Flint Gunson - Urban Ranger Musketeer

Race: Dwarf

Class/lvl: Ranger1

XP: .

Next: . Align: CG
Age:    Ht/Wt:  Gender: Male


Saving Throws
  [+. Con/+. Dex/ +. Wis]

Saving Throws:

TOTAL

Base

Abil

Magic

Bonus

Fortitude (Con.):

  6

+2

+4

+.

??

Reflex (Dex.):

  5

+2

+3

+.

??

Will (Wis.)

  0

+0

+0

+.

??

Ability Scores

Str:

14 +2

Int:

12 +1

Wis:

10 0

Dex:

16 +3

Con:

18 +4

Cha:

8 -1
 
 Wealth-gp

-4350

 HP: 10+4

14

Feats

1. Ex. Weap-firearm
2. Quick Draw

L1
L3
3.
4.
L6
L9
5.
6.
L12
L15
7. FavEnemy-Human
8.
Track
R1
R1
9. Wild Empathy
10.Quick LoadMusket
R1
R2 CSF
11. Find/Rem Traps
12. Fav.Com-?Bral
R3
R3
13.Far Shot
14.
R6 ICSF
12

Languages
common
dwarven
goblin

                     
                 

Armor

Natural AC

.

+ Bracer

.

Dexterity

.

FINAL AC:

.

Skills (6+1=7 points) Total Abil Ability Rank
 Acrobatics 3 Dex +3  
 Appraise  1 Int +1  
 Bluff -1 Chr -1  

 Climb

5 Str +2  

 Craft (firearms)

5 Int +1 1
 Diplomacy -1 Cha -1  
 Disable Device (N) 5 Int +1 1
 Disguise -1 Cha -1  
 Escape Artist 3 Dex +3  
 Fly 3 Dex +3  
 Handle Animal (N) --- Cha -1  
 Heal 3 Wis  0  
 Intimidate 2 Cha -1  

 Knowl (Arcana) (N)

--- Int +1  
 Knowl(Dungeon) (N) --- Int +1  

 Knowl (Engineering) (N)

--- Int +1  

 Knowl (Geograph) (N)

--- Int +1  

 Knowl (History) (N)

--- Int +1  
Skills (___points) Total Abil Ability Rank
 Knowl (Local) (N) 5 Int +1 1

 Knowl (Nature) (N)

--- Int +1  

 Knowl (Nobility) (N)

--- Int +1  
 Knowl (Religion) (N) --- Int +1  

 Knowl (The Planes) (N)

--- Int +1  
 Linguistics (N) --- Int +1  
 Perception 3 Wis 0  
 Perform -1 Cha  -1  
 Profession (N) --- Wis 0  
 Ride 3 Dex +3  

 Sense Motive

0 Wis 0  
 Slight of Hand (N) --- Dex +3  

 Spellcraft (N)

5 Int +1 1

 Stealth

7 Dex +3  1
 Survival 4 Wis 0  1
 Swim 5 Str +2  
 Use Mag. Device (N) 0 Cha -1 1
         
Weapon total magic feats Base Str Critical Dam
 Quadruple Barrel Pistol             *3  1d6/2d4/2d6
 Double Barrel Musket            *3 2d4/2d6/2d8
 Bayonette            *2  1d6
 +1 Dwarven WarAxe            *3 1d8/1d10

 

DOUBLE BARREL MUSKET
     (Masterwork Rifled Barrel)
     Cost 1550 gp
     Dam - S: 2d4; M: 2d6; L: 2d8
     Critical *3
     Range: 50 (*2 = 100)
     Wt: 12 lb
     dam type: bludge & piercing
     (Tome of Secrets, pgs 182-4)
BAYONETTE:
     Dam: 1d6
QUADRUPLE BARREL PISTOL
     (Masterwork Rifled Barrels)
     Cost: 2800
     Dam - S: 1d6; M: 2d4; L: 2d6
     Critical *3
     Range: 20
     Wt: 16
     Dam type: bludge & piercing
     (Tome of Secrets, pgs 182-4)
Want:
     Cloak of Elvenkind






Plan: Make him an Urban Ranger, possibly add in some Alchemy or Tinker to make ammo.  Switch to Sniper at higher levels once good Ranger skills exhausted.

