CRB is a repository of all the creative things that float through my mind about the RPG Pathfinder. Two major features are random character generation and building characters based on the god they worship. Anything that seems like it adds to the creative aspects of the game will pop up from time to time, including location descriptions, adventure ideas and even short stories. CRB won't just be my own creativity, it will open the floor to anyone who has an idea sparked by what I present to you.

Showing posts with label Gunslinger. Show all posts
Showing posts with label Gunslinger. Show all posts

Friday, August 18, 2017

Character 90 - Gribble

I love goblins almost as much as I love grippli. This week’s goblin is another non-evil one, for some reason the random rolls seem to love them. The stats left the character open to a number of options and with the high wisdom and the parents in a clergy it almost screamed wisdom-based caster. Being from a metropolis in the Mana Wastes left only the city of Alkenstar as the place of origin. Having a high dexterity means a ranged character, and the high wisdom means a decent grit pool. And so I went with the gunslinger, specifically the gun scavenger archetype.

Gribble


Although goblins are far more common in Avistan they’re not unheard of on the continent of Garund. In the Mana Wastes along with mutants, giants, and other monsters roam a handful of small goblin tribes. These goblins tend not to be as fecund as their Avistani kin and their tribes, and therefore their tribes are smaller.

These tribes tend to be scavengers, not just of items and technology but of language, culture, and religion. Some goblins follow in the protective nature of the calikangs while worshiping the gods of the giants or chittering away in the indistinct language of the sand krakens. A tribe that revels in the chaotic nature of magic can be found warring with a group of goblins that piece together the black powder technologies of Alkenstar.

Gribble was born to a family that was considered heretics even among the goblins. His parents were part of a cult that worshipped a storm giant god. These goblins began their worship by learning about Aegirran from a book—another taboo among the goblins—because there are no storm giants that call the Mana Wastes home.

His parents and other members of the sect were forcibly run out of goblin society. Some died in the purge. This number almost included Gribble who sustained a critical wound from a gunshot by one of the more tech based goblin tribes.

Although the sect was dispersed, Gribble’s father still worshiped in Aegirran’s name after moving into Alkenstar. The deity was so impressed with his father’s dedication that he became the first and only goblin cleric of Aegirran, and he was granted the ability to heal, which is what saved his son from death.

In Alkenstar Gribble’s parents set up a church to Aegirran in a ramshackle building that also doubled as their home. The goblins were considered an odd bunch; worshipping a deity of another race, who had domain over sailors in a landlocked nation. But they did good deeds and helped support the community, even taking in a young orphan Halfling that Gribble grew to know as his brother.

His closest confidant through growing up in Alkenstar was his brother. Although others thought it was weird Gribble could never think of him as anything less than true family. The duo was inseparable. His brother had lived on the streets for quite a few years before Gribble and his family took him in. The young Halfling was invaluable for learning about the other races and how best to live alongside them, as well as the ins and outs of the metropolis itself.

Since his brush with death, Gribble had fostered an interest in guns. Many goblins would have been scared of the thing that almost killed them, but not Gribble. He showed an intense curiosity for all things black powder, although being poor he could never afford anything as lavish as even a pistol. This interest led him to take up work as an assistant to an investor. Although his gizmos were far from guns they did employ gears, springs, and other moving parts.

Gribble made a deal with the inventor to keep his mechanical secrets but as time went on the goblin began to produce more and more of the man’s actual work. He saw the things he created get sold and money and accolades go to the inventor. In a fit of jealousy he told one client that the doodad he was buying was actually his invention, and told him how it worked, but the man wouldn’t believe a goblin. Gribble left his position and felt bad for breaking a promise, but the experience made him realize how hard it was to not be socially acceptable just because of his race.

The young goblin wanted to make a name for himself, he wanted people to know goblins could be helpful and kind. He wanted people to know goblins weren’t all dumb. He just didn’t convey these things well. He wanted to build a reputation, and his brother said he would help him, and so the two spent their time going around Smokeside trying to become heroes. Helping kittens out of trees and old ladies across streets was no way to do this, although it did net the two tramps access to some pretty interesting salvage.

