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About Boomer BellowpiperMale Dwarf Mechanist Gunslinger 1 XP:200 Initiative: +3
AC:16 (+3 studded leather, +3 dex)
CMD: 14 (+1 bab, +3 dex)
Hit Points: 11 Fort: +3,
Combat
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Melee +1 base (+1 BaB) Bowie Knife (Sawback Shortsword), +1 1d6, 19-20 x2 Light Hammer +1, d4, x2, 20' range Ranged
Blunderbuss, +4 1d8, x2 crit, 10' range/15 foot spread, 1-2 misfire. Combat Net +0, entangle Bolos +0 ranged trip Feats and Traits
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Skills
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Skill Points per level: 4 (Class), +2 int, +1 favored class
+6 Acrobatics (1 rank, +3 dex, +3 class, -1 ACP)
Class Abilities:
Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat. Mechanical Aptitude (Ex) At 1st level, the mechanist adds Disable Device to her list of class skills. In addition, the mechanist gains the trapfinding ability, with her effective rogue level equal to her mechanist level. This means she can disable magical traps, and she gains a bonus equal to half her mechanist class levels (minimum +1) to Perception checks to notice traps and to Disable Device checks.
Trapfinding A Mechanist adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A Mechanist can use Disable Device to disarm magic traps. Knowledge Is Power (Ex) At 1st level, if the mechanist has one rank in Knowledge (engineering), she can spend a swift action to increase the damage done by her firearms by +1 for one round. For every 5 ranks of Knowledge (engineering) the mechanist possess, this bonus increase by +1, to a maximum of +5 at 20 ranks. By spending a grit point as a part of the swift action, she may double this bonus for one round. This replaces the bonus feat gained at 4th and 12th level. Grit:A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Int modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways. Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit. Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit. Daring Act
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. 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. Matter Over Mind (Ex): A mechanist knows the secrets of ignoring some mystical energies. As long as the mechanist has at least 1 grit point remaining, whenever she makes a Will saving throw versus a spell or spell-like ability, she gets a +1 bonus on the roll. At 5th level and every 5 levels after, this bonus increases by one.
Racial Abilities
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Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple). Craftsman: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the greed racial trait. Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes. Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them,
Equipment:
Total gear cost apx 100 gp -Worn-
-Sheathed or on belt-
-Worn on/About Shoulders-
Powder Horn
-Pouches-
-In Main Pack-
-In Lower (workman's) Pack-
Cash
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20gp and some change. |
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