Gunnar Gunnarson

Race: Dwarf
Class: Gunslinger Archetype: Commando (Favored Terrain Urban)
Settlement Skills/Positions: Alchemist, Guardsman,
Alignment: Lawful Neutral
Religion: No Deity

Male, 60 yrs old, 4ft3in, 172lbs
Shocking red Hair, Eyes light brown
Hardened long features

Mother is alive and one younger sister. Lower born, in Ostivakia before it's founding. He scrabbled to make his way on the streets of Golden Hills until the war broke out, at which point he enlisted in the army. He found his way into the experimental sniper detachment and spent many years of the war striking deep into enemy territory and assassinating key military leaders. Once the war ended and he returned to Golden Hills he was appalled at the state in which POWs were being handled, effectively creating slave castes. He rallied against it many times before falling in with Lady Osta Blackhand's revolutionaries and fighting for the cause more overtly. He frequently assisted with planned riots, prison breaks, and raids. He ended up robbing a vault which belonged to his childhood friend and upon unfortunately being recognized having to escape the city and their bounty hunters.

Is a bit paranoid, constantly looking over his shoulder. Always looking for possible ambush spots, either for himself or his enemies. Loves working with mechanical and alchemical creations, particularly with the application of violence in mind. Spurns any deeper connections as a result of his troubled relationship with Issa Goldmane.

Complication: Troubled first love, Issa Goldmane, a noble lady from the dwarven Goldmane House of Pre-Revolution Golden Hills. When the revolution kicked off Gunnar and his love were on opposite sides theologically, and she was the one who eventually turned him in to the authorities making him have to flee the country before the revolution took hold and it became Ostivakia.

Conflict: Is trying to escape the reach of Dwarf hired Bounty Hunters/Assassins, but the Goldmane family is large and well-connected.
Drawback: Pride: Value loyalty above all things. When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Starting Gear: Mwk Rifle (1d10, Crit x4, Range 80ft), Alchemical Cartridges x10, Metal Cartridge x20, Alchemist's Fire x2, Bear Trap, Mwk Gunsmith's Kit for (Gunsmithing)
Skills: Acrobatics, Bluff, Perception, Sleight of Hand, Profession (Soldier), Craft (Alchemy) for making (Ammo), Stealth (not class skill); Knowledge Engineering, Craft (Traps)

Traits: Militia Veteran Black Powder Fortune Ambush Training
You gain a +1 trait bonus on checks with Profession Soldier, and it is always a class skill for you.
As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.
You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.

Special Trait: Urban Fighter - While in a city or built up area, you receive a +2 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit).
Unlock trait with story progress

Story Feat

Inerrant Justice (Story)
You will punish the guilty without letting any innocents be harmed as a result.
Benefit: Once per day, you can choose to take the maximum possible weapon damage die roll rather than rolling when you hit a foe that is unaware of you or considers you an ally.
Bonus dice, including from sneak attack, surprise attack, and Vital Strike, are rolled normally.
Goal: Decisively defeat or slay the offender without killing any innocents in the process. You can complete the goal after killing innocents if you receive an atonement spell.
Completion Benefit: You can use this feat’s benefit once per combat.
The slave trade in Ossia has ruined countless lives, and you are determined to seek out the grand slavemaster kingpin and eliminate him.

Character Sheet