Gribble took everything he learned from the inventor and his own studies and used the spare parts they found or were gifted to make his own gun. They also took payment in some flamboyant clothes, stuff two young boys thought befit a dashing hero. Gribble swore to make a name for himself as a great gunslinger, and his brother would sing his praises as his own personal storyteller.

The two wander the streets of Alkenstar but who knows if that’s where the adventure ends.

So how did you build your goblin? What class did you choose? Who was his Halfling brother? Why were his parents in a cult? How did is near demise come about?

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Friday, April 8, 2016

Character Exploration 32 - Orangus Tarth

Oreads: earth elemental blooded, usually thought of as slow and steady. This week’s random rolls saw our Oread as steady, with clarity of thought and purpose—but he is far from slow. He has a criminal past with a neutral outlook on life from the land magic forgot. With Alkenstar city being so close at hand this character just screamed gunslinger to me, so I rolled on the gunslinger table for some added info and took some alternate racial traits to really give him the closer-to-the-earth feel.

Firstly I replaced energy resistance acid, Oread magic, and earth affinity with ferrous growth, granite skin, and treacherous earth. So our Oread Gunslinger has actual stone-like skin, the ability to adjust rocky surroundings to more favorable conditions, and the ability to turn unworked non-magical iron into any object up to 10lbs. I imagine when he just needs that one last bullet he’s ready.

The roll on the Gunslinger chart was this:

Gunslinger Training: [Black Powder Presence] You grew up belittled and even beaten for not being the biggest or the strongest of your compatriots, family, or race. With no burgeoning aptitude for magic, you looked for some other way to exceed those who found superiority in brute strength—and you found it in gunslinging.

Orangus Tarth

Many people think of Alkenstar as the city of the future, filled with wonderful and dangerous creations, as well as a reliance on science instead of magic. Even the people of Alkenstar tend to consider themselves light years ahead of those who still rely on the arcane. But like any city, not every citizen lives a life of privilege and even Alkenstar has its slums and back alleys.

The family Tarth were residents in one of these seedier areas of the City of Iron where they plied their trade on the streets. Entertainers, both parents spend their days and sometimes nights as buskers, trying to make enough money to put food on the table. This left a young Orangus, and eventually his sister Telsia, on their own most of the time.

Telsia was ever the inquisitive type outgoing, and carefree. Whereas Orangus was quiet, introspective, and somewhat bookish. The young boy was also small and scrawny for his age, so much so that one would think Telsia were two years older than he and not the other way around. His sister’s nature meant that Orangus got a lot more attention than he wanted. Being small and noticed mean that he was picked on and easily pushed around.

When Telsia fell in with a bad crowd and started dating an older boy, this street rat took Orangus “under his wing.” What this relationship more meant was that  he was tricked or pressured into doing things he didn’t want to. When the children’s father died of a disease they couldn’t afford to cure, Orangus threw himself headlong into the gang’s activities. His mother felt she had lost not just her husband, but her son as well.

Orangus grew and when he hit puberty his growth spurt wasn’t so much in height as it was in bulk. His musculature increased, his body becoming thick and bulky. His changes didn’t end there either. The legacy of his father’s family took hold of itself and Organus’ skin became like stone, his sickly constitution replaced by a hardiness he had never felt before. And with this came the courage to break free of the gangs.

Telsia still ran with her boy, although their relationship had soured and she felt trapped. Orangus, however, could not leave without her and made to confront his former mentor. When the boy pulled one of Alkenstar’s renown pistols on Orangus, the earth elemental kin reached out his hand and warped the iron by his touch. Although not the stronger of the two men, Orangus was surprisingly quick and exceedingly tougher and he lay a beating in on his sister’s boyfriend, leaving him bloody with a warning to stay away.

Orangus hadn’t realized he took the weapon with him and a few minutes later the steel tube reverted to its original form. With far more confidence than he’d ever had and with his life at a crossroads, the young Oread took up the way of the gun as a means to make ends meet. Unsure as to where is life is heading, his only loyalty to his sister and mother, Orangus also has moral life choices to make after years caught up in the criminal underbelly of the city of guns and steel.

