Avaan
Avaan
History:
Frontier: You gain access to the Frontier-Forged regional trait.
Noble Birth: You were born to privilege among the nobility. Unless one of your parents is the regent, your family serves a higher-ranked noble but lesser nobles serve your family in turn. You gain access to the Influence social trait and the Rich Parents social trait. Roll on Table 1–28: Nobility to determine your family’s noble rank.
Gentry: You are the child of a minor lord, lady, or noble with an income, hereditary land such as a manor, and titles. You likely grew up in a manor and your parents were paid tribute by peasants. Your parents serve a higher baron, count, or duke.
Mentorship/Patronage: A mentor or patron took an interest in your development and volunteered to train or sponsor you. This creature’s motives might not be entirely clear, but without its influence you would not be who you are. You gain access to the Mentored social trait.
Sacred Charge: Your gunslinger training is more than just martial skill—it’s a calling. Perhaps you are part of an elite group of guards serving and defending a temple or faith. Conversely, you might come from a land where firearms represent the pinnacle of your society’s advancement or are the last vestige of those who came before. Your sense of higher purpose allows you to fight on and keep firing when winning seems impossible. You gain access to the Never Stop Shooting combat trait.
The Mercenary: With this person, there was always a cost. No deed was done making a trade for something of equal or greater value. Whether this individual’s actions tended toward good, evil, or pure balance, he was always fair in his dealings. You respected this trait and it influenced your own philosophy. You gain access to the Mercenary social trait.
Cheater: You broke a rule, law, contract, or agreement for your own gain.
Justice: Unfairness and injustice are intolerable. Whenever you witness them, you feel compelled to act or speak out. When you’re personally wronged, you require appeasement—or revenge if you don’t receive it. You gain access to the Headstrong drawback.
Rich Parents: You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances—your starting wealth increases to 900 gp.
Never Stop Shooting: Even when the chips are down, you keep on 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 f irearm, reload a f irearm, or attack with a f irearm. 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. Reactionary:
Headstrong: You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don’t try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour.
HP: 12 Speed: 30ft With armor: 20ft
AC: Total:19 - 10 + 5 Armor Bonus + 4 Dexterity Modifier
Base save: 2
Fortitude: 2
Will save: 0
Standard Attack : !1d20 + 5
Base Attack: 1
CMD: Dex: 4 Str: 0 Att:1 = 15
CMB: Att: 1
Strength: 10 Modifier: 0
Dexterity: 18 Modifier: 4
Constitution: 14 Modifier: 2
Intelligence: 10 Modifier: 0
Wisdom: 16 Modifier: 3
Charisma: 9 Modifier: -1
Weapons: Mastercraft Pistol +1 Hit
Type: B/P Range: 20 ft Ammunition: 120 Damage: 1d8 Critical: 20x4
Long Spear
Type: P Range: Reach Damage: 1d8 Critical: 20x2
Armor: Kikko Bonus: 5 Type: Medium Check Penalty: -3 Spell Failure: 20%
Gear:
MasterCraft Pistol
Long Spear
Gunslinger Kit
Gunsmith Kit
Everburning Torch
Gp: Gold:366 Silver:9
Skills
((Base +7 to rolls?))
Acrobatics (Obtained)
Appraise
Bluff (Obtained)
Climb (Obtained)
Craft: Gunsmith (Obtained)
Craft
Craft
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal (Obtained)
Heal (Obtained)
Intimidate (Obtained)
Knowledge (Arcana)
Knowledge (Dungeoneering)
Knowledge (Engineering) (Obtained)
Knowledge (Geography)
Knowledge (History)
Knowledge (Local) (Obtained)
Knowledge (Nature)
Knowledge (Nobility)
Knowledge (Planes)
Knowledge (Religion)
Linguistics
Perception (Obtained)
Perform
Perform
Profession (Obtained)
Profession
Ride (Obtained)
Sense Motive
Sleight of Hand (Obtained)
Spellcraft
Stealth
Survival (Obtained)
Swim (Obtained)
Use Magic Device
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.
Deeds
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.
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.
Secret Regret (–1 CP): You regret the conflict, but go
to great lengths to keep it secret and try desperately to
forget it ever happened. Only you and maybe a select few
people know of your involvement in the conflict.
Exp:1410/3000