
Roland
Male Human Gunslinger 6
Lawful Neutral
Init +6
Defense
AC: 22 ; Touch: 16 ; Flat-Footed: 18
HP: 53
Fort +7; Ref +9; Will +5
Offense
Speed 30
Melee: Pistol Whip - Melee attack (+0), 1d6 pistol/1d10 long gun damage
Ranged: Blunderbuss (+10), Fires in 15 foot cone, 1d8 damage
Revolver (+10/+5) can attack twice, holds 6 rounds, 1d8+4 damage
Double Hackbut (+10/+5) can attack twice, holds 2 rounds, 2d12 damage
Special Attacks
Deadly aim: -2 to attack, +4 damage
Precise shot: can fire into melee with no negative
Dragons breath: fires from blunderbuss, dc 15 reflex save for half damage, fire damage
Entangling shot: fires from blunderbuss, dc 15 reflex or entangled for 2d4 rounds
grit 5 points per pay, 5 point maximum
Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.
Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger's size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
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.
• Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
• Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, 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. On a miss, she damages the object normally.
• 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 ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
Statistics
Str 11, Dex 18(16+2 from belt), Con 14, Int 14, Wis 17, Cha 14
Base Atk +6/+1; CMB +6; CMD +20
Feats: Gunsmithing, Deadly aim, point blank shot, precise shot, extra grit,
acrobatics 8, bluff 5, climb 5, craft alchemy 5, handle animal 4, heal 8, intimidate 4, knowledge (engineering) 4, Knowledge (local) 4, perception 10, profession 4, ride 4, sleight of hand 5, survival 5, swim 5, stealth 10
Languages: common, elven, dwarven
Combat Gear: Double Hackbut, Revolver, Blunderbuss, Mythril Agile Breastplate,
Other Gear:
GP=3
SP=34
100 metallic cartridges (750)
Black powder keg (100)
2 powder horns (6)
100 bullets (10)
100 pellet loads (10)
10 Silver Bullets (2.5)
Gunsmiths kit (15)
Alchemist's lab (200)
Alchemy crafting kit (25)
Handy HaverSack (2000)
Deluxe Dungeoneering Kit (130)
includes two candles, chalk, hammer and 4 pitons, 50 feet silk rope, two sacks, three sunrods, four tindertwigs, everburning torch.
Bedroll (1sp)
Two bandoliers to hold cartridges (1)
3x Alchemical cartridge (Dragons Breath) (60)
3x Alchemical Cartridge (entangling shot) (60)
Healers kit (50)
Travelers outfit (1)
8x tindertwig (8)
Mule (8)
Cart (15)
Belt of Incredible Dexterity +2 (4000)
Light bringer dues (100)
That should have him finished.
Last edited May 5, 2016 1:09 pm