Zuri

Gunslinging Alkenstar Militia Exile

Description:

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Zuri Viridi
Male Human (Garundi) Gunslinger (Mysterious Stranger, Pistolero) 7
LN Medium Humanoid (human)
Init 10; Senses Perception +10


Defense

AC 19, touch 14, flat-footed 15 (5 armor, 4 Dex)
hp 43 (7d10)
Fort
5, Ref 9, Will 4

Offense

Speed 30 ft.
Melee Dagger 7/2 (1d4/19-20/x2) and
   Kukri 7/2 (1d4/18-20/x2) and
   Unarmed strike 7/2 (1d3/x2)
Ranged 1 Pepperbox +12/7 (1d8+5/x4) and
   Masterwork Pistol 12/7 (1d8+4/x4)

Statistics

Str 10, Dex 18, Con 10, Int 14, Wis 10, Cha 19
Base Atk 7; CMB 7; CMD 21
Feats Deadly Aim -2/4, Gunsmithing, Improved Initiative, Leadership (Base Score 11), Point Blank Shot, Precise Shot, Rapid Reload (Pepperbox)
Traits Pioneer (Survival), World Traveler (Knowledge [local])
Skills Acrobatics +14, Bluff +8, Climb +6, Craft (alchemy) +6, Diplomacy +7, Handle Animal +8, Intimidate +9, Knowledge (geography) +6, Knowledge (local) +8, Knowledge (nature) +6, Perception +10, Ride +8, Sense Motive +3, Stealth +16, Survival +11 (
13 to avoid becoming lost when using a Mapmaker’s Kit as you travel, 13 to avoid becoming lost when using this), Swim +6
Languages Common, Dwarven, Kelish, Osiriani
SQ deed: dead shot, deed: deadeye, deed: focused aim (
4), deed: gunslinger initiative, deed: gunslinger’s dodge (2 ac), deed: pistol-whip, deed: targeting, deed: utility shot, grit, pistol training (4, misfire value -2), stranger’s fortune (4/day), up close and deadly 2d6
Other Gear
1 Mithral Chain shirt, 1 Pepperbox, Alchemical cartridge (paper) (40), Alchemical cartridge (paper) (10), Black powder (50), Dagger, Firearm bullet (50), Kukri, Masterwork Pistol, Belt of incredible dexterity +2, Cloak of elvenkind, Handy haversack (186 @ 93.835 lbs), Headband of alluring charisma +2, 20 ft Measuring Cord, Belt pouch (11 @ 0 lbs), Compass, Fishhook (2), Flint and steel, Ink, black (2), Inkpen (2), Journal (2), Mapmaker’s kit, Paper (10), Powder (2), Powder horn (empty), Rope, Sack (empty), Scroll case (10 @ 0 lbs), Sewing needle, Shovel, folding, Signal whistle, Soap, String or twine (2), Torch (10), Trail rations (7), Waterskin (2), Weapon cord, Whetstone, 1543 GP, 3 SP, 4 CP

TRACKED RESOURCES

Alchemical cartridge (paper) – 0/40
Alchemical cartridge (paper) – 0/10
Black powder – 0/50
Dagger – 0/1
Firearm bullet – 0/50
Grit (4/day) – 0/4
Stranger’s Fortune (4/day) (Ex) – 0/4
Torch – 0/10
Trail rations – 0/7

Special Abilities

Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Deadly Aim -2/
4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Dead Shot (Ex) Use 1 grit, all att rolls vs 1 foe, hit if any of them do, higher dam with more hits.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Focused Aim (4) At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when sh
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Gunslinger’s Dodge (2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Targeting (Ex) Use 1 grit, full rd action to choose body part to hit for specific effects.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Leadership (Base Score 11) You attract loyal companions and devoted followers.
Mapmaker’s kit 2 Circumstance for Survival to avoid becoming lost.
Pistol Training (
4, misfire value -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
Point Blank Shot 1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don’t get -4 to hit when shooting or throwing into melee.
Rapid Reload (Pepperbox) You can reload fast with one type of Crossbow or Firearm.
Stranger’s Fortune (4/day) (Ex) Starting at 5th level, a mysterious stranger can ignore a firearm misfire a number of times per day equal to her Charisma bonus. She can use this ability as a free action. This ability replaces gun training.
Up Close and Deadly +2d6 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
Weapon cord Attached weapon can be recovered as a swift action.

