Artemis Entreri

Volke of Alkenstar's page

1 post. Alias of Rowe.


Full Name

Volke

Race

Human

Classes/Levels

Gunslinger (Pistolero) 1

Gender

M

Size

M

Age

22

Alignment

NG

Languages

Common

Strength 10
Dexterity 20
Constitution 12
Intelligence 10
Wisdom 14
Charisma 7

About Volke of Alkenstar

Crunchy Bits:

Volke of Alkenstar
Male Human Gunslinger (Pistolero) 1
Neutral Good Medium Humanoid (human)
Init +5; Senses vision
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Defense
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AC 18, touch 15, flat-footed 13 (+3 armor, +5 Dex, +0 natural)
hp 11 (1d10 +1)
Fort +3, Ref +7, Will +2
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Offense
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Base Atk +1; CMB +0; CMD 15
Speed 30 ft. (30 ft. armoured)
Melee
Main: Battle Axe +1 (1d12 /20/x3)
Ranged
Battered Pistol +5 (1d8/x4)

Special Attacks
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.
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Statistics
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Abilities:
Feats: Gunsmith, Rapid Reload, Deadly Aim
Traits: Never Stop Shooting, Seeking Adventure
Skills: +9 Acrobatics, +4 Craft (Alchemy), +4 Knowledge (Engineering), +6 Perception, +6 Survival
Languages: Common
SQ
Equipment: Gunslinger’s Kit (26 gp)
This includes a backpack, a bedroll, a belt pouch, a flint and steel, a gunsmith's kit, an iron pot, a mess kit, a powder horn, rope, torches (10), trail rations (5 days), and a waterskin.

Studded Leather (25 gp)
Battle axe (20 gp)
Battered Pistol (Free)
50 Black Powder Doses (50 gp)
50 Bullets (5 gp)
Hot Weather Outfit (Free)
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TRACKED RESOURCES
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GP: 49
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Special Abilities
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Ability Name (Type) Description
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 thebroken 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.
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 herWisdom 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.
Gunslinger’s Dodge (Ex): 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 (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.

Up Close and Deadly (Ex) 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.
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 inCraft (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.
Seeking Adventure: You begin the game with your own wayfinder, a loan from your venture-captain. You’ve promised to pay your venture captain 500 gp for the wayfindersome day, but for now it’s yours to use. A wayfinder is a magical compass that grants you a +2 circumstance bonus on Survival checks to avoid becoming lost, and can be commanded to emit light as the spell (CL 5th) as a standard action.

Fluffy Bits:
Volke was born to wealthy family in urban Alkenstar. He had an extremely sheltered upbringing along with his best friend, his little sister Aera. Volke’s mother sent him to boarding school after Volke’s request to get out more, finally giving in that he was old enough to take on the responsibilities.
Volke went to the military academy where he trained extensively with a gun. His goal was to become a Marshal and defend the people from those with ill will towards Alkenstar. However, while Volke was away tragedy struck, the people of the city had a small riot, which involved burning down his family manor, with his family and sister within.
Volke promptly left the military academy and struck out on his own. He has a memento from his Aera, a small cog charm that hangs off of his gun as his good luck charm. Otherwise alone and without means, he departed for Absalom to join the Pathfinder Society which in the past brought stories of grand magic and adventure. With the society backing him he could adventure and build a life for himself to allow for him to defend those he loves.

Volke was sent from the lodge on his first real mission to Katapesh. While Volke believes in his ability to fire a gun, his abilities are otherwise untested. Not to mention coming from a land without magic to the grand market fills him with awe.

Volke is a 22 year old man, filled with equal parts naivety and gloom. He keeps his past wrapped up and his heritage a secret. A simple name, which is only potentially his real name, and his quiet manner make him seem unrelatable. Under it all, he has a good heart and a strong moral compass, which will no doubt test him in Katapesh.

Physically he is a bit on the slight side. He is subdued and appears fairly common. He wears simple leather armor and clothes. He has dirty blond hair cut short and green eyes. He is otherwise quite average, with average weight and barely above average height.