Luwraek Character in Toy Soldier Saga | World Anvil
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Luwraek

Luwraek

Android 7-Level Gunslinger (Pistolero)   Character Sheet
Luwraek Lawful Good
Character Name Alignment
Gunslinger (Pistolero) 12
Character Level
Android Small
Race Size
Male 64
Gender Age
2 ft 8 in 42 lbs
Height Weight
N/A sea green
Hair Eyes
Gareth
Player
- WhirlyBird
Deity Homeland
- 0
Domain/Oath/Patron/School XP


 
 
 
 
 
 
ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
11 +0 ( +0 ) +0
Dex
Dexterity
19 +4 ( +0 ) +0
Con
Constitution
16 +3 ( +0 ) +0
Int
Intelligence
18 +4 ( +0 ) +0
Wis
Wisdom
18 +4 ( +0 ) +0
Cha
Charisma
11 +0 ( +0 ) +0
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
125
0
0
Initiative
Dex
Modifier
+7
+4
+3
BAB
+12/7/2
ARMOUR CLASS
Total AC
Armour
Shield
Dex
21
+2
+0
+4
Size
Natural
Deflection
Misc
+1
+2
+0
+2
Touch
19
Flat Footed
17
Flat Footed + Touch
15
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +11 +8 CON +3 +0 +0 +0
Reflex +12 +8 DEX +4 +0 +0 +0
Will +8 +4 WIS +4 +0 +0 +0
Saving Throw Notes

Construct Resistance: Androids get a +2 racial bonus to resist disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels.
 

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+11 +12 +0 -1 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
25 10 +12/7/2 +0 +4 -1 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30ft
-
-
-
-
-
Languages

Elfin, Elven (Sidhe), Gnome, Dwarven, Goblin

SKILLS
CS Skill Total Ability Ranks Misc
Acrobatics +16 DEX+4 9 +3
  Appraise +4 INT+4 0 +0
Bluff +4 CHA+0 1 +3
Climb +5 STR+0 2 +3
Craft: Ships +19 INT+4 12 +3
Craft: Mechanical +16 INT+4 9 +3
Craft: Gunsmithing +12 INT+4 5 +3
  Diplomacy +0 CHA+0 0 +0
  Disguise +0 CHA+0 0 +0
  Escape Artist +4 DEX+4 0 +0
Fly +14 DEX+4 7 +3
Handle Animal* +0 CHA+0 0 +0
Heal +9 WIS+4 2 +3
Intimidate +0 CHA+0 0 +0
  Knowledge: Arcana +4 INT+4 0 +0
  Knowledge: Dungeoneering +4 INT+4 0 +0
Knowledge: Engineering +13 INT+4 6 +3
  Knowledge: Geography +4 INT+4 0 +0
  Knowledge: History +4 INT+4 0 +0
Knowledge: Local +11 INT+4 4 +3
  Knowledge: Nature +4 INT+4 0 +0
  Knowledge: Nobility +4 INT+4 0 +0
  Knowledge: Planes +4 INT+4 0 +0
  Knowledge: Religion +4 INT+4 0 +0
Perception +17 WIS+4 10 +3
Perform: Salior +15 CHA+0 12 +3
Ride +10 DEX+4 3 +3
  Sense Motive +4 WIS+4 0 +0
Sleight of Hand* +11 DEX+4 4 +3
  Stealth +4 DEX+4 0 +0
Survival +11 WIS+4 4 +3
Swim +4 STR+0 1 +3

* only usable when trained (rank 1 and higher)
Skill Notes
gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str)
Feats

QuickDraw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

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.

Blind Fight: Reroll miss chances for concealment.
Improved Blind Fight: Total concealment is considered normal concealment
Point-blank Shot: +1 attack and damage on targets within 30 feet.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Out for Blood (Ex) (Dare) Active when out of grit. While this dare is active, your critical threat range with firearms (for gunslingers) or light or one-handed piercing melee weapons (for swashbucklers) increases by 1 (20/x4 becomes 19–20/x4, 19–20/x2 becomes 18–20/x2, and so on). This effect does not stack with similar effects that modify a weapon’s critical threat range.

Special Abilities

Construct Resistance: Androids get a +2 racial bonus to resist disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels.

Natural Plating: Androids have a metal plating that provides them with a +2 natural armor bonus to AC. Androids can still wear normal armor as can other races, however this plating also counts as metal for the purposes of a druid's armor limitation. Androids can be targeted by spells, powers and effects that affect objects made from metal, stone and wood.

