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Spelbar Chunt's page

36 posts. Alias of Bahbrahb.


Classes/Levels

Vigilante(Wildsoul/Gunmaster) 3 | Init +5 | Perc +5 | AC 18 T 14 FF 14 CMB +2 CMD 16 | HP 16/23 | F +3 R +7 W+3 | Club +2 (1d6) | Harrow Points 4 | Harrow Card The Dance

About Spelbar Chunt

'Spelbar Chunt', Kilo Kuthaunn, The Black Merlin
Male 'Warrior 2' Vigilante(Gunmaster/Wildsoul) 2
NG/CG medium humanoid (human)
Init +5; Senses Perception +5
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Defense
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AC 18, touch 14, flat-footed 14 (+4 Armor +4 Dex)
hp 23 (1d8 +2 Con + 1 FC)x3
Fort +3, Ref +7, Will +3
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Offense
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Speed 30 ft.
Melee Club +2 (1d6)

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Statistics
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Str 11, Dex 19(+2), Con 14, Int 14, Wis 11, Cha 12
Base Atk +2; CMB +2; CMD 16
Traits: Love Lost, Ambush Training, Never Stop Shooting
Drawbacks: Meticulous, Overprotective
Feats: Gunsmithing, Point-blank shot, Precise Shot, Rapid Reload
Languages: Common, Dwarven, Elven
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Skills:

Spoiler:

(6 Class + 2 Int + 1 Human + 2 Background)x3 = 33
(3)Acrobatics (Dex) +10 (+9 in Vigilante Identity)
(3)Bluff (Cha) +7
(3)Climb (Str) +6
(2)Craft: firearms (Int) +11
(1)Craft: alchemy (Int) +6
(3)Diplomacy (Cha) +7
(3)Disguise (Cha) +7
(3)Intimidate (Cha) +9
(3)Knowledge: local (Int) +8
(3)Perception (Wis) +6
(3)Sense Motive (Wis) +6
(3)Stealth (Dex) +10 (+9 in Vigilante Identity)

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Gear:

Spoiler:

--Equipped--
Worn Soiled Chain Shirt
club
--Backpack--
trail rations (5 days)
waterskin
557gp

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Radnaick's Rifles:
Spoiler:

Storefront
This is a simple storefront, holding a wooden counter, a ledger, shelves, and other necessities to run a business.

Artisan's Workshop
This specialist's workshop provides a variety of tools and materials for a particular art form, such as glassworking, gemcutting, or sculpting, which you choose when you build the room. Up to three people can use the room at a time.


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Racial Abilities:
Spoiler:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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.


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Traits and Drawbacks:
Spoiler:

Love Lost: The murder victim was your twin sister. With your sister’s death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +2 bonus on Intimidate checks.

Ambush Training: You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.

Never Stop 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.

Meticulous: You take a –2 penalty on skill checks for skills with which you’re untrained.

Overprotective: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.


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Feats and Special Abilities:
Spoiler:

Weapon and Armor Proficiency: Vigilantes are proficient with all simple weapons, all firearms, light armor, and shields (except tower shields).

Dual Identity (Ex): A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante's true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante's secret.

Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user's appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.

Despite being a single person, a vigilante's dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity's alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.

A vigilante's two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise (Ex): A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Social Talent Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet other prerequisites before they can be chosen, such as having another social talent or attaining a minimum vigilante level. Once a talent has been chosen, it cannot be changed.

Social Grace (Craft: Firearms): The vigilante selects any one Intelligence-, Wisdom-, or Charisma-based skill other than Perception or Use Magic Device. Whenever the vigilante is in his social identity, he receives a +4 circumstance bonus on checks with the selected skill. At 5th level and every 4 levels thereafter, he can select another skill (with the same restrictions) to gain this bonus.

Double Time (Ex): The vigilante’s social identity is that of a skilled and respected artisan or professional, rather than a merchant or noble. In order to complete his day’s work while still continuing his vigilante activities, he has learned to work faster than normal, hiding his progress so it seems like he is working full shifts at his day job rather than spending some of that time on other pursuits. The vigilante needs to spend only 6 hours each day for mundane uses of the Craft or Profession skill, rather than 8 hours. If he has the social grace social talent, he needs to spend only 4 hours for any skill he’s chosen with social grace. A vigilante must have a social identity appropriate to the chosen skill to select this talent

Gunmaster: At 1st level, a gunmaster gains the gunslinger's gunsmith ability. Additionally, the Gunsmithing bonus feat allows the gunmaster to repair and restore his initial battered firearm as if he were a gunslinger. At 5th level, and every 4 vigilante levels thereafter, the gunmaster gains a +1 bonus on attack and damage rolls with all firearms.