Is this how you pictured the barebones stats of our Oread coming out? If not how would you have done it? Maybe Gunslinger wasn’t your first choice, so what was? Tell us all what you would have made?

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Friday, February 19, 2016

Character 25 - Yvvietta Blunderpop

So our female Gnome with the high Dex and high Wis looked me in the eye and said I’m a Gunslinger. So who was I to argue? A roll on Gunslinger training chart got me a roll that has Gnome written all over it. I can just see the glee in a Gnomes sparkling eyes when the pop of black-powder weapon fires.

Gunslinger Training: [Shock and Awe] The sound and fury of gunfire is as potent a weapon as the pellets and bullets your weapon discharges. You live for the reflexive wince that others make when they jump at the sound of a firearm, and laugh heartily at the amazement you inspire in others with your cacophonous black-powder weapons.

(Trait) Startling Report

Yvvietta Blunderpop

The Five Kings Mountains, home to one of the largest populations for dwarves on the face of Golarion. And home to Yvvietta’s mother, and possibly father. Dwarves may seem dour and to lack the ability to have a good time, but as hard as they work Dwarfs also play hard and respect proficient entertainers. Yvvietta’s mother keeps the dwarves toes tapping as one of the most sought after singers in their small town.

One of the other traits dwarves are well known for is their xenophobia. Although most dwarves understand the need to deal with outsiders, some even welcome contact with other races. But those who do subscribe to the creed of isolationism are a very vocal minority. As a child Yvvietta was bullied for being different, for being not a dwarf. The young Gnome had only her mother to turn to but even she could not ease the pain the bright haired girl felt.

Although she followed in her mother’s footsteps, with a voice almost silky smooth, Yvvietta never felt the life of bard was for her. She had a fascination with all of the great dwarven inventions. If it had a lever, a gear or a pulley Yvvietta had a desperate need to understand how it worked. A regular around the workshops in the town, the gnome became an apprentice almost by default.

Yvvietta’s mentor was an older dwarf who was even from the Five Kings Mountains, having emigrated from Alkenstar to settle in the more traditional homeland of his people. He taught her everything she needed to know about mechanical devices and her zeal even got him to teach her about something he thought he’d left behind, guns. The elder dwarf wasn’t just a gunsmith in Alkenstar but he was a renown gunslinger in his former home, lessons which he taught the inquisitive young gnome.

With her new found martial ability Yvvietta wanted to put herself to the test and sought to join the town guard. She was rebuked from this goal for many reasons; being a gnome, distrust in firearms and the fact that many of the guards were those who bullied her as a child. Chided by these former bullies for her unorthodox style, the green-eyed monster of jealousy grew. Seeing those who despised her succeed where she wasn’t even given a chance drove her to take it out on these soldiers. Using the dwarves own need for tradition and law against them to get them dismissed from service.

Filled with regret Yvvietta made up her mind to take to the road. She swore to herself to uphold her personal code of honor as she sought to make amends for her faults. Like her mentor she trusted only in the gun, her faith coming from the thunder issued as fired. Always looking to better both herself and her weapon, a gift from her mentor the gunsmith.

And there you have it folks a disparate bundle of information turned into a living breathing character. For my further musings on firearms check out Loaded for Bear and my group of itinerant gunslinger worshipers of Lorris.


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Wednesday, January 20, 2016

Loaded for Bear - Firearms and You

Many GMs, players, or entire game groups are put off by guns in games like Pathfinder. There are a myriad of reasons, which I will touch on, but this article is going to be more about things you can add to a game with guns to give them more pop. Personally I’m a fan of early firearms in games, I’ve used them as a player and had players use them in games I’ve run as GM. I don’t think they should be a dime a dozen and purchasable at the corner weapons dealer, but I’m ok with them.

