About Theodric Galadon
Male Human Gunslinger (Pistolero) 1
CG Medium Humanoid (Human)
Init +4; Senses Perception +6
AC 17, touch 14, flat-footed 13 (+3 armor, +4 dex)
Fort +3, Ref +6, Will +2 (+2 vs emotion and fear)
Speed 30 ft.
Melee Longsword +1 (1d8)
Ranged Pistol +5 (1d8)
Skymetal Smith You’ve long hoped to work with skymetal, and begin the game with a small metal bauble made of the skymetal of your choice—you made this item yourself. The item is nothing more than a valuable art object worth 100 gp. You can sell it to gain an additional 100 gp when creating your character, but if you keep it, your pride in its crafting grants you a +2 trait bonus on Will saving throws made against emotion and fear effects. You lose this bonus if you willingly sell or give up the item, but if it is destroyed or lost through no fault of your own, you retain a +1 trait bonus on such Will saves.
Gunsmith At 1st level, a pistolero gunslinger gains a pistol. Her starting weapon is battered, and only she 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.
Grit A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
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 At 1st level, when the pistolero hits 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. 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 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 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.
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 30 lb.
Money 16 GP 0 SP 0 CP
Theodric was born to a poor Taldan family in the small town of Ortalaca. His father Marcian, mother Pasara, and little sister Ionnia worked with Theodric on the family farm. He grew up learning how to work with the strength of his back and the sweat of his brow. It was hard work and sometimes they could barely get by, but Theodric had a loving family that supported each other and kept their values.
Marcian is an ex soldier and taught Theodric how to use weapons when he was old enough. From daggers to axes to bows and everything in between, Theodric learned how to hunt for the family and defend the farm from wild animals and bandits. He was better with a bow which turned out to be for the best since the family often was in need for food but had the good fortune to rarely be plagued by bandits.
As Theodric turned eighteen Marcian decided it was time his son joined him on a trip to Zimar for supplies. It was an exciting journey that helped to expose him to the world outside of the farm. They met many people on the road that grabbed the teen's attention as he learned there was much more to life than farming.
They arrived in Zimar and Theodric was enthralled by all of the wonders that a big city, even one focused on military presence had to offer. Marcian gave him some money along with a time and place to meet him, then let him explore the city on his own. Theodric bounced from corner to corner of the city, learning and experiencing everything he could in the city that he had lacked in a simple farmer's life.
During his explorations he stumbled upon an old dwarven smith who was selling odd colored metal statues depicting heroes and creatures. Theodric inquired about what the materials were he used, and with a smile the old dwarf told him it was skymetal that he shaped in Torch, and went on to tell Theodric about all of the wonders of scientific advancement and advanced metal shaping. He listened, enthralled by the ideas and finally begged to be given a chance to see how the metal was made. The old dwarf one upped him, saying he had a specific piece of sky metal that he could actually shape here, to a limited degree.
Theodric spent the next ten hours in a blistering hot forge shaping a small piece of pale green crystalline metal called noqual. The work was hard and the fire more intense than a normal forge, but after many hours of hard work Theodric had a piece of noqual in the rough shape of a horse. He was immensely proud of his creation, and when the old dwarf saw his pride and potential he went into the back and got out an old battered pistol. He told Theodric about others ways technology has advanced and that he believed the young human could get more use out of the old gun, showing him how it worked. He encouraged Theodric to pursue his passion, sending him off with a smile on his face.
Thinking about where he was in life and where he wanted to go, Theodric met back with his father and told him about what happened. Then he went on talking about the adventurers they had passed and told Marcian that he wanted to go to Numria and explore the rest of the world. The old soldier understood the hunger for adventure and gave Theodric his blessing, saying goodbye to his first and only son.
Theodric has spent the last two years making a zigzagged pattern towards Numeria, enjoying the life of a wandering adventurer. He made his cash working as a mercenary and bodyguard, occasionally getting into trouble with the local authority when he took on the role of a vigilante. Finally he arrived in Torch only to learn that the violet flame the city was named for had gone out, and with it his hopes of learning how to smith skymetal. When there was a call for volunteers to investiage into the matter Theodric was in the front of the line.
Appearance and Personality:
Theodric is a young adult human with obvious Taldan blood. He's tall and a bit lanky with deep brown eyes and a close kept beard. He wears a worn brown overcoat over leather pants and a shirt and vest, and he rarely goes anywhere without his old beat up ten gallon hat.
Theodric is a hot headed youth who likes to get involved in anything exciting. He's hungry for knowledge and exposure to the world. he also has very strong views on how the world should work and often "picks up the slack" when he believes local authorities can't handle something.