This ability replaces vigilante specialization.

Gunsmithing: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Natural Course (Ex) (Falconine): At first level, when a wildsoul chooses a vigilante specialization, he must also choose a natural course: arachnid, falconine, or ursine. This represents the type of creature that influences his body, granting him his remarkable abilities. Once this choice is made, it can't be changed.

At 2nd, 6th, 12th, and 18th levels, a wildsoul gains a specific ability tied to his natural course. These abilities count as vigilante talents, as onlookers who see the wildsoul in his social identity use them overtly might suspect him of being something more than he appears; the more obvious animalistic abilities (like bear form and shoot webs) impart a –10 penalty on the wildsoul's Disguise check to appear as his social identity.

This alters vigilante specialization and replaces the vigilante talents gained at 2nd, 6th, 12th, and 18th levels.

Soft Landing (Ex): At 2nd level, a falconine wildsoul can grow feathery wing-f laps under his arms that allow him to fall slowly. He gains the perfect fall vigilante talent.

Vigilante Talent Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can't be changed.

If the vigilante uses any of these talents while in his social identity, he must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that he is more than his social identity appears to be and perhaps discover the social and vigilante identities are one and the same. If a talent calls for a saving throw, the DC for that save is equal to 10 + 1/2 the vigilante's level + the vigilante's Charisma modifier, unless stated otherwise.

Perfect Fall (Ex): As long as there is a wall or another surface within arm's reach, the vigilante never takes falling damage. Even if no surface is available, he takes only half damage from falling and lands on his feet.

Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Rapid Reload (Combat) (Pistols): The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


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Backstory:
Spoiler:

Kilo Kuthaunn and his twin sister, Kila, were born to a seamstress and sailor in the Midland district. With their father asea more often than not, the twins were raised by their mother, who had to work most days to make ends meet. As soon as Kila and Kilo were able to escape the doldrums of life at the clothier they explored the streets of the Midlands.

The pair were often harassed by gangs of older, more street-hardened children and were forced to learn to be nimble and quick to separate the main antagonists from each group and deal with them on more even terms. The twins were often still over-matched physically in direct combat with most individuals. Kilo and his sister learned which antagonist's to avoid outright and often sought refuge in the shops of the more benevolent owners of the district. Kilo would help clean-up the shops while Kila would fill the time conversing with the owners.

The youths' freedom lasted until their mother succumbed to a wasting illness in their early adolescence. Kilo sought employment to keep Kila and himself from the streets. Kilo landed a job as an apprentice to Radnaick, a gunsmith fresh from Alkenstar, who was only swayed by the boy's reputation among the other shopkeeps and artisans of the Midlands. The boy took to the new technology quickly and Radnaick's shop quickly became the go-to establishment for young nobles.

Kila meanwhile, continued to make the rounds of the friendlier businesses and quickly became adept at trading information across merchants to supplement the twins income. Their father remained infrequently present in Kilo and Kila's lives, growing more distant following the death of their mother.

Seeing how the Cerulean Society and the smaller gangs would prey upon local merchants Kila hatched an idea. She plotted and plead with her brother until he agreed to form a citizen's watch to combat the extortion and burglaries that plagued the district. Kila and Kilo Set out one evening to patrol the Midlands and eventually stumbled upon a shop being ransacked by thugs. Kilo fired his pistol into the air, drawing the attention of the burglars. The three masked thieves began to close on the twins, Kila holding a simple club up to defend herself, and Kilo fumbling to reload his weapon. Kilo finally got his weapon ready and was able to shoot down the enemy closest to his sister.

Seeing the numbers evened, and fearing the weapon Kilo brought to bear against them, the bandits began to flee, and emboldened Kila giving chase. Kilo begged his sister to wait while he got his weapon ready again. By the time he had, his sister was gone. He set out after his twin and began to search the immediate area for sign of her or the men she had been chasing. After a few hours he came across Kila, bleeding heavily from a knife wound. She died, laying there in a dark alley, and Kilo vowed to bring her killer to justice. In preparing his sister's body for last rites with the Pharasmans, Kilo noticed his sister was no longer wearing an amulet that had belonged to their mother. She wore the amulet at all time, whoever murdered her must have the amulet.