Slam: Androids have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks.

Elemental Redundancy: The internal workings of these Androids are protected against common elemental damage, but at the cost of a redundant neural matrix. They still get a +2 racial bonus to resist mind-affecting and stunning effects, but have fire resistance 5, cold resistance 5 and electricity resistance 5.

Construction Metabolism: Androids have the following alterations to a normal humanoid's natural processes
Androids do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities.
Androids do not heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a Android repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious Android can repair itself.
All applications of the Heal skill while used on a Android are replaced with an appropriate Craft skill.
Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.

Traits

Gunslingers are proficient with all simple and martial weapons, and with One-Handed Firearms. They are proficient with all light armor.

WEAPONS
Name AB Critical Type Range Ammo Dmg
Pistol +1(1ifin30ft) x4 B/P 20 ft 1d8(+1ifin30ft)
Slam +0 x2 B Melee 1d3
Cutlass +0 x2 S Melee 1d4
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Lamellar cuirass +2 light 0 5% 8 lbs
Class Features

Pistol Training 2 (Ex): Starting at 5th level, a pistolero increases her skill with one-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a one-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. This ability replaces gun training 1 to 4.

Grit: 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:

(d) Ricochet Shot Deed (Grit) You can ricochet a firearm shot off the wall and still hit your target. Benefit: You can fire a shot at a wall or piece of solid terrain, and have it ricochet off. When you do, use the square immediately in front of the wall or piece of solid terrain to determine line of sight to a target, and this square is considered the new origin square of the attack. Use that square to determine the effects of cover, and your own square to determine the effects of concealment. You can make this shot as long as you have at least 1 grit point. When making this shot, you can spend 1 grit point to ignore the effects of all cover or concealment. You must choose to spend the grit point before you make the attack roll.

(d) Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level.

The cost of using this deed cannot be reduced with the Signature Deed feat, the true grit class feature, or any similar effect. This precision damage stacks with sneak attack and other forms of precision damage.


(d) Gunslinger Initiative (Ex) At 3rd level, 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.


(d) Pistol-Whip (Ex) At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

(d) Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.

(d) Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.

(d) Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot's origin. On a miss, she damages the object normally.

(d) Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally

(d) Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

(d) Deadeye (Ex): At 7th 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.

(d) Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

(d) Twin Shot Knockdown (Ex) At 11th level, when the pistolero hits a single target with two or more one-handed firearm attacks during her turn, she can spend 1 grit point to knock the target prone. She can choose to spend the grit point after the attacks are made.

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.

Nimble 3 (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).

  Lamellar cuirass Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S) 2 4 0 5% 30 ft 20 ft Cost: 15 gp Weight: 4 lb   https://aonprd.com/EquipmentWeaponsDisplay.aspx?ItemName=Pistol Pistol +1 Damage (S) Damage (M) Type Critical Range 1d8 Bludgeon, Piercing x4 20 ft Special: +1 to hit Cost: 1300 gp Weight: 2 lbs   Slam Damage (S) Damage (M) Type Critical Range 1d3 Bludgeon x2 Melee For when you just need it dead and have no more ammo     Cutlass Damage (S) Damage (M) Type Critical Range 1d4 1d6 S 18-20/x2 -- Special: -- Cost: 15 gp Weight: 4 lbs. a short, broad sabre or slashing sword, with a straight or slightly curved blade sharpened on the cutting edge, and a hilt often featuring a solid cupped or basket-shaped guard.
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A No-Nonsense gunslinger who had a bad mishap earlier in life that left him with a mostly mechanical body

View Character Profile
Character played by GarthVader121
Alignment
Lawful Good
Date of Birth
4575 AC
Children
Gender
Male
Eyes
Sea green
Hair
N/A
Height
5 Ft 8
Weight
260 lbs
Aligned Organization
Other Affiliations

Rescued!
25th, RoseMoon

So i finally got got outta the belly of this ship i was dragged off too, The Elves who took me had me in a cage manning the bilge pump keeping the ship from flooding full of water, Why they did that i have no clue the blasted helm was out of service and a Spindizzy Engine of that size is no easy feat to craft not to mention the cost. Glad that these other Elves with the navy found me, We setup and ambush and took out all of the assorted elves and managed to keep the some alive, From what i remember there was around 2 dozen or so. They commented on it being similar to something else they dealt with. Either way I'm just glad to have my gun back on my hip at this point and be out of the bloody water, Maybe I'll be able to join them in their travels and hopefully find the Elf who bestowed me my second life.

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