The Cinderlander

Vayden's page

39 posts. Alias of Xzaral.


Full Name

Private Vadan

Race

Human

Classes/Levels

Musket Master 1 {HP 11/11 | AC18 FF14 T14 CMD16 | F/R/W 3/6/2}

Gender

Male

Size

Medium

Alignment

True Neutral

Languages

Common, Dwarvish

Strength 12
Dexterity 19
Constitution 12
Intelligence 12
Wisdom 14
Charisma 7

About Vayden

Current HP: 11/11

Basics:

HP: 11
Fort: +3 (2base + 1con)
Ref: +6 (2base + 4dex)
Will: +2 (0base + 2wis)
AC: 18 (10base + 4armor + 4dex) FF 14 T 14
BAB: +1
CMB: +2
CMD: 16
Inish: +4
Speed: 30'

Trained Skills:

The gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

Total=Ranks+Modifier+other

Acrobatics: 8=1+4+3
Appraise:
Bluff:
Climb: 5=1+1+3
Craft (Alchemy): 5=1+1+3
Craft (Trapmaking): 5=1+1+3
Diplomacy:
Disable Device:
Disguise:
Escape Artist:
Handle Animal:
Heal:
Intimidate:
Know(Arcana):
Know(Dungeoneering):
Know(Engineering):
Know(Geography):
Know(History):
Know(Local):
Know(Nature):
Know(Nobility):
Know(Planes):
Know(Religion):
Linguistics:
Perception: 6=1+2+3
Perform (???):
Profession(???):
Ride:
Sense Motive:
Sleight of Hand:
Spellcraft:
Stealth: 9=1+4+3+1(Trait)
Survival: 6=1+2+3
Swim:
Use Magic Device:

Feats:

Rapid Reload (Combat): Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.
Prerequisites: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).
Benefit: 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.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow or a new type of firearm.

Gunsmithing: You know the secrets of repairing and restoring firearms.
Benefit: 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.

Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat): You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Traits:

Bandit (the River Kingdoms): Since you were young, you’ve been a member of one River Kingdoms bandit gang or another.
Benefit: Choose one of the following skills: Escape Artist, Intimidate, or Stealth.
You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure anyway, you enjoyed a one-time benefit to your initial finances.
Benefit: Your starting cash increases to 900 gp.

Racial Abilities:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
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.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Gunslinger Abilities:

Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or 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 (Ex): 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.

Rapid Reloader: At 1st level, a musket master gains Rapid Reload (muskets) as a bonus feat.

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.

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.

Weapon Info:

MW Musket +6 Ranged, 1d12 (20/x4) [B & P, Misfire 1-2] Range 40'
Spiked Gauntlet +1 Melee, 1d4+1 (20/x2) [P]
Morningstar +1 Melee, 1d8+1 (20/x2) [B & P]
Dagger +1 Melee, 1d4+1 (19-20/x2) [P or S]
Dagger +5 Ranged, 1d4+1 (19-20/x2) [P or S] Range 10'

Ammo:

Bullets {1sp each, 60/lb} x 30
Black Powder {1gp dose, - } x 30
Paper Alchemical Cartridges {6gp each, - } x 10
Flare Alchemical Cartridge {5gp each, - } x 5

Equipment:

MW Musket (300gp) 9
MW Gunsmith Kit (50) 2
Powder Horn x3 (3gp each) 1 each
Ammo (143gp) .5
Chain Shirt (100gp) 20
MW Backpack (50gp) 5
Silk Rope 50' (10gp) 5
Ioun Torch (75gp)
Alchemist Fire (20gp Each) x2
Acid Vials (10gp Each) x2
Holy water (25gp Each) x2
MW Trapsmith Kit (50gp) 5

Background:

Vayden's a soldier for hire, a mercenary who knows only warfare. He killed his first goblin when he was 8, held down by his father while he slit it's throat. At 11, while his friends would go off exploring he was given military instruction. Age 15 he was sent to fight in his first war, a minor border skirmish with another kingdom.

Appearance: