Gunslinger

Zinli Steelworker's page

416 posts. Alias of Ythiel.


Full Name

Zinli 'Firecracker' Steelworker

Race

Gnome

Classes/Levels

Gunslinger (Firebrand) (1) / Oracle (Battle) (1) / HP 18/19, AC 16/ T 14/ FF 13/ Saves: Fort +3, Ref +5, Will +3 (/+5 against illusion spells or effects)/ Perception +7, Init +3/ Grit 0/3/ Spells / Lvl 1: 4/4

Gender

Female

Size

Small (3'2", 44 lbs)

Age

59

Special Abilities

Keen Senses Gnome Magic, Obsessive, Illusion Resistance, Weapon Familarity/ Pres 1/1 / DanL 0/1/ GS 0/1/ Speak An 0/1/

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Common, gnome

Strength 9
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 12
Charisma 14

About Zinli Steelworker

Zinli ‘Firecracker’ Steelworker
Gnome, Gunslinger (Mysterious Stranger) (1)/ Oracle (Battle) (1)
Alignment: CG
Hair: Parakeet Green
Eyes: Lilac
Deity: Cayden Cailean
Init: +3; Perception +7
Favored Class: Gunslinger (+1 Skill)
Languages: Common, Gnome

Special Abilities:
Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
Gnome Magic: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Obsessive: +2 on Craft (weapons) checks.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks
Weapon Familiary: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Grit (Ex): (Charisma Modifier: 2 points at the start of each day)
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.

Wild Card (Ex): A firebrand uses her Charisma instead of Wisdom to determine the number of grit points she gains at the start of each day and to determine the DCs of her gunslinger deeds. A firebrand treats direct hits with her bombs as firearm attacks for the purpose of regaining grit (see the bombs ability on page 5). This ability works in all other ways like the gunslinger’s grit class feature.

Deeds:
Dragon Fire (Ex): A firebrand is a master of the volatile substance known as dragon’s breath. At 1st level, as a swift action, the firebrand can spend 1 grit point to add her Charisma modifier to the DCs of all dragon’s breath cartridges (Ultimate Equipment 42) she fires until the end of her turn. Her attacks with dragon’s breath cartridges misfire only if a 1 is rolled on two or more of the damage dice.

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.

Mystery: Battle

Revelations:

Lvl 1: Weapon Mastery (Ex) (Dragon Pistol): Select one weapon with which you are proficient. You gain Weapon Focus with that weapon. At 8th level, you gain Improved Critical with that weapon. At 12th level, you gain Greater Weapon Focus with that weapon. You do not need to meet the prerequisites to receive these feats.

Curse:
Blackened: Your hands and forearms are shriveled and blackened, as if you had plunged your arms into a blazing fire, and your thin, papery skin is sensitive to the touch. You take a –4 penalty on weapon attack rolls, but you add burning hands to your list of spells known. At 5th level, add scorching ray and flaming sphere to your list of spells known. At 10th level, add wall of fire to your list of spells known and your penalty on weapon attack rolls is reduced to –2. At 15th level, add delayed blast fireball to your list of spells known.

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DEFENSE
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AC: 16, touch 14, flat-footed 13 (+2 Armor, +3 Dex, +1 Small Size)
HP: 19
Fort: +4
Ref +5
Will +3 (/+5 against illusion spells or effects)
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OFFENSE
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Spd: 20 feet
Melee:
Attack Rolls: -4 Curse; +1 Size; +1 BAB = -2.
Add -1 (Strength) or +3 (Dex)

Gnome Pincher (-3/1d4/x2)
Ranged:
Dragon Pistol (+2/ 1d4/ Range 20 feet/ Misfire 1-2 (5 feet)/ Capacity 1/ x4)
14 Bullets, 4 Black Powder Doses, 2 Alchemical Cartridges (Dragon’s Breath)
Masterwork Throwing Axe (+2/ 1d4-1/10ft)
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Equipment and Money
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Starting Money: 300 PO
Combat gear:
Defense: Lamellar Cuirass
Offense: Gnome Pincher, Dragon Pistol, 30 Bullets, 20 Black Powder Doses, Alchemical Dragon’s Breath Cartridges (2), Masterwork Throwing Axe

Other possessions: Artisan's Tools (Common) , Alchemist Kit, Blanket, Bedroll, Bottle of Applejack, Gunsmith's kit, Flint and Steel, Masterwork Backpack, 2 Powder Horns (20 Doses), Soap, Trail Rations (2), 1 Manacle, 3x Quil-Pens (MW Throwing Darts – each one coated with Blue Whinnis Poison), Bottle of Brandy

