Name : Makita Pantalion
Race : Human
Class : Pistolero (Gunslinger)
Level : 5
Alignment : Chaotic Neutral
Deity : None
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Age : 36
Gender : Male
Height : 6ÔÇÖ0ÔÇØ
Weight : 190lbs.
Skin: Tan
Hair : Black
Eyes : Grey
APPEARANCE DESCRIPTION
A once handsome hawkish man with steel grey eyes and meticulous black salt-and-pepper hair, Pantalion now has heavy scarring down the left side of his face and an unkempt appearance. He wears an eyepatch to cover his missing left eye. He wears black leathers and boots, with a black brimmed hat.
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ABILITIES
STR = 10 + 0 PB + 0 Level + 0 Racial + 0 Magic + 0 Age = 10 (+0)
DEX = 10 + 4 (5pts) PB + 0 Level + 2 Racial + 0 Magic + 0 Age = 16 (+3)
CON = 10 + 3 (3pts) PB + 0 Level + 0 Racial + 0 Magic + 0 Age = 13 (+1)
INT = 10 + 2 (2pts) PB + 0 Level + 0 Racial + 0 Magic + 0 Age = 12 (+1)
WIS = 10 + 4 (5pts) PB + 1 Level + 0 Racial + 0 Magic + 0 Age = 15 (+ 2)
CHA = 10 + 0 PB + 0 Level + 0 Racial + 0 Magic + 0 Age = 10 (+0)
HP : 55/55
HD: 5d10+5
Size : Medium
Speed : 30 ft.
XP :
Next Level At:
COMBAT STATISTICS
BASE ATTACK BONUS
MELEE
Total: +5
Base: +5
STR: +0
Misc: --
RANGED
Total: +8
Base: +5
DEX: +3
Misc: --
ARMOR CLASS
AC Total : 18
AC when Flat-Footed 14
AC vs Touch Attack 14
Base: 10
Armor: +4
Natural: +0
Dodge: +1
Dexterity: +3
Size: +0
Magic: --
Misc.: +0
INITIATIVE
Total: 5
DEX: +3
Misc.: +2
SAVING THROWS
Total Base Ability Misc Magic
FORT : 6 = 4 + 1 + 0 + 1
REF : 8 = 4 + 3 + 0 + 1
WILL : 4 = 1 + 2 + 0 + 1
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RACIAL TRAITS
Ability Adjustments: +2 Dexterity
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Gunslinger Add +1/4 point to the gunslinger's grit points.
CHARACTER TRAITS
Killer: You deal an amount of additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.
Reactionary: You gain a +2 trait bonus on initiative checks.
FEATS
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 GMÔÇÖs 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 firearmÔÇÖs 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 GMÔÇÖs 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 hourÔÇÖs 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: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Two-Weapon Fighting: Prerequisite: Dex 15.Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Quick Draw: You can draw weapons faster than most. Prerequisite: Base attack bonus +1. Benefit: 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.
Rapid Reload:Prerequisites: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm). Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Precise Shot: You are adept at firing ranged attacks into melee. Prerequisite: Point-Blank Shot. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard ÔÇô4 penalty on your attack roll.
CLASS ABILITIES
Weapon and Armor Proficiency
Pistoleros are proficient with all simple and martial weapons, and with one-handed firearms. They are proficient with all light armor.
Gunsmith
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (itÔÇÖs worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
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 itÔÇÖs 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 gunslingerÔÇÖs 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 gunslingerÔÇÖs 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 gunslingerÔÇÖs character level to 0 or fewer hit points does not restore any grit.
Nimble
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).
Bonus Feats
At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.
Pistol Training
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. At 13th level, a pistolero never misfires with a one-handed firearm.
True Grit
At 20th level, a gunslinger picks two deeds that she has access to and that she must spend grit to perform. She can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the gunslinger can perform this deed as long as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points.