Zuri was a member of a small group of Garundi that left their clan to find their own place in the world, coming to settle in the capital of the Mana Wastes, Alkenstar when Zuri was just a child.

Zuri and his best friend, Sefu, grew up fascinated by the Alkenstar Militia, and it was no surprise when both joined the gun-wielding militia, but everyone was surprised when Zuri shot and killed Sefu one day while on patrol. It was a complete and total accident, a trip on a rock combined with the rookie mistake of carrying his gun in hand when no threat was present. No one would believe him though, blaming him for a crime of cold blood over a girl that both boys had fancied recently. In the eyes of the government, and his people, he had not only killed, but he had killed a fellow member of the militia, and one of his clan.

Zuri continued to profess his innocence, but people never believed him. He was going to be executed for the crime of having to watch Sefu die before him because of his own stupidity. The night before his execution a guard came to him, and Zuri will never know why, but this guard claimed to believe him, and at great risk to his own career and life, let Zuri go. Zuri ran into the night, surviving the way his people had when on their own self-exile journey, living with the land. He’ll never know what became of that guard, or even his name, but Zuri knows that he owes him his life.

Zuri’s wandering has brought him to Brevoy, where he has signed up with the government there as an adventurer to carve out a new little kingdom in the Stolen Lands.

Kelo
Female Horse, Heavy
N Large Animal
Init
4; Senses low-light vision, scent; Perception 8

Defense

AC 15, touch 13, flat-footed 11 (
4 Dex, -1 size, 2 natural)
hp 19 (2d8
10)
Fort 8 (4 vs. hot or cold environments and to resist damage from suffocation), Ref 7, Will 3

Offense

Speed 50 ft.
Melee Bite (Horse, Heavy) 5 (1d45/x2) and
   Hooves x2 (Horse, Heavy) 0 x2 (1d62/x2) and
   Unarmed strike 5 (1d45/x2)
Space 10 ft.; Reach 5 ft.

Statistics

Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk 1; CMB 7; CMD 21 (25 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics 4 (12 jump, 8 to jump with a running start), Fly +2, Perception +8, Ride +4 (6 to stay in the saddle), Stealth 0, Swim +5 (9 to resist nonlethal damage from exhaustion)
Languages
SQ combat riding [trick]
Other Gear Bedroll, Bit and bridle, Blanket, winter, Feed (per day) (2), Fishing kit, Gear maintenance kit, Grooming kit, Mess kit, Military saddle, Mug/tankard, Pot, Saddlebags (8 @ 29.5 lbs), Shaving kit, Skillet, Tent, small, You have no money!

TRACKED RESOURCES

Feed (per day) – 0/2
Shaving kit – 0/50

Special Abilities

Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance 4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15
feet by sense of smell.

Lurk
Male Half-Orc Rogue (Scout, Skulking Slayer) 5
LN Medium Humanoid (human, orc)
Init 2; Senses low-light vision; Perception +9

Defense

AC 16, touch 12, flat-footed 14 (
4 armor, 2 Dex)
hp 41 (5d8
15)
Fort 3, Ref 6, Will 2
Defensive Abilities evasion, orc ferocity (1/day)

Offense

Speed 30 ft.
Melee
1 Greataxe 7 (1d125/x3)
Ranged Composite shortbow (Str 3) +5 (1d63/x3)
Special Attacks bold strike, scout’s charge, sneak attack 3d6

Statistics

Str 16, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Base Atk
3; CMB 6 (8 Stealing); CMD 18 (20 vs. Steal)
Feats Cleave, Grudge Fighter, Improved Steal, Power Attack -1/2, Surprise Follow-Through
Skills Acrobatics +9, Climb +12, Disguise +6, Escape Artist +1, Fly +1, Linguistics +1, Perception +9 (
11 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste), Ride 1, Stealth +9, Survival +6, Swim +2; Racial Modifiers 2 Climb, pass for human, scavenger
Languages Common, Orc, Osiriani
SQ rogue talents (combat swipe, surprise follow-through), underhanded maneuvers 3/4
Other Gear Masterwork Chain shirt, 1 Greataxe, Arrows (20), Composite shortbow (Str +3), Backpack (11 @ 20 lbs), Belt pouch (2 @ 4.88 lbs), Flint and steel, Rope, Torch (10), Waterskin, 244 GP

