Full Name |
Uriah Haymer |
Race |
human (Taldan) gunslinger (musket master) 2 || hp 20/20 || AC 17, touch 15, flatfooted 15 || |
Classes/Levels |
Perception +7, Sense Motive +2 || Fort +5, Ref +7, Will +2; +2 vs. curse, fear, and emotion effects while wielding a firearm || CMB +3, CMD 18 || Init +4 || Picture |
Gender |
Male |
Size |
Medium, 5'9", 175lb. |
Age |
29 |
Alignment |
LN |
Deity |
Abadar |
Location |
Absalom |
Languages |
Common |
Strength |
12 |
Dexterity |
18 |
Constitution |
14 |
Intelligence |
12 |
Wisdom |
14 |
Charisma |
7 |
About Uriah Haymer
Uriah Haymer
Male human (Taldan) gunslinger (musket master) 2
LN Medium humanoid (human)
Size 5'9", 175lb.; Age 29
Init +4; Senses Perception +7
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DEFENSE
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AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex, +1 dodge)
hp 20 (2d10+4)
Fort +5, Ref +7, Will +2; +2 trait bonus vs. curse, fear, and emotion effects while wielding a firearm
Defensive Abilities nimble +1
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OFFENSE
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Speed 30 ft.
Melee dagger +3 (1d4+1/19-20) or longsword +3 (1d8+1/19-20)
Ranged mwk musket +7 (1d12/x4) [range increment 40 ft., misfire 1–2]
Special Attacks deeds (deadeye, quick clear, steady aim), grit (2)
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STATISTICS
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Str 12, Dex 18, Con 14, Int 12, Wis 14, Cha 7
Base Atk +2; CMB +3; CMD 18
Feats Gunsmithing, Point Blank Shot, Precise Shot, Rapid Reload (Musket)
Traits Black Powder Fortune, Vagabond Child (urban) (Disable Device)
Skills Acrobatics +9,Climb +5, Craft (alchemy) +6, Disable Device +12, Knowledge (engineering) +5, Knowledge (local) +6, Perception +7, Sleight of Hand +8, Survival +6
Languages Common, Kelish
SQ gunsmith
Combat Gear wand of cure light wounds (CL 1, 50 charges), alchemist's fire
Other Gear leather armor, black powder (10), bullet (10), dagger, longsword, mwk musket, paper cartridge (20), bandolier, flint and steel, mwk backpack, flint and steel, gunsmith's kit, mwk backpack, mwk thieves' tools, powder horn, trail rations (2), waterskin
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SPECIAL ABILITIES
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Black Powder Fortune Uriah has little to fear when there's a gun in his hand. As long as he is wielding a firearm, he gains a +2 trait bonus on all saving throws against curse, fear, and emotion effects.
Deed: Deadeye (Ex) At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond his 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 he performs this deed.
Deed: Quick Clear (Ex) At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm he 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, he can perform quick clear as a move-equivalent action instead of a standard action.
Deed: Steady Aim (Ex) At 1st level, as long as a musket master has at least 1 grit point, he can take a move-equivalent action to increase the accuracy of a two-handed firearm. When he does, he increases the range increment of the firearm he is firing by 10 feet. This stacks with other abilities that increase his range increment.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
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 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. 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.
Modification for Pathfinder Society Play: Gunsmithing does not grant the ability to craft firearms, ammunition, or black powder. Rather, it allows the purchase of bullets, pellets, black powder, and alchemical cartridges (with 1 rank in Craft [alchemy]) at the listed reduced price, but does not grant a discount on the purchase of any firearm. Resold items gained through this feat are worth half the actual cost paid, not half the regular market value for the item. No PC can purchase a gun without this feat, even if they possess the Amateur Gunslinger or Exotic Weapon Proficiency (firearm) feats.
Killer Add weapon's critical modifier to its critical bonus damage.
Point Blank Shot Uriah is especially accurate when making ranged attacks against close targets. He gets a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot Uriah is adept at firing ranged attacks into melee. He can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on his attack roll.
Rapid Reload (Musket) The time required for Uriah to reload muskets is reduced to a standard action. Reloading a crossbow or firearm still provokes attacks of opportunity.
Vagabond Child (urban) (Disable Device) Uriah grew up among the outcasts and outlaws of his society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
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CHRONICLE BOONS
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Zamir slain The thakur of Jalmeray recognizes the great service you have done for his country and spreads the word of your deeds to the corners of the island. In any future encounter when dealing with a citizen of Jalmeray, you may gain a +1 circumstance bonus to any Diplomacy rolls made during that encounter. You may only use this bonus once per scenario.
Explore, Report, Cooperate You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Hydra's Fang Incident The Chelish Embassy of Absalom recognizes you for your outstanding service service to the Empire. You are given a boon that grants you one free use of the divination spell from a Cleric of Asmodeus. You can only use this boon in Egorian, Cheliax's diabolical capital city.
You Rescued the Minotaur Prince You rescued Nuar Spiritskin, the Minotaur Prince of Absalom and he is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.
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Adjusted ammo prices:
Alchemical cartridge, dragon’s breath — 20 gp
Alchemical cartridge, entangling shot — 20 gp
Alchemical cartridge, flare — 5 gp
Alchemical cartridge, paper (bullet or pellet) — 6 gp
Alchemical cartridge, salt shot — 6 gp
Black powder (dose) — 1 gp
Black powder (keg) — 100 gp, 5 lbs.
Firearm bullet (1) — 1 sp
Firearm bullet (30) — 3 gp; 1/2 lb.
Bullet, adamantine — 6.1 gp
Firearm bullet, pitted — 5 sp
Firearm bullet, silver — 2.5 gp
Pellets (handful) — 1 sp
Pellets (30 handfuls) — 3 gp; 1/2 lb.
Picture
PFS#: 23847-5
Faction: Grand Lodge
Starting XP: 4
Initial Fame: 7
Initial Prestige: 5
Start GP: 1415 gp, 6 sp
Trackables:
HP 20/20
Grit 2/2
Paper cartridges 20/20
Firearm bullets 10/10
Black powder 10/10
Wand of CLW 50/50
Sources used
Core Rulebook; Ultimate Combat, Ultimate Campaign, Ultimate Equipment