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Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
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 is precision damage and is not multiplied if the attack is a critical hit. 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. This precision damage stacks with sneak attack and other forms of precision damage.
GunslingerÔÇÖs 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.
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.
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 gunslingerÔÇÖs size, the critical multiplier of this attack is 20/├ù2. 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.
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.
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.
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 shotÔÇÖs origin. On a miss, she damages the object normally.
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.
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 gunslingerÔÇÖs 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 ÔÇô5. 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.
Deadeye (Ex): At 7tH level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearmÔÇÖs first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the ÔÇô2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
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 gunslingerÔÇÖs 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 19ÔÇô20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
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.
Expert Loading (Ex): At 11th level, whenever the gunslinger rolls a misfire with a gun that has the broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.
Lightning Reload (Ex): At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.
Evasive (Ex): At 15th level, when the gunslinger has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her gunslinger level as her rogue level for improved uncanny dodge.
Menacing Shot (Ex): At 15th level, the gunslinger can spend 1 grit point, shoot a firearm into the air, and affect all living creatures within a 30-foot-radius burst as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the gunslingerÔÇÖs level + the gunslingerÔÇÖs Wisdom modifier.
SlingerÔÇÖs Luck (Ex): At 15th level, the gunslinger can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The gunslinger must take the result of the second roll, even if it is lower. The deedÔÇÖs cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.
Cheat Death (Ex): At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point.
DeathÔÇÖs Shot (Ex): At 19th level, when the gunslinger scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the gunslingerÔÇÖs level + the gunslingerÔÇÖs Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow.
Stunning Shot (Ex): At 19th level, when a gunslinger hits a creature, she can spend 2 grit points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the gunslingerÔÇÖs level + the gunslingerÔÇÖs Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.
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SKILLS
4 + INT +1 Racial = 6 + Favored Class = 6/LVL = 30 total skill points
Pistolero Class Skills
Acrobatics: 5 Ranks + 3 DEX + 3 Pistolero - 0 Armor = + 11 total
Bluff: 0 Ranks + 0 CHA = + 0 total
Climb: 0 Ranks + 0 STR - 0 Armor = + 0 total
Craft: Alchemy: 2 Ranks + 1 INT + 3 Pistolero = + 6 total
Handle Animal: 0 Ranks + 0 CHA = + 0 total
Heal: 3 Ranks + 2 WIS + 3 Pistolero = + 8 total
Intimidate: 0 Ranks + 0 CHA = + 0 total
Knowledge: Engineering: 0 Ranks + 1 INT = + 1 total
Knowledge: Local: 3 Ranks + 1 INT + 3 Pistolero = + 7 total
Perception: 5 Ranks + 2 WIS + 3 Pistolero = + 10 total
Profession: Military: 2 Ranks + 3 Pistolero + 2 WIS = + 7 total
Profession: Nobility: 0 Ranks + 2 Pistolero + 2 WIS = + 4 total
Ride: 3 Ranks + 3 DEX + 3 Pistolero - 0 Armor = +9 total
Sleight of Hand: 2 Ranks + 2 DEX + 3 Pistolero - 0 Armor = + 7 total
Survival: 1 Ranks + 2 WIS + 3 Pistolero = + 6 total
Swim: 0 Ranks + 0 STR - 0 Armor = + 0 total
Cross-Class Skills
Appraise: 0 Ranks + 1 INT = + 1 total
Diplomacy: 0 Ranks + 0 CHA = + 0 total
Disable Device: 0 Ranks +3 DEX - 0 Armor = + 0 total
Disguise: 0 Ranks + 0 CHA = + 0 total
Escape Artist: 0 Ranks + 3 DEX - 0 Armor = + 0 total
Knowledge: Dungeoneering: 0 Ranks + 1 INT = + 1 total
Linguistics: 0 Ranks + 1 INT = + 1 total
Perform: : 4 Ranks + 0 CHA = + 4 total
Sense Motive: 0 Ranks + 2 WIS = + 2 total
Spellcraft: 0 Ranks + 1 INT = + 1 total
Stealth: 0 Ranks + 3 DEX - 0 Armor = + 3 total
Use Magic Device: 0 Ranks + 0 CHA= + 0 total
LANGUAGES
Common
Bonus: None
Purchased:
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WEAPONS
Fortune and Glory, Dual Pistols: Having lost his ability to accurately fire his experimental rifle from long range, Pantalion modified his rifle into a one-handed pistol. Following much success with the new weapon, Pantalion eventually created a second to accompany the first.
