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Logan Dallas Race: Human Age: Thirty-Two Gender: Male Height: 5”11 Weight: 200lbs Profession: Gunfighter, formerly herdsman and adventurer
Skills Athletics: ★★★ Bluff: ★★ Craft (Gunsmith): ★★ Gather Information: ★ Knowledge (Religion): ★★ Perception: ★★★ Ride: ★★ Search: ★★ Sense Motive: ★★★ Spot: ★★ Survival: ★★★ Tumble: ★★ Use Rope: ★★★
Grit A gunslinger’s ability to perform daring and dangerous deeds is measured in his Grit. By showing true courage or, sometimes, ruthlessness, a gunman can acquire Grit and use it to perform complex maneuvers in the scope of a gunfight or adventure. A character can only have as many Grit points as they have levels. Logan has a maximum of five. Grit refills at the beginning of each day, and can be earned back once spent by incapacitating or killing foes and performing daring deeds (At GM's discretion to award).
Deadeye (Ex): At 1st level, the gunslinger can spend 1 grit point to also count rolls of 2 on each 1d4 rolled for a shot as a hit (Normally, a bullet only hits on a 1 when fired from more than ten feet away) for a full round. E.G.- Logan has 2 grit points. Logan wishes to fire his sidearm three times at his foe, who is thirty feet away. Logan expends 1 grit point, then rolls 3d4 (1d4 per shot) and rolls a 1, a 2 and a 3. Normally, only one shot would hit the opponent, because only a 1 on the 1d4 hits. Because of the spent Grit point, however, the second shot also hits. At the end of the turn, Logan is left with only a single Grit point.
Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. By spending 1 Grit point a gunslinger can move five feet or less to dodge behind close enough cover before being hit by a ranged attack.
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. They are as follows:
•Blast Lock: The gunslinger can fire his weapon and break a lock, pair of handcuffs, or similarly simple machine he shoots.
•Scoot Unattended Object: The gunslinger fires at a small unattended object within 30 feet. 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.
•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 cauterizes the skin it is applied to.
Aggressive Pursuit: at 4th level, a gunslinger can spend 1 Grit point to move twice his regular speed for one turn. If he is chasing down an opponent, he may end his movement with a diving tackle to catch on to, or take down said opponent.
Rapid Reload: At 5th level, a gunslinger can spend 1 Grit point to both expel his firearm's shells and fully reload in half a turn.
Rapid Unload: At 5th level, a gunslinger can spend 1 Grit point to shoot a maximum of six bullets in a turn and move (in a normal turn, a gunslinger can only fire a maximum of three and move). If a gunslinger does this, he must roll a 1d6 per shot rather than a 1d4.
Weapon Logan's weapon is a Colt Single Action Army revolver with a four and three quarter inch barrel. For ammunition, he uses buffalo load jacketed soft points which both penetrate thick skin and mushroom out once inside a creature in equal measure. At any given time when Logan has access to stores and money, he carries forty bullets on his person.
Logan can fire three rounds in a single turn if he chooses to also move more than five feet in that turn as well. If Logan does not move more than five feet in a turn, he can fire four shots. For every shot fired in a turn, Logan's player must roll a 1d4. If the 1d4 lands on a 1, the bullet hits the target. Any other number results in a miss.
Logan must spend an entire round reloading, or he can spend half a round reloading if he has three bullets or more remaining.
Gear Logan carries on him a slew of tools which aid him in his line of work, and in simple survival.
Knife: This twelve inch Bowie Knife is as dear a companion to Logan as his gun. Of masterwork quality, it has an enduring sharpness and is extremely difficult to break. Nearly the size of a short sword, Logan often uses it in his off hand to fend off melee attacks.
Rope: Tied to a loop in his slacks is Logan's forty feet of rope. He also carries rock-climbing gear enough to safely maneuver up steep rock faces or buildings.
Belt: Logan's belt buckle is damaged in a way which makes it very convenient for popping beer bottle caps.
Magical Pendant: A gift from a wandering mystic who taught Logan his religion, this pendant is shaped like a swirling flame and grants Logan's player the ability to re-roll a single post's worth of rolls once per in-game day. Logan is unaware of any specific boon granted to him by the item, and instead simply believes the pendant brings him luck.
History Logan was born to the illustrious Dallas family of gunmen. During his formative years he worked as a stablehand around his father's ranch learning history, riding, metalworking and knife fighting. When he reached the age of twelve, Logan was given his first gun: the very same revolver he uses today. At age thirteen Logan was intentionally abandoned miles and miles out in the wilderness of his barony and left to discover his own way home.
Like all Cavaliers, Logan succeeded.
The Cavaliers are an ancient order of gunmen to which Logan belongs. Cavaliers have used their guns and their wits to defend the poor and innocent for generations, and Logan's family produced some of the most famous Cavaliers on Bytopia, a Good Aligned outer plane.
On his eighteenth birthday, as is custom, Logan left his family home to wander Bytopia and the planes beyond. He sends money back home to his family every year or so, and it is only through these infrequent gifts that they know he is even still alive. That is the way of a Cavalier, however, who is banished from his home from the age of eighteen until he is forty, at which time he returns to have children of his own and pass on the order's ancient ways.
Logan, thirty-one, has lived through a fair deal of fights and adventure. Most recently, he spent a year in the city of Sigil during the Hard Times which followed its portal crisis. Though he was a solitary actor, Logan did his damnedest to protect innocent life and fight the overwhelming levels of crime in the city, albeit with a heavy hand. During this time he met two religious figures who confronted him on his violent ways and forced him to reconsider his wanton killing of those his order deemed wicked. The first was an ancient mystic and the second was a young oracle named Pheobe who predicted that, unless he curbed his violent tendencies and re-evaluated his code, he would one day be responsible for the death of his own first born son.
By the beginning of The Boom Logan is prepared to live in the Reclamation camp and to help the GPD and various heroes fight back the invasion of monsters and criminals.
At the same time, Logan has heard rumors that his elder brother, Fallon, was also in the City of Doors during the Hard Times, and that he was murdered. He believes the killer is still in the wilderness of the city somewhere, and Logan is very interested in finding him and avenging his sibling.
Recently, Logan has been followed by a dog who seems to constantly drip water from its shaggy coat. Its eyes are a disturbing crimson, though it seems friendly and occasionally accompanies Logan on his adventures.
The Vansin · Sat Oct 29, 2011 @ 06:05pm · 0 Comments |
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