Grit/Deeds:
Grit 2
Up Close and Deadly (EX): +1d6 precision damage on hit, half extra dmg on miss (1 grit per d6).
Gunslinger's Dodge (Ex): when attacked from range, move 5', gain +2 AC against triggering attack OR drop prone (+4 AC) [not a 5-foot step, provokes attacks of opportunity]. (1 grit per 5')
Quick Clear (Ex): remove "broken" condition caused by misfire (standard act if have 1 grit, cost 1 grit if perform as move act)
Traits:
Fast Talker (social): +1 Bluff checks
Insider Knowledge (grand lodge): +1 Diplomacy checks, Diplomacy a class skill
Hatred: +1 attack vs goblinoids and orcs
Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype
Greed: +2 racial bonus on Appraise skill checks to determine the price of nonmagical goods containing precious metals or gemstones
Stubborn: +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. Get another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first.
Stability: +4 racial bonus to CMD to resest bull rush or trip attempt while standing on the ground.
Stonecunning: +2 bonus on Perception checks (unusual stonework). check to notice such features if within 10 feet, whether or not actively looking.
Weapon Proficiency: all simple, martial, firearms; any weapon with “dwarven” in its name
Eccentric even for a surface dwarf, Blackstone is the fourth son of a prosperous Janderhoff merchant. Though the caravan guards and ship's mates who accompanied the family on their travels tended to arm themselves with waraxes and crossbows, Talor armed himself a pistol he acquired from a gnomish cavalier that had been excommunicated from his order. From that moment on, Talor was considered an odd duck and was rarely entirely at ease in his work, though he greatly enjoyed the cosmopolitan lifestyle of a traveling merchant.
A number of factors have brought him to the door of the Pathfinder Lodge: First, Talor as no prospect of taking over the family business, outside of conveniently removing his brothers, and such an act is entirely out of the question, no matter how comfortable he had become with the old pistol he had acquired from that ex-cavalier. Further, he was already used to traveling from business trips with his father, and had heard of the Pathfinders on trips to and from nearby human cities. At last, after having seen the Grand Lodge on an extended trip to Absalom, Talor's thirst for excitement drove him to a life of adventure, and he signed up.
PFS Scenarios completed
First Steps, Part II
First Steps, Part III