Eagle Knight of Andoran

Jeremiah Johnston's page

347 posts. Alias of SilentSage.


Race

| HP: 61/61 | AC: 26 (Tch 17, Fl 19) | CMB: +7, CMD: 24 | F: +6 , R: +10, W: +6| Init: +5(+7) | Perc: +17

Classes/Levels

| Speed 30ft | Grit: 3/3 | Ammunition: 30, 30 Adamantine| +1 Double Barreled Pistol +13 (1d8+1/x4), +2 Inferno Pistol +14 (1d6+6) (10 Charges)| Active Conditions: None

About Jeremiah Johnston

Jeremiah Joahnston
Male Human Gunslinger (Techslinger) 7
LG Medium Humanoid (Human)
Init: +5(+7 w/Grit) Senses: Perception: +11

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Defense
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AC: 24, touch: 17, Flat-Footed: 17 (+5 Armor, +2 Shield +5 Dex, +2 Dodge)
HP: 61 (6d10+7)
Fort: +6, Ref: +10, Will: +6

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Offensive
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Speed: 30ft.
Melee: Club +7/+2 (1d6) or
Dagger +7/+2 (1d6/19-20) or
Rapier +7/+2 (1d6/18-20)
Ranged: Mwk Pistol +13/+8 (1d8/x4)
Timeworn Stungun +13/+8 (1d8+6)
+1 Inferno Pistol +13/+8 (1d6+6)
+1 Double Barreled Pistol +13/+8 (1d8+1x4)
Special Attacks: Deeds (Covet Charge, Gunslinger's Dodge, Reliable, Gunslinger's Initiative, Pistol Whip, Utility Shot, Dead Shot, Startling Shot Targeting, Grit: 3)

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Stats
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Str: 10, Dex: 20, Con: 12, Int: 10, Wis: 14, Cha: 10
Base Atk: +7; CMB; +7; CMD: 24
Feats: Gunsmithing, Point-Blank Shot, Rapid Reload, Precise Shot, Technologist, Deadly Aim, Iron Will
Traits: Against the Technic League (+2 Damage vs. Technic League Associates), Never Stop Shooting (Disabled below 0, Use Wis to determine death w/Diehard Feat)
Skills: Acrobatics +15, Climb +4, Knowledge (Local) +9, Perception +17(+5 from Eyes of the Eagle), Stealth +1, Swim +5, Survival +8, Knowledge (Engineering) +10, Sleight of Hand +12, Craft: Mechanics +10
Languages: Common
SQ: Gunsmith
Other Gear: +2 Mithril Chain Shirt, Club, Dagger, Mwk Pistol, Gunslinger's Kit [Backpack, Belt pouch, Flint and steel, Gunsmith's kit, 5 Powder horns (10, 10, 10, 10, 10), Hemp Rope (50 ft.), Torches (9), Waterskin], Grappling Hook, Signal Whistle, Smoke Stick, Bullets (30 Regular, 30 Adamantine), Beneficial Bandoleer (6 Regular Shots, 2 Fire Mage Shots, 2 Electric Mage Shots) 19 Alchemical Cartridges (Paper), 2 Waterproof Bags, +2 Buckler, Rapier, Batteries (0, 9, 10, 10, 10, 10, 10, 10, 10, 10), Timeworn Stun Gun, +2 Inferno Pistol, +1 Double Barreled Pistol, 1 CLW Potion, EMP Pistol, Eyes of the Eagle (+5 Perception)

8133 GP 8 sp

Left at HQ: [Bedroll, Iron Pot, Mess kit, Trail rations (5)]

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Special Abilities
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Grit (Ex): Wisdom-Mod based Ability pool used to perform deeds. Refills on crits, kills, and time.

Deeds: Spend Grit to perform one of the following deeds

Covet Charge (Ex): Spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once.

Gunslinger’s Dodge(Ex): Move 5 feet as an immediate action; +2 bonus to AC vs. ranged attacks. Note: Provokes attacks of opportunity. Alternatively, Drop prone; +4 bonus to AC vs. ranged attack. Only possible wearing medium or light armor, and while carrying no more than a light load. Cost: 1 Grit

Reliable (Ex): Free action; Spend 1 grit point to prevent a timeworn firearm from glitching.

