
GM Deathslinger |

Here is your discussion thread! Plan out your characters, and once you're all set we'll begin.
One thing I'd like to know: what kind of zombie action you prefer. I myself envision this game as more 'guns blazing zombie death', but maybe the group would prefer a grittier take on things, or a more twisted and strange idea. Tell me what you want.

Bilbo Bang-Bang |

Male Dwarf Gunslinger (Gun Tank) 3
NG Medium Humanoid (Dwarf)
Init +4; Senses Darkvision (60 feet); Perception +8
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DEFENSE
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AC 20, touch 11, flat-footed 19. . (+9 armor, +1 Dex)
hp 39 (3d10+6)
Fort +5, Ref +5, Will +3
Defensive Abilities Defensive Training
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OFFENSE
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Spd 20 ft.
Melee Gauntlet (from Armor) +6 (1d3+3/20/x2) and
. . Masterwork Earth Breaker +7 (2d6+4/20/x3) and
. . Unarmed Strike +6 (1d3+3/20/x2)
Ranged Shotgun, double-barreled +5 (1d8/20/x2)
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STATISTICS
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Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 9
Base Atk +3; CMB +6; CMD 17
Feats Cleave, Power Attack -1/+2
Skills Acrobatics -3, Climb +2, Craft (Alchemy) +4, Escape Artist -3, Fly -3, Knowledge (Engineering) +5, Knowledge (Local) +5, Perception +8, Ride -3, Stealth -3, Survival +8, Swim -2
Languages Common, Dwarven
SQ Bullet Defection (+4) (Ex), Deadeye (Ex), Deeds, Greed, Grit (Ex), Gun Tank's Resolve (25%) (Ex), Gun Training +2: -Choose- (Ex), Gunslinger Initiative (Ex), Hardy +2, Hatred, Pistol-whip (Ex), Quick Clear (Ex), Slow and Steady, Stability, Stonecunning +2, Utility Shot
Combat Gear Masterwork Earth Breaker, Masterwork Full Plate, Shotgun, double-barreled; Other Gear Backpack, Masterwork (empty), Bell (2), Blanket, Block and tackle, Crowbar, Hammer, Iron Spike (2), Rope, silk (50 ft.)
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SPECIAL ABILITIES
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Bullet Defection (+4) (Ex) A gun tank is adept at modifying and using her armor to stop firearm attacks. Starting at 2nd level, a gun tank wearing medium or heavy armor gains half the armor's bonus plus the armor's enhancement bonus (if any) as a deflection bonus against any n
Cleave If you hit your first target, attack an adjacent target at the same attack bonus in exchange for -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
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
Deeds Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longerlasting effects. Some deeds stay in effect as long as a gunslinger has at least 1 grit point. The
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Grit (Ex) 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
Gun Tank's Resolve (25%) (Ex) At 1st level, the gun tank can shrug off the most serious of attacks. When the gun tank is wearing medium or heavy armor and is subject to a critical hit or sneak attack, she can spend 1 grit point as an immediate action to attempt to negate the crit
Gun Training +2: -Choose- (Ex) Starting at 5th level, a gunslinger can select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when
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 i
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
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
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
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 t
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Utility Shot 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

GM Deathslinger |

Breach looks good, though a couple things need to be done: I'd prefer if you listed Gun Training as Gun Training 1, because it's the first time you get it, and pick the gun type you want it to apply to. Add the damage into the listed damage it deals.
Two, list what you are doing with your favored class bonus. I'm pretty sure it went into HP, but I need to be sure. On that note, you should have 30 HP before applying favored class bonuses. 10+9=19+5=24+6=30.
Three, show how many ranks you have in each skill.
Fourth, can you put this together in an alias?