | Fort +7 Ref +10 Will +6 | Perc +8 (+10 for Init), Darkvision | Class DC 17

Classes/Levels

| Hero Point: 1/3

About Sansnom

Basics:

Gunslinger 2
CN Medium humanoid (skeleton, undead) - 141 years old, 5'10", 28 lbs, strands of gold hair, pinpricks of cold blue light for eyes
Senses normal vision, low-light vision, darkvision
Perception +8 (expert prof +4, level +2, Wis +2)
Languages common, elvish, necril

~~~~~

Defense:

HP 24
AC 19 (base 10, armor +1, trained prof +2, level +2, Dex +4 )
Fort +7 (E +4, level +2, Con +1) Ref +10 (E +4, level +2, Dex +4) Will +6 (T +2, level +2, Wis +2)

Immune to death effects.
+1 on saves vs disease and poison

~~~~~

Offense:

Speed 30

{A} Unarmed +8/+4/+0 (1d4 B) agile, finesse, nonlethal, unarmed (T +2, level +2, Dex +4)

{A} Shortsword +8/+4/+0 (1d6 S) versatile S, agile, finesse (T +2, level +2, Dex +4)

{A} Dueling Pistol +10/+5/+0 (1d6 P) concealable, concussive, fatal d10, reload 1, range 60' (E +4, level +2, Dex +4)

Agile
Multiple attack penalties reduced by 1 (2nd attack) or 2 (3rd attack).

Finesse
Can use your Dex modifier to calculate attacks with this weapon.

Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed
Not a weapon, and can't be Disarmed.

Versatile
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

Fatal
The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.

~~~~~

Statistics:

Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 8 (-1), Wis 14 (+2), Cha 16 (+3)

~~~~~

Ancestry - Skeleton (fodder - elven):

Fodder Skeleton
Humans, and those who are physically closest to them, are the favored material of necromancers. They are readily available, and their physiology has been studied the most extensively, so these skeletons can be easily mass-produced. Despite their name, fodder skeletons make rather mobile foot soldiers due to how efficiently they transfer necromantic energy within their bodies. You have a base Speed of 30 feet, instead of 25 feet.

Level 1

Hit Points: 6

Size: Medium

Movement: 30'

Ability Boosts
Dexterity
Charisma
One Free

Ability Flaw
Intelligence

Languages: Necril + Int modifier

Undead Vision
You gain low-light vision, or you gain darkvision if your ancestry already has low-light vision.

Negative Healing
You are damaged by positive damage and aren’t healed by positive healing effects. You don’t take negative damage and are healed by negative effects that heal undead.

Negative Survival
Unlike normal undead, you aren’t destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points (Core Rulebook 459). Because you’re undead, many methods of bringing someone back from dying, such as stabilize, don’t benefit you. When you would die, you’re destroyed rather than dead, just like other undead.

Immunity to Death Effects
You’re immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn’t make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don’t instantly die from it.

Disease and Poison Protection
You gain a +1 circumstance bonus to saving throws (or any other defense) against disease and poison.

Undead Hunger
While you don’t eat or drink the same food as humanoids do, you usually have thirsts and hungers related to your undead state, such as a ghoul’s hunger for humanoid flesh, a zombie’s craving for brains, and a vampire’s desire for blood. Additionally, while you don’t sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest.

Skeleton
For your undead hunger, you don’t eat flesh like ghouls or drink blood like vampires, but you do collect bones you can use to help yourself mend.

Ancestry Feat: As In Life, So In Death

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Background - Framed In Ferrous Quarter:

Everyone knows that Ferrous Quarter isn’t exactly the nicest part of Alkenstar. Hard-working laborers, gunsmiths suffering from black lung, and red-eyed tinkerers alike can toil their entire lives on these grimy streets and still wind up dead in an alley with nothing to show for it. You were once one of these humble artisans, until one day, out of nowhere, things broke bad.