Firearms (Iron Kingdoms rules)
The ability to use pistols, rifles and cannon is dependent on the character possessing the “Exotic Weapon
Proficiency” feat. “Small Arms” (meaning handguns and long guns only) should be added to the list of Exotic Weapons found on PH 99. “Cannon” should be added to the Exotic Weapons list as well, though a treatment of these heavy weapons will have to wait. Using a pistol or long gun in combat also requires a new skill: “Craft (small arms),” which is a class skill for Fighters, Paladins, Rogues and Warriors (DMG 39); it is unavailable to Barbarians. Craft (small arms) allows a character to reload a weapon, clear a misfire and clean a weapon to keep it in working order. It does not allow design or repair of small arms. Similarly, the reloading and maintenance of heavy blasting-powder projectile weapons requires Craft (cannoneer), which is an exclusive skill available to Fighters, Paladins and Warriors. It is considered a cross-class skill for Paladins.If the Craft roll succeeds, the weapon will be reloaded after the necessary actions are spent. If the roll is failed, or if a multi-round reload in progress is disrupted, the reloading process must begin anew. If the roll is failed by 5, the reload is fumbled and the ammunition is ruined. Lastly, all reload actions provoke attacks of opportunity

Urban Ranger (Pathfinder Advanced Players Guide, pg. 129)
For the urban ranger, the streets and sewers of the city are just as dangerous as the barren wastelands or the deep forests. An urban ranger has the following class features.
Urban Ranger: At 1st level, an urban ranger adds Disable Device and Knowledge (local) to his list of class skills and removes Handle Animal and Knowledge (nature) from his list of class skills.
Favored Community (Ex): At 3rd level, the urban ranger forms a bond with a community. While inside the limits of this community, he gains a +2 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks. An urban ranger traveling through his favored community leaves no trail and cannot be tracked (although he may leave a trail if he so desires). At 8th level, and every five levels thereafter, an urban ranger may select an additional favored community. In addition, at each such interval, the skill bonus and initiative bonus in any one favored community (including the one just selected, if so desired) increases by +2. For the purposes of this ability, a community is any settlement consisting of 100 or more individuals. The community may be larger than this minimum. Outlying farms, fields, and houses are not considered part of a community. This ability replaces favored terrain.
Trapfinding (Ex): At 3rd level, an urban ranger can find and disable traps, as the rogue class feature of the same name. This ability replaces endurance.
Push Through (Ex): At 7th level, an urban ranger is never slowed by difficult terrain in his favored communities. In addition, he can move through the space occupied by local citizens as if they were allies. This does not apply to creatures intent on harming the ranger. Areas that are enchanted or magically manipulated to impede motion, however, still affect him.
Blend In (Ex): An urban ranger of 12th level or higher can use his Stealth bonus in place of a Disguise skill check in any of his favored communities. This disguise does not take an action to don. He must make a check whenever someone attempts to pick him out from the local citizens. If his check is successful, he blends into the crowd. While not invisible, enemies do not notice his presence and take no actions against him unless they are taking actions against the local citizens in general.
Invisibility Trick (Sp): At 17th level, the urban ranger can cast improved invisibility on himself as a wizard of his  ranger level as a swift action. He can use this spell-like ability a number of times per day equal to his Wisdom modif ier (minimum 1). This ability replaces hide in
plain sight.

RANGERS AND FIREARMS (Tome of Secrets, pg 185)
In addition to archery and two-weapon combat, rangers may choose the musketeer combat style at second level. If he selects musketeer he is treated as having the Quick Load (musket) feat (see pg 186), even if he does not have the normel prerequisites for that feat.
     At 6th level, when he gains the improved Combat Style class feature, he is treated as having the Far Shot feat, even if he does not have the normal prerequisites for that feat.
     At 11th level, when he gains the Combat Style Mastery class feature, he is treated as having the Precise Shot feat, even if he does not have the the normal prerequisites for that feat.
     As with the other combat styles, the benefits of the ranger’s musketeer style apply only when he wears light or no armor.  He loses all benefits of his combat style when wearing medium or heavy armor.