One of the biggest reasons people dislike guns, at least in pathfinder, is the firearms hit Touch AC. The thing is, they don’t just hit touch AC all day every day. It must be within the first range increment and most firearm ranges are pretty short: 20’ for pistols and 40’ for muskets. Later on they can get deeds which allow them to hit Touch AC farther out, but this is an expenditure of a resources, grit. Is it really such a big deal that firearms can hit Touch AC at further than one range increment when wizards can fling around ray spells that hit Touch AC, and often do more damage?

GMs who are closely familiar with the Pathfinder system may already be aware of some other mitigating factors that limit the impact of firearm use. One obscure and oft overlooked rule that directly affects firearms are those governing Soft Cover, and since gunslingers tend to be starved for feats, issues with Soft Cover and firing into melee (for a combined -8 to hit) may well plague them until mid to high level content.  A knowledgeable GM will also keep in mind that the feat Deflect Arrows and the spell Protections From Arrows both work against bullets and will occasionally equip their bad guys with these buffs, or with magic items that emulate them. Then there is the fact that even if you have the time to handcraft your own ammo, one shot of powder and a bullet costs 1.1 gold. Most low level gunslingers are only going to be able to afford a few rounds, meaning they aren’t always going to use their firearm in combat.

While the above tips may help to handle a perceived power imbalance created by the introduction of firearms into a campaign, there are still other issues often quoted by opponents of black powder weaponry.  Some take issue with what they see as the disruptive influence that firearms have in the atmosphere of a medieval magical campaign. This is different for each game world. Golarion is obviously not a full-on medieval world, although some areas of it emulate everything from the caveman stone age up to the industrial revolution era, with plenty of room for medieval feudalistic fun in between. 

In general, however, there are many indicators that put the overall time frame of Golarion well out of the medieval period. Among those are the size of many of the major cities, the prevalence of the written word and literacy, and the undeniably large number of sailing vessels, and wide ranging trade. This makes it feasible for a broad range of technological levels to exist concurrently in one adventure. Some gamers, however, play in a fully medieval setting and in this instance the reticence to allow firearms in your game is understandable. It is, however, worth noting that there were some basic firearms in Europe by the early 1400s and handheld firearms had become far more common by the late 1500s.

If we are going to be honest with ourselves, we have to realize that this is a fantasy game about killing dragons and such, and that it is inevitable that all games will contain some level of anachronism in play. Some of the same people who complain loudly about the inappropriateness of firearms in fantasy RPGs will include all sorts of other historical inaccuracies while omitting guns from their campaign. The rapier wasn’t invented until the early 1500s, and as a matter of fact it was almost a direct response to firearms becoming more common. Due to the ease of which heavy metal armor was pierced by a fired projectile, people took to wearing lighter armors that provided more maneuverability. With lighter armor coming into vogue the use of heavier swords diminished in favor of light quick weapons, therefore the rapier became a common weapon through the 16th and 17th centuries. So why include some anachronistic things and not firearms? The only real answer that I see is personal preference, which again is fine, but I believe should just be claimed as such and not lauded as “Historical Accuracy.”

Another large group of anti-firearms types would fall into the group I think of as “Fantasy Firsters”.  They believe that firearms destroy the atmosphere of a fantasy game and turn it into something else… something that is not fantasy. I’ll admit I am not honestly a fantasy writing historian, but it seems to me that the variety of works that fall under the fantasy genre are so great that firearms should not be excluded by default. I suspect that the gun, in the eyes of many, marked the end of the age of heroes.  Anyone could wield a firearm with minimal training and could use it to kill a knight in shining armor with little trouble. How amazing is a Wizard's Fireball when a grenade can do the same thing?  I would point out that if one wants to look to the true source of the end of such heroes, one should take a look at the crossbow, which was also able to pierce plate armor and could likewise be wielded by a commoner with little or no training. I would also point out that there is far more to the power of a Wizard than his ability to hurl orbs of fire. 