Maybe you hung out with the wrong crowd. Maybe it was just bad luck. Whatever the case, you were framed for a crime you didn’t commit—larceny, smuggling, possibly even murder. You didn’t stick around long enough to find out what, exactly, the shieldmarshals banging on your door were charging you with. Now, you’re on the lam, uncertain where you’ll be able to get a good night’s sleep, let alone your next meal.

At least one thing’s for sure, though: before you turned heel and ran into the streets, you saw a telltale signature on the arrest warrant. It was the scrawl of a corrupt shieldmarshal who’s framed countless other hardworking folks in your neighborhood on the basis of cooked-up evidence. Yes, you’re sure of it—the crooked guard who took you down is none other than Deputy Anjelique Loveless, and you’re determined to return the favor.

Ability Boosts
Two, One must be to Dexterity or Constitution, and one is a free ability boost.

Trained Skills
You’re trained in the Crafting skill and the Engineering Lore skill. You gain the Specialty Crafting skill feat.

~~~~~

Class - Gunslinger:

Gunslinger's Way: Pistolero

Level 1

Hit Points: 8 + Con modifier

Primary Ability: Dexterity

Basics
Perception: Expert: Fortitude: Expert, Reflex: Expert, Will: Trained

Skills
Trained in Deception or Intimidation, Trained in 2 other skills + Int Modifier

Offense
Trained in simple weapons, Trained in martial weapons, Trained in unarmed attacks

Defense
Trained in light armor, Trained in medium armor, Trained in unarmored defense

Ability DCs
Trained in Gunslinger class DC

Singular Expertise
You have particular expertise with guns and crossbows that grants you greater proficiency with them and the ability to deal more damage. You gain a +1 circumstance bonus to damage rolls with firearms and crossbows.

This intense focus on firearms and crossbows prevents you from reaching the same heights with other weapons. Your proficiency with unarmed attacks and with weapons other than firearms and crossbows can’t be higher than trained, even if you gain an ability that would increase your proficiency in one or more other weapons to match your highest weapon proficiency (such as the weapon expertise feats many ancestries have). If you have gunslinger weapon mastery, the limit is expert, and if you have gunslinging legend, the limit is master.

Class Feat: Dual-Weapon Reload

{I} Ten Paces
You react to trouble with lightning speed, positioning yourself just right. You gain a +2 circumstance bonus to your initiative roll, and you can Interact to draw a one-handed firearm or one-handed crossbow. As your first action on your first turn, you can Step up to 10 feet as a free action.

Deed: {A} Raconteur’s Reload
Your rapid or forceful words draw the enemy’s attention away from your hands long enough to chamber another bullet. Interact to reload and then attempt a Deception check to Create a Diversion or an Intimidation check to Demoralize.

Create a Diversion
With a gesture, a trick, or some distracting words, you can create a diversion that draws creatures' attention elsewhere. If you use a gesture or trick, this action gains the manipulate trait. If you use distracting words, it gains the auditory and linguistic traits.

Attempt a single Deception check and compare it to the Perception DCs of the creatures whose attention you're trying to divert. Whether or not you succeed, creatures you attempt to divert gain a +4 circumstance bonus to their Perception DCs against your attempts to Create a Diversion for 1 minute.

Success You become hidden to each creature whose Perception DC is less than or equal to your result. (The hidden condition allows you to Sneak away.) This lasts until the end of your turn or until you do anything except Step or use the Hide or the Sneak action of the Stealth skill. If you Strike a creature, the creature remains flat-footed against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise.
Failure You don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.

Demoralize
With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target does not understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.

Level 2

Hit Points: +9

Archetype Feat: Alkenstar Agent - free

Class Feat: Hit The Dirt!

Skill Feat: Quick Coercion

~~~~~
Terms

Flourish
Actions with this trait are special techniques that require too much exertion for you to perform frequently. You can use only 1 action with the flourish trait per turn.