Quick Load feat  (Tome of Secrets, pg 186)
Choose a firearm (pistol or musket). You are trained in loading that weapon with lightning
speed. Prerequisite: Weapon Proficiency (firearm type chosen) Benefit: The time required for you to reload the chosen firearm is reduced to a move action. Reloading a firearm still provokes an attack of opportunity. Normal: Without this feat, loading a firearm requires a full-round action, Special: You can gain Quick Load multiple times. Each time you take the feat, it applies to a new type of firearm. A fighter may select Quick Load as one of his fighter bonus feats.

 

 

 

Rifleman Requirements
(from http://rampage.privateerpress.com/ironkingdoms/default.php?x=rules/prc/rifleman#Requirements)

To qualify as a rifleman, a character must fulfill all the following criteria.
Base Attack Bonus:
+5
Skills: Craft (small arms) 8, Spot 4
Feats: Exotic Weapon Proficiency (small arms), Weapon Focus (rifle), Point Blank Shot
Special: Ownership of at least 1 rifle. The potential rifleman must also find a willing mentor, as the skills of this class are trained, not developed innately.

Class Skills
The rifleman class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Blacksmith), Craft (Carpentry), Craft (Gunsmith), Craft (Cannoneer) (Int), Craft (small arms) (Int), Hide (Dex), Jump (Str), Move Silently (Dex), Ride (Dex), Spot (Wis).

Skills at Each Level:
4 + Int modifier.
Class Features
Weapon and Armor Proficiency: Riflemen are proficient in all simple and non-ranged martial weapons. Riflemen are proficient in all light and medium armor, but do not use shields. Riflemen who rely on stealth avoid wearing anything heavier than leather due to armor check penalties.
Far Shot: As a benefit of their special focus and training, riflemen get the Far Shot feat (PHB 84) automatically at 1st level. Those who already have this feat when becoming riflemen can pick from the feats listed below (under Bonus Feats)
Rifle Mastery:
Due to focused training, at 2nd level Riflemen are considered masters in the use of long guns (any firearm 2 feet or longer), gaining a +1 bonus to attack roll and damage. The +1 to attack roll stacks with the bonus from weapon focus, and the damage stacks with specialization (if any). The bonus damage is only applied within the initial range increment for the rifle. For example, a rifleman using a military rifle could add +1 damage within 200 feet.
Sniping Shot (Ex): Starting at 2nd level, a rifleman gains the signature ability to do a sniping shot. This full-round action can only be done with a long gun, and requires the rifleman to be outside point-blank range (over 30 feet away). Most importantly, a sniping shot can only be made if the target has no idea of the sniper's location. Most snipers use the Hide skill and concealment to gain a first shot against an unsuspecting target. An initial sniping shot allows time to aim, providing a +2 to hit bonus. A successful hit with a Sniping Shot is automatically treated as a critical hit threat (as if the sniper had rolled 19 or 20) and if the critical check succeeds the hit does critical damage per the sniper's level-based multiplier. (This supersedes the weapon's regular critical multiplier for purpose of this ability. If the attack roll actually was a 19-20, the weapon multiplier can be used if it is higher than the level based multiplier.)
     If the sniper is firing from a location with concealment and manages to remain hidden, he may try subsequent sniping shots. The target and any other allies are given a chance to Spot the sniper in an opposed roll at a +3 bonus against the sniper's Hide skill. If the sniper remains hidden and the target is still unaware of his location, another sniping shot can be executed. Each shot forces another opposed Spot check with a cumulative +3 bonus to Spot. The sniper can attempt to Move Silently and Hide at a different location to negate the cumulative bonus, providing they have not yet been spotted. Given reload time, trying to do several sniping shots in a row is not practical unless the rifleman has more than one loaded rifle at the ready. A team of snipers working in tandem and alternating loading, hiding and firing can take a heavy toll when ambushing an opposing force. Once the target knows the location of a sniper, this ability cannot be used although the rifleman can continue to fire regularly at the target.