There ends up being many arguments over what constitutes “fantasy” and what does not. Some aficionados separate even the fantasy genre into many subgenres and I’ve seen it argued that the use of firearms in books of authors that I could consider fantasy are really not true fantasy but one bastard subgenre. So although I cannot claim a full understanding of the many rigid divisions that some place upon the fantasy genre, I can say that I think there should be a place for firearms within them, and I leave it to others with more knowledge (and time on their hands) to determine exactly how that place will be defined.

Does this mean you should allow guns in your game just because I do? Absolutely not. These are just my opinions on the subject and certainly not a hard and fast rule for every gaming group. I do think that if you consider R.A.W rulesets as your sole reason for allowing or disallowing them then you should at least be sure that you completely understand all the rules at play. With all of this considered, if you are still against them, then that is (as always) your right to play as you wish. If you’d like to see some interesting character ideas I had for gunslingers check out my Way of the Gun post about followers of Lorris.

For those of us who have accepted firearms into our games, I’d like to talk a little bit about some nifty things I’ve been reading up and a cool video on gunsmithing I found here. One of the things that amazed me is how difficult it is to make a gun. Even a specialized artisanal craftsman requires up to 300 hours to craft a weapon and was forced to import spring steel from a land that had access to high techfor the timesteel smelting capabilities. The craftsman was not only a blacksmith, but a carpenter, a brazier, an engraver, a tool smith, and several other things. On Golarion you have very few places that can make these kinds of guns, Alkenstar is one of the few that can produce them with any accuracy but even then mass production is out of the question and every one is a bespoke work of art.

The thing about making guns is that not only is every piece of every gun handcrafted, but every tool is handcrafted as well. If you managed to make it through the video you’ll see what I think is the most amazing early example of a drill press. One of the things they mention in the video is that a gunsmith will often add extra pieces with no mechanical use, but that are personalizations of his own pieces. This could be a very interesting addition to any game when players or NPCs recognize a gun by the personal additions added by the gunsmith.

The other thing about early firearms is that parts aren’t interchangeable. Nothing is mass produced, every screw is bespoke and will literally only work in the one screw hole on the gun because each thread is unique. A knowledgeable GM will use this information to color events like what happens during misfires, or how the gnomish experimental gunsmith or the gun scavenger archetypes make their weapons. Forcing things that shouldn’t fit together to fit together is not exactly an option when black powder is in the mix, and many hours of fine tool work may be needed for even the simplest repairs.

In my personal opinion firearms can add a lot to a fantasy game and I don’t think they should be ignored. My goal is not to force everyone to agree with me, but to at least have folks take a second look at firearms in their game if applicable. I’ll understand if you continue to not use them and wish you good gaming even if we disagree.

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Saturday, November 7, 2015

Way of the Gun: Itinerant Gunslinger's of Lorris



 It’s Saturday and it's time to talk about a god. For those of you who haven’t been a part of my explorations into the religions of Golarion, here’s how it works:

Imagine, if you will, you're making a character for a group. Your only instruction is that you must be a worshiper of a specific god. You do not need to be a divine casting class, although you can be, but the party’s purpose is working toward the goals of this specific divine being. I'd like not just a race/class combo, but a little bit about why the character would choose to dedicate themselves to this particular deity. Feel free to make up secret or not-so-secret orders within the church, or even sects outside of the church that you think might be interesting. With only this one piece of information that must be true, let your imagination go wild with the rest.

Today's god
Lorris, Neutral Good Empyreal Lord of charity, the disadvantaged, and volunteering.
Lorris’s Pathfinder Wiki page
Lorris’s Archives of Nethys Entry

The idea for this came from a group of characters that got put out as a test to see what we would build; four gunslingers who multiclass into something else. It got me thinking about what four gunslingers would be doing hanging out together? That spawned the idea for a Magnificent Seven style troupe, which of course is really just a retelling of Seven Samurai.

With the idea flourishing in my mind, I did something I don’t usually do in these Saturday explorations and worked my way backwards--A band of travelling gunslingers who end up in towns when they are needed most. I wanted to give them a connection that was more than just four random characters thrown together, a greater meeting as it were, and that’s when I found Lorris. A god of charity, of helping the disadvantaged. Sadly there are no Golarion gods with firearms as their favored weapon, but such is life.