Masterwork (+1 to hit) breech-loading rifled single shot pistols, Dmg = 1d8+1, Crit = x4, Range = 40ft, Misfire = 1 (5 ft.) Wt = 8lb., Price = 7,000gp
Alchemical Cartridges, Paper: This simple mix of black powder and either pellets or a bullet increases the misfire value by 1. Quantity = 160, Price = 960gp
Alchemical Cartridge, Flare: When a flare cartridge hits its target, it only deals half damage, but the creature struck is blinded for 1 round (Fort DC 15 reduces this to dazzled), and creatures within a 20-foot burst are dazzled for 1 round (Fort DC 15 negates the effect). Flare cartridges are also useful for sending up signal flares. Firing a flare cartridge increases the firearmÔÇÖs misfire value by 2 unless it is fired from a blunderbuss or a dragon pistol, in which case doing so only increases the firearmÔÇÖs misfire value by 1. Flares can only be used to attack single creatures; they do not work as a shot for a cone scatter attack.
Quantity = 20, Price = 100gp
Dagger: A dagger has a blade that is about 1 foot in length.
Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body (see Using Skills).
Dmg = 1d4, Crit = 19-20/x2, Range = 10ft, Wt = 1lb., Price = 2gp
PROTECTION
Mithral Shirt: This extremely light chain shirt is made of very fine mithral links. AB = 4, Max DEX = +6, AC = 0, Wt = 10 lb, 1100 gp.
EQUIPMENT
Endless Bandolier: Small loops sewn into this bandolier look like they can hold twenty alchemical cartridges (ammunition for a firearm), but due to a subtle bending of space can actually hold up to 60 cartridges. Additionally, the six thin pockets on the bandolier are extradimensional spaces meant to hold extra guns and gear. The four small pockets can each hold a one-handed firearm, 1 pound of ammunition, a powder horn, or a similarly sized object. The two large pockets are large enough to hold a two-handed firearm or a similarly sized object. The wearer can draw an item stored in the bandolier as easily as if from an ordinary ammunition pouch or holster. The bandolier weighs the same no matter what is placed inside it. Wt: 2lbs. Price: 1500gp
Adventurer's Outfit: This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat. Wt: 8lbs. Price: 10gp.
Gunsmith's Kit: This small kit has all the tools a person needs to create, repair, and restore firearms, except for the necessary raw materials. Without such a kit, you cannot properly construct or provide upkeep for firearms. Wt: 2lbs. Price: 15gp.
Powder Horn: Typically crafted from animal horn, but increasingly crafted from metal in a wide variety of shapes, a powder horn can hold up to 10 doses of black powder. A powder horn protects black powder stored within in it from exposure to fire, electricity, firearm misfires, and water. Wt: 1lb. Price: 3gp.
Bedroll: 1 sp, Wt. 5 lb
Canteen: Water 2 gp, wt. 1lb.
Contains 1/2 gal of water, wt. 4lb.
Hip Flask: Whiskey 1 gp, wt. 1lb.
Contains 1 pint of whiskey, 1 gp.
Flint and Steel: 1 gp, wt. --
Silk Rope: This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check. Price 10 gp; Weight 5 lbs.
Trail Rations: (5 days) This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling. 5 sp/day = 25 sp, wt. 5lb.