Bonus Feats:
Starting at 3rd level and every third level thereafter, the rifleman can choose a bonus feat from the following list: Alertness, Ambidexterity, Combat Reflexes, Exotic Weapon Proficiency (Cannon), Expertise, Improved Critical, Lightning Reflexes, Mounted Archery (in this case applying to firearms), Mounted Combat, Precise Shot, Quick Draw, Rapid Shot*, Shot on the Run, and Weapon Finesse. Many of these feats have prerequisites and these prerequisites must be met.
* Rapid Shot
– Multiple shots per round with firearms are only possible in special cases, requiring either special firearms (such as dual-pistols as dual-rifles), or multiple pre-loaded firearms. In all cases reload time is a limitation and will prevent multiple shots in the same round from the same firearm unless reloading is not necessary. As an example, the only way to do 2 shots in the same round would be with one double rifle, or with a pistol in each hand, and an offhand weapon penalty would apply. The only way to do 3 shots would be with two pistols, one of which was a dual-pistol, etc. Even with multiple firearms, multiple shots aren't possible if they aren't instantly at the ready, as drawing a firearm is a move-equivalent action and prevents multiple shots unless the rifleman also has the Quick Draw Feat.
Rifle Melee (Ex):
Starting at 3rd level, a rifleman can swing the stock of his rifle using both hands to do 1d6 bludgeoning damage. He is trained to do this without risk of harming the firearm (unless striking at something as hard as stone—hardness 8). Further, the rifleman can decide whether this damage is regular or subdual without the usual penalties, so long as it is declared ahead of time. In addition, if a clamp device is affixed to the barrel of the rifle, he can attach a dagger and use the rifle as a bayonet—this is equivalent to a halfspear, doing 1d6 piercing damage but requiring both hands. If the rifle is loaded during a successful bayonet strike, the rifleman can fire the rifle into the target as a free action and hit automatically. Both attack forms are considered awkward but enable the rifleman to melee without switching weapons. Riflemen do not get weapon focus or rifle mastery attack bonuses when using either melee attack.
Salvage Ammunition:
Although all ammunition charges are designed for specific firearms, an experienced rifleman can salvage charges intended for one gun and adapt them to work on his own. The Salvage Ammunition feat is given free at 4th level (although the Rifleman must still meet the feat’s prerequisites.)
Hairtrigger (Ex):
Starting at 5th level, a rifleman holding a rifle at the ready which is already loaded receives a +4 bonus to initiative as if he had the Improved Initiative feat. This bonus does not stack with Improved Initiative, however.
Quick Load (Ex):
Through long practice and training, the 7th level rifleman learns to reload firearms faster than most. This only applies to his own firearms, or those with which he has had a great deal of practice and familiarity. The rifleman gets a +2 bonus to all Craft (small arms) rolls to reload, and can reduce reloading time by 1 standard action. If the weapon is already at 1 standard action, it is reduced to a move-equivalent-action. This can allow a rifleman to fire and reload in the same round if using a firearm that regularly takes one standard action to reload, given that he has not taken a move-equivalent action.
Gunsmith Expertise:
By 10th level most riflemen have such intimate familiarity with firearms that they excel as Gunsmiths. All riflemen with this ability get a +2 bonus to any skill checks involving Craft (Gunsmith), and can reduce the costs of materials involved in crafting firearms by 20%. Some veteran riflemen will work with dedicated professional gunsmiths to hone and personalize their weapons. Examples of modifications include: 1) Adding a simple double-lens device for magnified targeting, which grants +1 to attack rolls on aimed shots. 2) Customized stock giving perfect fit for a specific rifle wielder, granting another +1 bonus to attack rolls on aimed shots. 3) Customized harness straps allowing rifle to be brought to readiness quickly, giving +1 initiative. All of these modifications require a week to complete, paying a cost of 1/5 the total weapon price, a check at a DC of 25 and only provide their benefits for the person for which they were designed. A botched check on modifying a weapon means the firearm is damaged and is no longer functional until repaired.

