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The White Shadow, Qadiran Pirate

Jazeera al-Zawree
Female Keleshite/Garundi Fighter 1/ Gunslinger 1
CG Medium humanoid (human)
Homeland Khatheer, Qadira; Faction Qadira; Deity Besmara
Init +4 Senses Perception +0
Languages Common

Defense

AC 17, touch 14, flat-footed 13
   (+3 armor, +4 Dex)
hp 16 (1d10+1d10+4)
Fort +2, Ref +6, Will +0

Offense

Speed 30ft.
Melee mwk rapier +7 (1d6+1 /18-20, x2)
Melee club +3 (1d6+1)
Ranged pistol +6 (1d8 /x4)
Ranged sling +6 (1d4+1)
Special Attacks Point Blank Shot, Precise Shot
Base Atk +2 CMB +3 CMD 17

Statistics

Abilities Str 13, Dex 18, Con 14, Int 10, Wis 10, Cha 12
Feats Exotic Weapon ProficiencyB, GunsmithingB, Point Blank Shot, Precise Shot, Weapon Finesse
Skills Acrobatics +8, Handle Animal +5, Knowledge (dungeoneering) +4, Knowledge (local) +4, Profession (sailor) +4, Sense Motive +1, Survival +5
SQ Deeds, grit

Special abilities

Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. Unless otherwise noted, a deed can be performed multiple successive times, as long as any appropriate grit is spent to perform the deed.
   Deadeye (Ex) A gunslinger can target touch AC 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) 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) 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.

Grit (Ex) Grit is a fluctuating measure of the gunslinger's ability to perform amazing actions in combat, both offensive and defensive. At the start of each day, a gunslinger gains her Wisdom modifier in grit points. Grit goes up or down throughout the day, but usually cannot go higher than the gunslinger's Wisdom modifier and regains grit in the following ways.
   Critical Hit with a Firearm Each time a gunslinger conf irms a critical hit with a firearm attack, she regains 1 grit point. Such a critical hit must be confirmed in the heat of combat. Confirming a critical hit on a helpless or unaware creature, or a creature that has fewer Hit Dice than half the gunslinger's character level does not regain grit.
   Killing Blow with a Firearm The first time a gunslinger reduces a creature to 0 or fewer hit points with a firearm attack during the course of a day, she regains 1 grit point. Such a killing blow must occur in the heat of combat. Destroying a target or other 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 regain grit.

Gun Training (Ex) A gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4.

Gunslinger Initiative (Ex) As long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Traits

Poverty Stricken +1 to Survival, Survival is always a class skill.
Deck Fighter Your long experience in compensating for the pitch and yaw of ocean-going ships grants you a +1 trait bonus on attacks of opportunity when fighting aboard a ship.

Equipment

studded leather armor, 1 pistol, mwk rapier
Consummables
   Alchemist Fire O O O O
   Black Powder Shots
      O O O O O     O O O O O     O O O O O     O O O O O
   Oil O O O O O     O O O O O    
   Scroll of cure light wounds O O O O




Non Core Book Items

Gunsmithing

You know the secrets of repairing and restoring firearms.
Benefit If you have access to a gunsmith kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need a 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 to restore a broken firearm with this feat.
Special If you are a gunslinger, this feat grants the following additional benef it. 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.
Society Adaptation crafting firearms is not allowed, and instead of crafting ammunition, they are considered to purchase mundane bullets, black powder, and paper cartridges at 10% of their normal prices. In order to gain the benefit of this feat, a gunslinger must purchase a gunsmith’s kit. Ammunition gained in such a way can only be resold for half its discounted price.

Source

Ultimate Combat Playtest v2, p. 7 / http://paizo.com/pathfinderSociety/resources

Firearms
Weapon Cost Dmg (S) Dmg (M) Critical Range Misfire Capacity Weight Type
One-handed firearms
Pistol 1,000gp 1d6 1d8 x4 20 ft. 1 (5ft.) 1 4 lbs. B and P
Two-handed firearms
Musket 1,500gp 1d10 1d12 x4 40 ft. 1-2 (5ft.) 1 9 lbs. B and P

Source

Ultimate Combat Playtest v2, p. 8

Basic Firearms Rules

Description

Firearm Proficiency: The Exotic Weapon Proficiency (firearms) feat allows you to use all of the firearms presented here without penalty. A non-proficient character takes the standard -4 penalty on attack rolls with firearms and increases all misfire values by 4.

Even though Exotic Weapon Proficiency (firearms) grants you proficiency with all firearms, when you take feats that modify a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one type of firearm (such as musket or pistol) for those feats to affect.

Range and Penetration: Armor, manufactured or natural, provides little protection against the force of a bullet at short range. When firing upon a target within a firearm's first range increment, the attack resolves against the target's touch AC. At higher range increments, the attack resolves normally (including taking the normal cumulative -2 penalty for each full-range increment). Unlike other projectile weapons, most firearms have a maximum range of five range increments.

Loading a Firearm: It's a standard action to load a one-handed firearm and a full-round action to load a two-handed firearm. Loading a cannon requires three full-round actions. Loading a firearm provokes attacks of opportunity. The Rapid Reload feat reduces the time required to load one-handed and two-handed firearms, but not cannons. Loading a one-handed or two-handed firearm typically requires one bullet and 1 dose of black powder. Siege firearms typically require a ball and multiple doses of black powder. Firearm ammunition cannot be treated with poison.

Misfires: If the natural result of your attack roll falls within a firearm's misfire value, your firearm misfires, even if you normally would have hit the target. When a firearm misfires, you miss the target and the firearm gains the broken condition. A broken firearm's misfire value increases by 4. If a firearm with the broken condition misfires again, it explodes. When a firearm explodes, the weapon is destroyed. Pick one corner of your square - the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Anyone within this burst (including the firearm's wielder) takes damage as if he had been shot by the weapon - a DC 12 Reflex save halves this damage.

Fire While Prone: Firearms, like crossbows, can be fired while the shooting creature is prone.

Source

Ultimate Combat Playtest v2, p. 8

Firearms and Ammunition

Description

Firearms come in one of two varieties for the purposes of this playtest. Each weapon uses a slightly different type of ammunition and loading either weapon requires a dose of black powder.

Black Powder: Black powder is the key explosive component within a firearm, but in larger amounts it can be even more destructive. A single dose of black powder is enough to power a single shot from most one-handed and two-handed firearms. Cost: 10 gp per dose.

Firearm Bullet: A firearm bullet typically takes the form of a small ball of lead or some other metal. A bullet that misses is destroyed. Cost: 1 gp per bullet.

Musket: This large firearm fires large-caliber bullets that have a much greater range than those fired from a pistol. A musket uses a bullet and a single dose of black powder as ammunition.

Pistol: The single-shot pistol is the most common firearm found in the Inner Sea region, although it's still rare enough to be an object of envy or curiosity to most. A pistol uses a bullet and a singe dose of black powder as ammunition.

Source

Ultimate Combat Playtest v2, p. 8

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