Torgra Stigardsdam

Yantri's page

152 posts. Alias of Zorblag.


Race

Yantri Ironshield | Dwarf Gunslinger 2 | Speed 20ft | Active conditions: None | HP: 22/22 | Grit: 3/3 | AC: 17 (14 T, 13 FF) | CMB: +2, CMD: 15 | F: +4 R: +6 W: +3 | Init: +3 | Perc: +8 | Ammo: 17 Cartridges

About Yantri

Background:

Yantri Ironshield was a dwarf raised away from other dwarves. Other than her Uncle, Groltorn she was raised away from anyone of any race. Her uncle never told her why the two of them lived alone in their little cabin in the hills, but her earliest memories are of the delight in his returning from hunting or checking his traps with fresh meat.

When she grew old enough Yantri began to accompany her uncle on his trips and learned the skills she needed to track prey, forage for berries, hide from dangerous beasts, and generally make use of the land. Groltorn eventually brought her along on his rare trading forays with the local colony of gnomes, and it was there that she learned of alchemy and black powder.

Groltorn called both corruptions and would occasionally mutter about how much he had sacrificed to get away from such things, but no amount of admonishment from her uncle could keep Yantri from experimenting.

She had almost completed her first musket, working behind the cabin with makeshift tools late at night, when her uncle found her. His approach was silent, so when he thundered “What are you doing here!” she was so surprised her hands flew from their task and the lantern she was using for light was knocked directly into a bag of black powder.

When the smoke cleared, Groltorn was lying in the dirt, never to rise again, and Yantri’s face and body were a mess of burns and open wounds. She managed to pull herself into the cabin and apply the country heals she knew of, but the scars were there to stay, a reminder of how dangerous her obsessions could be.

After that, Yantri decided that she needed to learn more of the world. She packed what supplies she could from the cabin, visited the gnomish trading post to barter for new gunsmithing and alchemical supplies, and then made her way across the country.

She wandered without much purpose, taking what she needed from the land, and stopping to sell the pelts and hides in local inns as she came across them, ignoring the horrified stares every gave her terrible scars. She managed to cobble together a working musket after several attempts, but creating a meager amount of ammunition to make it useful took the last of the supplies she managed to scrounge together.

Out of gold, and with no better place to go, Yantri signed up to be a caravan guard for a man named Silas Gribb. She finds herself in Belhaim, the largest town she’s ever seen, uncertain of where her path will lead.


Race: Dwarf
Class: Gunslinger (Musket Master, PRPG UC) 2
Sex: Female
Alignment: Chaotic Good
Initiative +3 Perception +8
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Defense
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AC 17 TAC 14 FF 13
HP 22/22 Fort +4 Ref +6 Will +3
Special Defenses: +2 racial bonus on saving throws against poison, spells, and spell like abilities; +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
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Offense
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Melee
Machete (S) +2 (1d6/19-20 ×2)
Ranged
Masterwork Musket 'Penance' (B and P) +6 (1d12/ x4, Range 40, vs Touch if within 1 range increment), +7 (1d12+1/x4) when within 30 feet
Light Crossbow (P) +5 (1d8/19-20 x2, Range 80), +6 (1d8+1/19-20 x2) when within 30 feet
Space 5 ft.; Reach 5 ft.
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Statistics
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STR 10 (+0) DEX 17 (+3) CON 12 (+1) INT 12 (+1) WIS 16 (+3) CHA 8 (-1)
BAB +2 CMB +2 CMD 15
Move 20 feet
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Feats
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Point-Blank Shot (Level 1): +1 to hit and damage for ranged attacks within 30 feet
Gunsmithing (Gunslinger Bonus Feat): May create, repair, and restore firearms.
Rapid Reload (Musket) (Musket Master Bonus Feat): Reload your weapon quickly.
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Traits
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Alchemical Adept Magic: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don’t roll a natural 1, you don’t ruin any raw materials or have to pay that cost again.
Highlander (Hills) Regional: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.
Never Stop Shooting Combat: 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.
Scarred: An injury left you horribly, visibly scarred, making it more difficult for you to hide your true face, and also making most people distrustful of you merely due to your appearance. You take a –5 penalty on Disguise checks and a –2 penalty on Bluff checks.
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Skills
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Acrobatics: +7 (1)
Climb: +4 (1)
Craft: Alchemy +5 (+7 to craft) (1)
Knowledge: Engineering +5 (1)
Knowledge: Nature +2 (1)
Perception +8 (2)
Stealth +9 (2)
Survival +7 (1)
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Languages
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Common, Dwarven, Gnome
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Racial Traits
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Lasting Grudge: Dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1 racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer. This racial trait replaces defensive training and hatred.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
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Class Features
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Grit (3 max): 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.
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.
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.
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).
Favored Class Bonus: Reduce the misfire chance for one type of firearm by 2/4. (2)
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Equipment
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Combat Equipment: Studded Leather (+3 AC, +5 Max Dex, -1 ACP), Battered Musket, 17 Alchemical Cartridges, Machete, Light Crossbow, 10 Bolts
Crafting Equipment: Alchemy Crafting Kit, Gunsmith’s Kit
Potions: Cure Light Wounds x2
Mundane Equipment: Backpack, Bedroll, Flint and Steel, Mirror (Small, Steel), Silk Rope (50 ft), Signal Whistle, Waterskin x2, Whetstone
Treasure: 4 gold, 3 silver, 3 copper