Advancement

Level

BAB

Fort Save

Ref Save

Will Save

Special

1

+1

+2

+2

+0

Far Shot

2

+2

+3

+3

+0

Rifle Mastery, Sniping Shot (x2 critical)

3

+3

+3

+3

+1

Bonus Feat, Rifle Melee

4

+4

+4

+4

+1

Salvage Ammunition, Sniping Shot (x3 critical)

5

+5

+4

+4

+1

Hair-trigger

6

+6

+5

+5

+2

Bonus Feat, Sniping Shot (x4 critical)

7

+7

+5

+5

+2

Quick Load (small arms)

8

+8

+6

+6

+2

Sniping Shot (x5 critical)

9

+9

+6

+6

+3

Bonus Feat, Quick Load (cannons)

10

+10

+7

+7

+3

Gunsmith Expertise, Sniping Shot (x6 critical–max critical)

New Feats:
Salvage Ammunition [General]

This feat is the only non-magical way to convert ammunition fabricated for one gun to use in another. The only way new ammunition can be created is by a difficult magical & alchemical process.

Prerequisites:
Alchemy 2, Craft (Blacksmith) 2, Craft (small arms) 10, Ownership of a Gunner's Kit, and membership in either the Rifleman or Pistoleer prestige classes. NPC alchemists and gunsmiths can have this feat without the usual prerequisites. At a GMs discretion a PC of another class who spends considerable time training under a mentor can gain this feat if he meets the other prerequisites.
Benefit:
Via this feat, ammunition charges are disassembled into their components (two types of blasting powder, wrapper, projectile), and then reassembled to work with a different firearm. Along with measuring out and wrapping blasting powder charges, this process also entails altering the ammunition projectile. Use of this feat requires several hours (generally 1/2 a day) and allows salvage of anywhere from 10-100 charges. How many charges are salvaged depends upon the size of the old charges versus the size of the new. It is never possible to salvage 100% of charges as this process always results in loss, but larger charges converted to smaller results in greater salvage, while trying to make larger charges from smaller results in less salvage. The base is 70% salvage if converting charges for firearms of approximately the same size, represented by dice of damage. Therefore, if converting charges for a 2d6 pistol for another 2d6 pistol, 70% of charges are salvaged. Each increment in dice adds to or reduces from this by 10%, with a maximum salvage of 90%. For example, using this feat to convert 30 charges of Military Rifle ammunition (2d8) to Small Pistol (2d4) would result in 90% salvage, or 27 salvaged charges. Converting 30 charges of Small Pistol (2d4) ammunition to Military Rifle (2d8) ammunition would result in 50% salvage, or 15 salvaged charges. Cannon charges cannot be converted into small arm ammunition or vice versa, as these charges use slightly different alchemy. At the DM's discretion a rifleman with Craft (Cannoneer) can use this feat to salvage different sizes of cannon ammunition the same way as described above.
Normal:
Tampering with firearm charges without this feat will always fail, ruining the charges, and is also dangerous. Trying to take apart firearm charges has a 50% chance of exploding the charge, causing half the damage the charge would usually do if fired from a firearm to the person tampering, along with igniting anything flammable within 2 feet (including other charges, which would also explode).
Rifleman Equipment
Gunner's Kit
(100 crowns): This kit includes a number of tools useful for cleaning, disassembling and reassembling firearms. It also includes a scale for measuring blast powder, and some tools for altering firearm projectiles, and generally has a secure area for storing completed ammunition charges. Blasting powder is a magic item requiring an alchemist who is also a 5th level caster to prepare, so this kit does not allow the creation of blasting powder. This kit is required for the Salvage Ammunition feat.