Misfire
Firearms that are improperly maintained or subjected to unusual strain can misfire. If you attempt to fire a firearm that was fired the previous day or earlier and hasn't been cleaned since, roll a DC 5 flat check before making your attack roll. If you fail this misfire check, the weapon misfires and jams. The attack is an automatic critical failure, and you must use an Interact action to clear the jam before the weapon can be reloaded and fired again. Once you've spent at least an hour cleaning a weapon, you don't need to roll for a misfire until the next day unless an effect says otherwise. You can clean multiple firearms during this hour, up to a reasonable limit as determined by the GM (typically no more than five).

Some abilities cause a weapon to misfire as a part of their effects. If such a misfire happens as a result of an attack (due to an action that causes a misfire on a failed attack, for example), it retroactively makes the attack a critical failure.

Interacting to Reload
The slinger's reload action from each gunslinger way, as well as many feats, give the ability to Interact to reload a weapon. This is enough to reload a weapon that takes 1 Interact action to reload, but only provides one of the Interact actions needed to reload a weapon with reload 2 or greater. As normal, you can provide the remaining Interact actions separately.

~~~~~

Feats:

Level 1

{A} Dual-Weapon Reload
You carry your ammunition in a way that allows you to reload while holding two weapons. You Interact to reload a one-handed ranged weapon you’re holding. Unlike most Interact actions, you don’t need a free hand to reload your ranged weapon in this way.

As In Life, So In Death (Ancestral - Skeleton)
Specific memories of your old life are hard to hold onto, but you know things without remembering why. You gain the Adopted Ancestry feat. You can choose any ancestry, but it is likely to be one that matches both your skeleton heritage and who you were in life. As long as your body is completely covered by armor or clothing, you do not have to attempt Deception checks against a creature’s Perception DC to successfully Impersonate yourself as a member of that ancestry. This is a non-magical disguise that doesn’t protect against divination. This disguise doesn’t provide any benefit against a creature actively attempting a Perception check against you.

Adopted Ancestry Elf (General, Ancestry)
You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.

Specialty Crafting Alchemy (General, Skill)
Your training focused on Crafting one particular kind of item. Select one of the specialties listed on page 267; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2. If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.

Level 2

Alkenstar Agent (Archetype)
You put on the persona of a rough and tumble outlaw, but your real goals are to report threats to Alkenstar back to the grand duchess. You become an expert in Deception and trained in your choice of Underworld Lore or Legal Lore; if you were already trained, you become an expert instead. You gain the Lie to Me skill feat.

Lie To Me (General, Skill)
You can use Deception to weave traps to trip up anyone trying to deceive you. If you can engage in conversation with someone trying to Lie to you, use your Deception DC if it is higher than your Perception DC to determine whether they succeed. This doesn’t apply if you don’t have a back-and-forth dialogue, such as when someone attempts to Lie during a long speech.

{R} Hit The Dirt! (Gunslinger)
You fling yourself out of harm’s way. You Leap. Your movement gives you a +2 circumstance bonus to AC against the triggering attack. Regardless of whether or not the triggering attack hits, you land prone after completing your Leap.

Quick Coercion (General, Skill)
You can bully others with just a few choice implications. You can Coerce a creature after 1 round of conversation instead of 1 minute. You still can’t Coerce a creature in the midst of combat, or without engaging in a conversation.

~~~~~

Skills:

T L+2, E L+4, M L+6, L L+8

Acrobatics +4 (Dex +4 - U)
Arcana -1 (Int -1 - U)
Athletics +0 (Str +0 - U)
Crafting +3 (Int -1 - T)
Deception +9 (Cha +3 - T)
Diplomacy +7 (Cha +3 - T)
Intimidation +7 (Cha +3 - T)
Lore, Engineering +3 (Int -1 - T)
Lore, Underworld +3 (Int -1 - T)
Medicine +2 (Wis +2 - U)
Nature +2 (Wis +2 - U)
Occultism -1 (Int -1 - U)
Performance +3 (Cha +3 - U)
Religion +2 (Wis +2 - U)
Society -1 (Int -1 - U)
Stealth +4 (Dex +4 - U)
Survival +2 (Wis +2 - U)
Thievery +4 (Dex +4 - U)

~~~~~

Gear:

dueling pistol
dueling pistol

leather armor
shortsword

belt pouch
{
coins (16 gp, 1 sp)

}

Appearance:

What parts of Sansnom are not covered with her tight leather armor are concealed with gloves, high boots, and a thick hood pulled low over her face. The portion of her face that might be visible is covered with an opaque scarf. Hints of bright blue eyes are just barely visible from under the edge of her hood. Even her hands are concealed by weather-stained leather gloves. She has the build and carries herself as an elf, but the garments concealing her figure can't entirely conceal the fact that she's very thin. The hilt of a shortsword is the only weapon visible on her.