Deck of cards: A standard non-magical deck of cards. 1gp, wt. --
MAGIC ITEMS
Eye Patch of Resistance +1: An eye patch covers one eye and ties around the head. This garment offers magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will). Price = 1000gp
Potion of Cure Light Wounds: Cures 1d8 points of damage +1 point per caster level (maximum +5). Quantity = 1, Price = 50gp
Potion of Pass Without Trace: The subject or subjects of this spell do not leave footprints or a scent trail while moving. Tracking the subjects is impossible by non-magical means. Quantity = 1, Price = 50gp
TREASURE
PP:-
GP: 91
SP: -
CP: -
MISC.:
GEMS:
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Personality Description: Pantalion was once a very dashing, hubristic and charming man; well loved by both the soldiers and the women. However since his mishap he is now very quiet and apathetic, with very little flamboyance in either his personality or his operation.
Background: Every man, woman and child in the Empire knew the name Makita Pantalion, the legendary musketeer of the Imperial Army. Initially a mercenary for hire and one of the famed Dogs of War - elite mercenaries that only the most wealthy could afford - he was known for his sublime marksmanship and long-range assassination, as well as his womanising. It was rumored he could shoot a man between the eyes at 1000 yards with his highly customised flintlock rifle. The Imperial Army made him an offer he couldn't refuse when they became tired of their officers being picked off.
Pantalion became accustomed to the luxuries and trappings that came with a steady income and the glory of being a famed warhero, and slowly developed a very hubristic and narcassistic personality, although his charm and gallantry still left him enamored by his men (having risen to lead the First Imperial Rifles) and the ladies. It did not sit well with everyone however.
It was at one fateful battle that Pantalion's gunpowder had been switched with a highly explosive cocktail in an act of sabotage. Who was responsible or how they managed to tamper with Pantalion's custom rifle successfully is unknown, but it was an uncharacteristic lack of preparation and scrutiny that led to the rifle exploding in his hands, sending shrapnel into the left side of his arm and face. It was only the quick thinking of his gun squire Aldor, his most loyal and ardent fan, to put Pantalion's comatose form onto a horse and head for safety that saved him from being finished off by his would-be assassin.
Pantalion's recovery was slow and difficult. His gun squire had managed to get him to a monastery where the shrapnel was removed and wounds disinfected, but he lay in a deep sleep for a fortnight. When he awoke, he remembered only fragments of his previous life, his left eye was gone, and his left arm prone to frequent numbness. Although Aldor had filled the gaps in Pantalion's history and past events, and Pantalion remembered his gunsmithing enough to repair the rifle, Pantalion could barely hold his rifle steady with his numb arm, and his missing eye sorely ruined his aim. He was no longer the charismatic man Aldor once knew, instead prone to long bouts of silence, and outbursts of frustration regarding forgotten details and abilities. However he retained enough memory to adapt the rifle into a flintlock pistol that he could wield in one-hand, and muscle memory had left him adept at the use of other firearms still, if not long-range rifles.
Departing the monastery once well, Aldor and Pantalion could find no leads as to who might have been behind the assassination attempt, and did their best to hide Pantalion's identity lest he still be a target. Such a dramatic change of personality and scarred face did much good in distinguishing him from his past life, thankfully. What little coin the monks had given them gone, the pair were forced to resort to highway robbery to survive. All was going well until they were ambushed by a large group of mercenaries in hiding that had been employed by a lord who was becoming increasingly frustrated with his vassals being robbed. Pantalion managed to escape by the skin of his teeth, but could not prevent Aldor being killed.
Alone and constantly on the move, Pantalion eventually found safety and employment with a travelling group of troubadours and performers known as Circo Spectaculare as a trickshooter with the moniker of Marko Ribero, the Black Hawk. Always aware of the fact that he eventually may need to move on again, Pantalion kept a low profile and his distance from the other members of the troupe, and wondered whether to disappear again as they approached the outskirts of Avedon.