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.

Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. Precision damage and extra damage from weapon special abilities are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger must spend 1 grit point to perform this deed.

Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.

Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

-Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.

-Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.

-Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.

-Torso: Targeting the torso threatens a critical on a 19–20.

-Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Gunsmith: Gains pistol; 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.

Gunsmithing: Gain Gunsmithing as a bonus feat ; Use Gunsmith's Kit to restore firearms, create bullets, and mix black powder

Nimble (Ex): +2 Dodge Bonus to AC when in light or no armor. Denied when Dex is denied.

Bonus Feat: At 4th level and every 4 levels, gain a bonus feat.

Technic Training: Starting at 5th level, select one specific type of advanced technology firearm. Gain a bonus equal to her Dexterity modifier on damage rolls when using that firearm and treat all detrimental glitches of timeworn versions of the selected firearm as a result of no glitch; Can retain the effects of beneficial glitches.

Every 4 levels thereafter (9th, 13th, and 17th), the techslinger selects another type of advanced technology firearm, gaining these bonuses for those types as well.

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Feats:
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Point-Blank Shot: +1 to attack and damage rolls with ranged weapons within 30 feet.

Rapid Reload (Pistol): The time required to reload the pistol (one handed firearm) is reduced to a move action.

Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Technologist: Understand technology and use skills based on technology.

Deadly Aim: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

Iron Will: +2 bonus to all Will saves.

Backstory:

Numeria wasn't the easiest place for a kid to grow up, especially in Chesed, probably it's biggest city and economic power in the Sellen Hills. As troublesome as it was, J.J. always considered himself lucky he wasn't worse off. While many people were homeless, downtrodden, or slaves, the worst he had to put up with was chores. Somehow, his family managed to keep a roof over their heads and some food on their table. He never questioned it, mostly because he was more fascinated with the wonders of the nation than anything else. Back then, he wanted nothing than to be an adventurer and learn everything he could about the wonders of the world.

Just before reaching adulthood, he was exploring the outer reaches of the city when he stumbled across what appeared to be a bunch of scrap metal somehow stuck within some tree roots. Digging it up, he found what appeared to be a spyglass of some kind. Taking it home, he showed it to his father, who was astounded with the find. Bringing it to a family friend, it was identified as the scope for a rail gun. J.J. couldn't believe the smile that came across his father's face. Even if incomplete, finding a piece of something so valuable was seen as a sign of good fortune. Unfortunately, the Techinic League thought so as well.

When the League thugs demanded they hand over the tech and show them where the rest was. The family, not being fond of them because of their attitude towards slavery, naturally refused. It came back to bite them that night when the same thugs came in the dead of night to rob their home. The father fought to the best of his ability, but he was soon felled. The mother did her best to protect her son, but she too left this world for the Boneyard. The son barely escaped, leaving behind his possession to save his life. He ran through the streets for who knows how long before he just collapsed from exhaustion and cried for the loss of his loved ones. He couldn't go back without being spotted. He couldn't go to his friends or associates without fear of being betrayed. He was truly alone and stuck.

Slowly, he adjusted to life on the streets, avoiding danger and misfortune when he could. He was lucky to find shelter via indentured servitude and work with a blacksmith who said he knew his parents. While the work was hard and his services didn't come cheap, he was one of the few in town that didn't completely rip people off. Eventually, he learned more from him than just how to find scrap. He learned that his parents caused the Technic League no end of trouble, doing anything and everything to screw with them. It may have been a futile fight, but it was one they didn't give up on. It was upon learning his parents goals that Jeremiah vowed to do anything in his power to destroy the Technic League or die trying. The old man called him crazy, but decided that the least he could do was give him a hand since no one likes the League. In exchange for more indentured servitude, he was trained in the ways of black powder and weapon flourishing.

One particular day after earning his freedom, he was gathering more scrap to when he came across a mugging in progress. Not one who appreciates bullies, he came to the defense of the defenseless shlub and drove them off. Helping the half-elf up, he was introduced the investigating Tybalt Kosgrove. The two became fast friends and became partners in the business of scrap collecting. Upon hearing that Torch had work, the two left Chesed behind them to find opportunity. Two years later, that opportunity came in the form of a missing leader, an extinguished flame, and a call to action.