Special Abilities

Bold Strike (Ex) Sneak attack uses d8 when you charge with a two-handed weapon.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Grudge Fighter +1 attack and damage against creatures that attacked you in current combat.
Improved Steal You don’t provoke attacks of opportunity when stealing.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Pass for Human +2 (Ex) +2 to disguise checks to conceal half-orc heritage, with no penalty to appear as another race.
Power Attack -1/
2 You can subtract from your attack roll to add to your damage.
Scavenger 2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Scout’s Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Surprise Follow-Through When you are using Cleave, your second foe is denied its Dex bonus.
Underhanded Maneuvers +3/
4 Perform a dirty trick or steal maneuver when you could sneak attack.

Lurk was honestly a peaceful spirit when he was young, but the rejection of everyone he met drove him into the embrace of bandits and thugs, the only people that took him and accepted him for who he was. Then the men came and destroyed his bandit home. At first Lurk stayed away, watching the new people and the men that lead them. After a few months, he came to live in one of their towns, and found he was accepted, maybe begrudgingly on some people’s part, but he was accepted. Lurk realized he had found a place that he could feel a part of, and it was thanks to the men that destroyed the bandit fort. He would help them make this land a place where all could find a home.

Charger
Male Horse, Heavy
N Large Animal
Init 4; Senses low-light vision, scent; Perception +8

Defense

AC 15, touch 13, flat-footed 11 (
4 Dex, -1 size, 2 natural)
hp 19 (2d8
10)
Fort 8 (4 vs. hot or cold environments and to resist damage from suffocation), Ref 7, Will 3

Offense

Speed 50 ft.
Melee Bite (Horse, Heavy) 5 (1d45/x2) and
   Hooves x2 (Horse, Heavy) 0 x2 (1d62/x2)
Space 10 ft.; Reach 5 ft.

Statistics

Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk 1; CMB 7; CMD 21 (25 vs. Trip)
Feats Endurance, Run
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics 4 (12 jump, 8 to jump with a running start), Fly +2, Perception +8, Ride +4 (6 to stay in the saddle), Stealth 0, Swim +5 (9 to resist nonlethal damage from exhaustion)
Languages
SQ combat riding [trick]
Other Gear Bedroll, Bit and bridle, Mess kit, Military saddle, Pot, Saddlebags (6 @ 6 lbs), Trail rations (5), You have no money!

Special Abilities

Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance 4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15
feet by sense of smell.

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Bio:

Zuri was a member of a small group of Garundi that left their clan to find their own place in the world, coming to settle in the capital of the Mana Wastes, Alkenstar when Zuri was just a child.

Zuri and his best friend, Sefu, grew up fascinated by the Alkenstar Militia, and it was no surprise when both joined the gun-wielding militia, but everyone was surprised when Zuri shot and killed Sefu one day while on patrol. It was a complete and total accident, a trip on a rock combined with the rookie mistake of carrying his gun in hand when no threat was present. No one would believe him though, blaming him for a crime of cold blood over a girl that both boys had fancied recently. In the eyes of the government, and his people, he had not only killed, but he had killed a fellow member of the militia, and one of his clan.

Zuri continued to profess his innocence, but people never believed him. He was going to be executed for the crime of having to watch Sefu die before him because of his own stupidity. The night before his execution a guard came to him, and Zuri will never know why, but this guard claimed to believe him, and at great risk to his own career and life, let Zuri go. Zuri ran into the night, surviving the wway his people had when on their own self-exile journey, living with the land. He’ll never know what became of that guard, or even his name, but Zuri knows that he owes him his life.

Zuri’s wandering has brought him to Brevoy, where he has signed up with the government there as an adventurer to carve out a new little kingdom in the Stolen Lands.

Zuri

Off the Edge Trundell ChrisRevocateur