~~~~~

History:

Sansnom only has vague flashes of memory of the ... before time. She knows that ... someone ... (she doesn't remember their face or name) had hired her and some others as an escort for an experiment out in the mana wastes. An experiment that went horribly wrong. Her first clear memories are of stumbling back through the sand and scrabble and looking down at her hands. Hands which lacked any flesh whatsoever. She could still flex her fingers and feel the grit on her fingertips, but the tendons, muscle, and skin which were so familiar were gone - scoured away by whatever magical energies ... someone ... had conjured up. She still possessed her clothes and weapons, but her flesh was lost to her. Covering the exposed bones with scraps scavenged from others of the expedition that didn't fare as well, she made her way back to Alkenstar.

Having lost almost every bit of herself in the wastes, she held on to what remained of her sanity by establishing a new identity. Any prior friends or family was lost to her. She didn't remember who they might be and any clue that could lead her to them was long gone including her own name. One of the tiny fragments from ... someone ... a derisive label in elvish - sans nom, literally 'No Name' - she took as her sole identifier.

One of the few healers she braved in her now undead state explained that her memories might return in time. But until then, she needed to carry on ... she couldn't say 'living' ... but at least existing. Food, genuine sleep, the touch of the living, these were all things now denied her. But she would continue, hoping that what made her her still existed within her and would ... eventually ... bring forth what she had lost.

While food was no longer a requirement, a roof over her head and coin to continue her search into who she was before required paid labor. Having some skill with her sword and pistol, she took up what she assumed was the labor she engaged in the before time, security. That is until the woman she was hired to protect turned up dead from a single pistol shot to the head. A pistol shot that, according to the papers signed by Shieldmarshal Deputy Anjelique Loveless, came from Sansnom's own pistol.

Now, not only is her past life denied her, but also the new one she has been trying to create.

Enough is enough.

~~~~~

Macros:

[dice={A} Unarmed Attack]1d20+8[/dice]
[dice={A} Unarmed Attack]1d20+4[/dice]
[dice={A} Unarmed Attack]1d20+0[/dice]
[dice=Unarmed Damage - B - non-lethal]1d4[/dice]

[dice={A} Shortsword Attack]1d20+8[/dice]
[dice={A} Shortsword Attack]1d20+4[/dice]
[dice={A} Shortsword Attack]1d20+0[/dice]
[dice=Shortsword Damage - P/S]1d6[/dice]

[dice={A} Dueling Pistol Attack]1d20+10[/dice]
[dice={A} Dueling Pistol Attack]1d20+5[/dice]
[dice={A} Dueling Pistol Attack]1d20+0[/dice]
[dice=Dueling Pistol Damage - P/B]1d6+1[/dice]

[spoiler=Potential Pistol Critical Damage]
[dice=Dueling Pistol Fatal Damage - P/B]1d10+2[/dice] [ooc]x2[/ooc]
[dice=Dueling Pistol Bonus Fatal Damage - P/B]1d10[/dice]
[/spoiler]

[ooc]{I} Interact to draw pistol[/ooc]

on first round of combat ...
[ooc]{F} Step up to 10'[/ooc]

[ooc]{A} Raconteur’s Reload[/ooc]

[dice=Demoralize - Intimidate vs Will DC]1d20+7[/dice] [ooc]Frightened 1 or Frightened 2 on Crit[/ooc]

[dice=Create a Diversion - Deception vs Perception DC]1d20+9[/dice] [ooc]Subject is flat-footed vs attacks until end of next PC turn[/ooc]

~~~~~