Now that I’m actually writing this, I like to think of them as more of an A-Team. If you have a problem, if no one else can help, and if you can find them, maybe you can hire the… I admit this is where I have a problem with names, but you get the point.

There are legends on Golarion. Legends of massively destructive monsters, of deities wielding world-eclipsing power, and even of mortal men who seek to make the world a better place than the one they found. One such legend speaks of four men who walked out of the wastes of Numeria. Four men who travel the badlands to the bread basket of Brevory and through the chaos of the River Kingdoms. Four men whose sole goal in life is to help those who cannot help themselves.


The legend speaks of the leader of the group--a quick witted human with golden blonde hair and blue eyes that sparkle as if staring at the reflection of the sun on a crystal clear lake. It is said he has a flare for the dramatic and a mind that can run circles around even the greatest scholars. Some say he chose the life of a lawman wherever he was from, but was disillusioned by the corruption. Other tales say he was framed for some crime or another and fled. With a pistol in one hand and a rapier in the other, This man leads his troupe from the front, never backing down in the face of evil or oppression.

“Off we go lads, ol’ Vesta never met a target she didn’t like. Don’t want to live forever, do ya?”

(Human Investigator Steel Hound/Sleuth 2/Gunslinger (Mysterious Stranger) 1/Swashbuckler (Picaroon) 1/ investigator X)

Following this mythical leader into battle is a savage beast. Although his pronounced tusks and ridge brow give away his orcish ancestry, his ruddy and weather skin tone speak to his origins among the Numerian tribes. They say he is an outcast from one of the tribes that shunned technology. In the heat of battle during a giant raid he found a deformed and broken firearm in a pile of junk and used it to win the day. With no prior training he intuitively slapped together some scraps and forced the weapon to work, almost as if through the strength of his own determined will.

Although he loses himself in the heat of the moment, those who claim to have met the quartet say he is a gentle soul. He seems to take a particular shine to children, with practically a childlike demeanor of his own. But never forget that he is a savage killer, even if he has calms between outbursts.

“Ghuran put this um.. um this here. And that um.. whatever that is there. See and now lightning stick make big boom all the time.”

(Half-Orc Gunslinger (Gun Scavenger) 9/Barbarian (Savage Technologist) 11)

If the tales of the wild rages of the half-orc are to be believed, then so too must the tales of the stoic dwarf. Whereas many gunslingers, especially those who use a pistol, try their best to keep mobile, the dwarf lumbers through the battlefield in a full set of plate armor. Rumor says that he was a mercenary for many years, using his gun to make money from whoever paid the highest with no question or qualms. These days, like the others, he carries with him a holy symbol of the Empyreal Lord Lorris.

He never speaks of whatever change occurred--or anything really for that matter. Now, however, his gun has been imbued with holy might. Some say they have seen him smite a foul undead behemoth from 20 paces. Others say they’ve witnessed the stoic dwarf heal the injured with but a touch of his hands. There is no doubt in anyone’s mind that he has changed his ways, and his righteousness grants him some divine ability.

“...” (His gun does the talking for him)

(Dwarf Gunslinger (Gun Tank) 5/Paladin (Holy Gun) 15)


The last and possibly least (in size that is) member of the drifters is a gnome with wild eyes and a shock of red hair that looks like a roaring blaze when it blows in the wind. As is true of many of his people, the small scion of the first world is always inquisitive. Much like his half-orc compatriot his gun seems to be thrown together from whatever various oddments he could find. What people mistake as slapdash are the gnome’s ingenious experimentations. Even beyond his mechanical prowess, the wild-eyed gunslinger adds potent magical capabilities to his firearms.

“Magic is technology, technology is magic. Trust me, this is going to work wonders... But maybe you should stand back over there just in case.”

(Gnome Wizard (Spellslinger) 5/Gunslinger (Experimental Gunsmith) 5/Eldritch Knight 10)

When a small village is beset by bandits and there is no one else to turn to, the four unnamed gunslingers might just come over the horizon. Then you will know Lorris sees your plight and looks upon your town with favor.