Spare Money:
PP: 0
GP: 60
SP: 3
CP: 1
Other valuable:
Carried Weight: 32 lbs
Encumbrance:
0-30 (33) lbs: Light Load
31 (34)-60 (66) lbs: Medium Load
61 (67)- 90 (100) lbs: Heavy Load
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Statistics:
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Str 9
Dex 16
Con 14
Int 10
Wis 12 (8)
Cha 14

Base Attack: +1; CMB: -1, CMD: 12
Feats:
Low-Light Vision
Armor Proficiency, Light
Simple Weapons Proficiency
Martial Weapons Proficiency (+ gnome weapons)
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.)
Nimble Moves (Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.)
Orisons
Weapon Focus (Dragon Pistol)

Traits:
Unblemished Barrel : Your skill with firearms speeds your repair of such weapons. You gain a +1 trait bonus on Craft (alchemy) and Craft (weapons) checks, and it takes you only 30 minutes to remove the broken condition from a firearm.

Friend in Every Town: You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. Diplomacy is always a class skill for you.

Skills: Base 4 (+ 1 Bonus FC)
Acrobatics: +7
Craft (alchemy): +6
Diplomacy +7
Heal +5
Intimidate +6
Knowledge (engineering): +5
Perception: +7
Sense Motive +5

Background Skills :
Lvl 1: Knowledge (local): +5
Craft (weapons): +7

Lvl 2: Craft (alchemy) +1
Craft (weapons) +8

Languages (2): Common, Gnome

Spells:

Lvl 0:
Read Magic
Guidance
Spark
Light

Lvl 1 (DC 13):

Cure Light Wounds
Bless
Burning Hands

Background:

Zinli's obsession with weapons is somewhat of a family affair: her father is a former Mendevian crusader who turned to blacksmithing when he retired. She's been eager to learn the craft ever since she was old enough to hold the tools.
It was in the attic of her house that she found her first firearm - an old souvenir that her father had brought back from the battlefield, though he never managed to make it work. It took her months of tinkering before she could fire her first bullet, but as soon as she had her first whiff of black powder, she knew she had found her calling.

Zinli has been travelling Avistan for quite some time now, sometimes visiting, sometimes offering her services as a blacksmith or a mercenary when an opportunity arose, or her funds ran particularly low. Absalom has been offering plenty of both, and in the past decade, she's been perfectly content exploring the nooks and crannies of the Jewel of the Inner Sea, going from one activity to the next. Absalom is big and cosmopolitan enough of a city to allow her to meet some actual gunsmiths, and she dreams of opening her own firearm shop one day.

It would require much, much money than what she currently makes, though, and lately she's been longing for a mission big enough to fund her dream.

Personality and Appearance:
Zinli is rather tall, for a gnome, and slender. Her spiky green hair contrasts sharply with her pale, mint-coloured skin. Her eyes are of a light purple, but they’re rarely visible behind thick, strangely shaped goggles whose intricate frames she crafted herself in skymetal, adorning them with little gears. A subtle mechanism allows her to change the glass of her goggles, which are all tinted with a different colour -though it seems more of an aesthetic effect than a practical one. Used to getting covered in soot, she prefers comfy but unremarkable clothes, save for the leather belt she wears around her waist, which is covered in hooks. An empty, metallic pint engraved with a mastiff’s head is dangling from one of them marking her as a follower of Cayden Cailean; one powder horn, filled to the brim, is resting on each of her thighs; various tools of varying size and sharpness, some for smithing and others for alchemy, hang from the rest of the hooks, setting some confusion about what her trade is. Her weapon of choice, a dragon pistol she affectionately refers to as ‘Baby’, is typically resting in its leather holster on her right hip.

Optimistic, enthusiastic and prompt to smile, Zinli is quickly thrilled by something she hasn't experienced before -especially if it involves doing pretty cool things with her gun. Very curious and light-minded by nature, she shows patience and diligence only when something interests her greatly, to the point of getting hyper-focused on a project: she can easily spend hours glued to a smithy or an alchemist’s lab to get something right. When not working, Zinli is highly sociable, and her love for games and a good drink has earned her many a friend – mostly in taverns.

Few things can frighten her, and Zinli is astonishingly nonplussed by her daily dealings with highly unstable, potentially explosive weapons. She carries enough black powder on her person to blow up herself -and, potentially, others- to smithereens at the slightest mistake -something that seems to delight rather than worry her. A risk-taker to the core, Zinli is impulsive enough to alarm most non-gnomes with her highly dangerous lifestyle -and, amazingly, she has occasionally proven capable of making even gnomes feel uncomfortably unsafe around her. Many in Torch still remember the day she caused a fire in a tavern after a fellow blacksmith teased her into ‘proving’ her pistol really worked on a drunken dare, earning her the nickname ‘Firecracker.’