He went to work the following day, a wreck of a young man. Radnaick became worried for Kilo when he wasn't accompanied by his sister to work, and grew even more-so seeing the wooden way he moved about the shop. Before the master gunsmith could get Kilo to tell him what had happened a large group of masked men burst into the store and began to pillage the store in broad daylight. Radnaick was beaten into a coma and the shop's stock was either looted or destroyed, Kilo was left beaten, bloodied, and warned against interfering with the gang again.

While Radnaick recovered, Kilo worked to restore the shop as best he could and considered how best to avenge his sister and his master. He divided his time between filling the shelves and training for the task ahead of him. He knew moving forward, he would need to conceal his identity to prevent any further reprisals against those close to him. He remembered a trip his family had taken to the country when he had seen a dark falcon dive and catch prey while his family picnicked. Kilo modeled his disguise after the raptor that has awed him on that happy day.

Radnaick regained consciousness but had lost most of the dexterity in his hands. Knowing his days of gunsmithing were over, he offered to allow Kilo to purchase the shop from him. Radnaick, trusting the young man, offered to allow Kilo to pay in installments.

Kilo spent the following days carrying out what repairs he could on the shop and attempting to restock the store. The 'Radnaick's Rifles' name still held value due to past quality, making what little stock he could put together easy to move, but he had to split the profits between funding the shop, developing the tools he'd need for his nightly activities, and pay Radnaick for the shop. Nights were spent training and, eventually, adopting the mantle of The Black Merlin.

The Black Merlin started by canvassing the areas around Radnaick's Rifles, discovering the most likely organization tied to ransacking the shop and crippling his mentor. Kilo preyed upon small groups of criminals he could catch in the act of committing crimes but could turn up no concrete evidence to lead him to Kila's killer.

Leading a double life began to take it's toil on Kilo, and one night, when attempting to subdue and interrogate what he thought was a small group of muggers, Kilo discovered he had misjudged the size of the enemy. He was able to shoot down two of the brigands, but was quickly becoming overwhelmed. Struggling to reload his pistol, he was shocked when two of his foes sprouted arrow shafts and fell in front of him. A white clad, beaked figure stepped from the shadows and subdued the remaining thug. These were the first criminals to fall to The Albatross and The Black Merlin.

The two strangely clad individuals were wary of each other at first, but found they were working towards similar goals and decided they stood a better chance working together. Fortunately, while searching the pockets of their enemies they found a pawn ticket from a local shop. The pair decided to follow this lead immediately and burglarized the shop. Looking through the store's stocks the duo found the items they were seeking. Checking the ledgers they discovered a single name next to both purchases. 'Lamm'.

Both men had heard rumors of Lamm's gang of thieves and knew neither could tackle them alone. In an act of absolute trust, The Black Merlin led the Albatross back to Radnaick's Rifles and revealed his true identity to his new ally. Over the next few months the two became partners in the shop and watched each other's backs as the attempted to learn the location of Lamm's lair.


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Description:
Spoiler:

Spelbar Chunt
An elderly grizzled veteran of many conflicts large and small, Spelbar has wild mop of thick snow white hair atop his head and a thick white beard. His back is slightly best and he walks with a slight limp. Spelbar is gruff but protective of those he serves and serves with.

Kilo Kuthaunn
A slim brown haired 17 year old man with short hair and a tired demeanor. His hazel eyes seem to study everything around him at once, somehow seeming intently focused at the same time. His face is nearly constantly smudged with the evidence of his career and his rough hands frequently sport small burns from shop mishaps. He dresses simply, usually in rough leather tunics and aprons. He stands about 6 feet tall though his height is usually hidden, hunched over a workbench.

The Black Merlin
True to the coloring of his namesake, the majority of the Black Merlin's regalia is stained near black. A white and black painted chain shirt protect his torso. A cowl with a short steel beak covers the top half of his face and flows into a mid-length cape, attached at the wrists, giving the illusion of a falcons wings when spread. At his hip is a carefully etched pistol, carved in an overlapping series of feathers, swept toward the barrel.

Radnaick's Rifles
This storefront's once upscale facade has been repaired as best as possible. The windows are still boarded, repairs outside of the budget at this time. Functional shelves and a serviceable counter have been recently installed but stock is currently very limited.

Past the counter, through a separating door, lies a decently sized workshop. Clearly encompassing more space than the owner can currently fill. Damaged and near broken bins and shelves hold the shops meager supply of raw materials.