And now that you’ve seen my followers of Lorris, who are yours? What character would you make that is devoted to the Savior Hound?

Monday, August 3, 2015

Character Four: Nerek Quickwhisper

pages with writing on them, the words Character Exploration, Pathfinder
Before we get into it here are the random rolls in case you forgot.

I was having a little writers block when I started this one so there is a chart I usually don’t roll on. All the classes before the Advanced Classes Guide (ACG) have a random chart. For our Halfling I went Gunslinger and that has a chart I rolled on.

Defining moment

Guns are inexorably linked to a moment where your life dramatically changed. Perhaps you were so sickly as a child that you couldn't turn a crossbow's winch or bend a bow, but firearms showed you that you could still hunt and fight. Perhaps you picked up a firearm in a desperate moment to help a wounded gunslinger and knew that you had just taken your first step along the same path. a firearm at your side instills in you a sense of purpose and destiny that no one can take away.
As with our previous gnome, I made some changes to the base race using the features in the Advanced Races Guide (ACG) and I also picked some traits so you can see where the characters is getting some of his flavor. For the record I love traits, they are really good at making each character unique.
Nerek Quickwhsiper

Halfling Gunslinger (Mysterious Stranger)

The Mysterious stranger lets me use Cha for Grit instead of Wis so it’s a no-brainer. I also switched out some racial abilities so the current ones are as follows. Plus the two starting traits

Fearless
Adaptable Luck
Swift as Shadows
Weapon Familiarity
Keen Senses

Traits

Silent Hunter

You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Black Powder Fortune

As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.

Nerek Quickwhisper son of the smith Arak Quickwhisper and Marita Thistledown. Born of a secret tryst between the two lovers. Marita was promised to local businessman Elspan Winterleaf but fell in love with Arak, Nerek's birth being the first proof of her dalliance. The bastard son of Arak drove Elspan who was also the leader of the local Halfling mafia into such a rage that he made an attempt to kill Arak but Marita sacrificed herself to save him. No one could ever link Elspan to the murder but everyone knew it was him.

Nerek's childhood was a happy one even without a mother. His father raised him well and doted on him, as he reminded him of his mother. Although Nerek was bright he still had a tendency to get in trouble by doing what the other kids told him to. He was good natured but a tad gullible. As a result there were punishments which toughened up the young Halfling considerably. Nerek made friends easy, even lovers although his absent mindedness meant his romantic relationships didn't last long.

It was in his late adolescence when he met Gilean Niblefingers and the two were almost inseparable. Gilean became the sounding board for all of Nerek's ideas, hopes and dreams. It was also from Gilean that Nerek learned what happened to his mother. Arak had never really talked about Marita's death it still saddened him, but he also sought to protect his son. Rightfully so as when Nerek found out that Elspan Winterleaf was thought responsible he went into a rage. Nerek's heart ached and he sought revenge.

The plan was simple, sneak onto what amounted to the Winterleaf estate and kill Elspan as he had killed Nerek's mother. For the first time even Gilean didn't know the plan, Nerek didn't want to get his friend in more trouble than he could handle. Nerek hunted his prey in the dead of night, sneaking past what little amounted to Halfling home defense. Nerek's natural agility made it easy, and he found himself right in the room of Elspan. Dagger in hand he looked over the snoring form, but couldn't do the deed. Angry and sad and hurt, murder was still not in his heart. So the distraught Halfling looked around and grabbed the strange thing off the night stand, he took Elspans gun, the gun that killed his mother.

Horrible at keeping secrets Nerek spilled his guts to Gilean the next day. Gilean being of good heart, and sounder mind then his friend made Nerek tell his father. Some harsh memories were dredged up that day, but Arak knew how Marita was killed and he knew this was the weapon that did it. Nerek vowed to never let it harm an innocent again, but to learn to use it for the greater good. The thing that took his mother would never bring fear to any again, especially not Nerek.