Leonard Kriegler

Wulfren's page

241 posts. Organized Play character for Derek Weil.


Full Name

Wulfren

Race

Human

Classes/Levels

Gunslinger (Musket Master) 3 | HP 28/28 | AC 17 T 14 FF 13 | Saves: F: +5 R: +6 W: +4 | CMD: 18 | Init: +5 Percep: +8 SM: +2

Gender

Male

Size

Medium

Age

30

Alignment

Neutral Good

Deity

Desna

Location

Absalom

Languages

Common, Shoanti

Strength 12
Dexterity 16
Constitution 14
Intelligence 13
Wisdom 14
Charisma 10

About Wulfren

Pathfinder Society #: 85794-11

XP: 7
FP: 13
PP: 11

Scenarios Completed:
#5-08: The Confirmation (1 XP, 2 PP)
#13: The Prince of Augustana (1 XP, 1 PP)
#23: Tide of Morning (1 XP, 2 PP)

#2-15: The Penumbral Accords (1 XP, 2 PP)
#6-05: Slave Ships of Absalom (1 XP, 2 PP)
#3-23: The Goblinblood Dead (1 XP, 2 PP)

The Slave Master's Mirror (1 XP, 2 PP)

Initiative: +5 (+3 Dex; +2 if at least 1 grit)
Perception: +8
Speed: 30/30

Defense
AC: 17 Touch: 14 FF: 13
(+3 Dex, +3 Armor, +1 Dodge)
HP: 28/28
Fort: +5
Ref: +6
Will: +4
CMD: 18

Offense
BAB: +3
CMB: +4

Ranged
Masterwork Musket +7 / 1d12 / x4 / B and P

Melee
Masterwork Cold Iron Longsword +5 / 1d8+1 / 19-20 / x2 / S

Abilities:
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.

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.

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.

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.

Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.

Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Traits:
Indomitable Faith: +1 bonus to Will saves
Dangerously Curious: +1 to UMD and it's a class skill

Feats:
Point-Blank Shot (1st)
Precise Shot (Human bonus)
Gunsmithing (Gunslinger bonus)
Rapid Reload (muskets) (Archetype bonus)
Deadly Aim (3rd)

Skills:

Class skills in bold
-1 Armor Check Penalty included

Acrobatics +6
Appraise +1
Bluff +4
Climb +5
Craft: Alchemy +5
Diplomacy +0
Disguise +0
Escape Artist +2
Fly +2
Heal +7
Intimidate +4
Know: Engineering +5
Know: Local +6
Perception +8
Perform +0
Ride +2
Sense Motive +2
Stealth +2
Survival +6
Swim +5
Use Magic Device +5

Equipment:
Backpack 2 lbs.
Bedroll 5 lbs.
Waterskin 4 lbs.
Rope, silk 5 lbs.
Trail rations (5) 5 lbs.
Alchemists' Fire (0) 0 lbs.

- GP - SP

Total weight:

Background: