Clegg Zincher

Artemis Rook's page

2 posts. Organized Play character for Josh Shrader.


Race

Human

Classes/Levels

Gunslinger

Gender

Male

Alignment

Cn

About Artemis Rook

Artemis Rook
Male Human (Varisian) Fighter (Weapon Master) 1 Gunslinger 5
CN Medium Humanoid (human)
Init +7; Senses Perception +11
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Defense
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AC 20, touch 16, flat-footed 14 (+4 armor, +5 Dex, +1 dodge)
hp 52 (6d10+12)
Fort +8, Ref +9, Will +3
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Offense
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Speed 30 ft.
Melee Shortsword +7/+2 (1d6+1/19-20/x2)
Ranged +1 Double-barreled pistol +13/+8 (1d8+6/x4)
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Statistics
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Str 12, Dex 20, Con 14, Int 12, Wis 15, Cha 7
Base Atk +6; CMB +7; CMD 23
Feats Deadly Aim -2/+4, Extra Grit, Gunsmithing, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Double-barreled pistol)
Traits Bandit (River Kingdoms) (Stealth), Goldfinger (Disable Device)
Skills Acrobatics +11, Bluff +4, Craft (alchemy) +5, Disable Device +17, Intimidate +3, Knowledge (engineering) +5, Knowledge (local) +6, Perception +11, Sense Motive +4, Sleight of Hand +15, Stealth +15, Survival +6
Languages Common, Dwarven, Varisian
SQ deed: deadeye, deed: gunslinger initiative, deed: gunslinger's dodge (+2 ac), deed: pistol-whip, deed: quick clear, deed: utility shot, grit, gun training +5 (double-barreled pistol)
Combat Gear Potion of Cure Light Wounds (CL 2); Other Gear Mithral Chain shirt, +1 Double-barreled pistol, Alchemical cartridge (paper) (60), Shortsword, Belt of incredible dexterity +2, Endless bandolier (64 @ 9 lbs), Ioun torch, Adventurer's sash (11 @ 6 lbs), Cold weather outfit, Gunsmith's kit, Hooded lantern, Masterwork Pistol, Powder horn (empty), Thieves' tools, masterwork, Tindertwig (4), Trail rations (4), 6287 GP
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Special Abilities
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Bandit (River Kingdoms) (Stealth) +1 to Stealth checks, Stealth is always a class skill for you.
Cold weather outfit +5 Fort save vs. cold weather.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.
Deed: Gunslinger Initiative (Ex) While have Grit, can use a free hand to draw a non-hidden firearm as part of the initiative check.
Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.
Deed: Pistol-Whip (Ex) Use 1 grit, melee attack with firearm gains enh. bonus and free CMB check to knock prone.
Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.
Deed: Utility Shot While have grit, gain a variety of useful tricks with a firearm.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gun Training +5 (Double-barreled pistol) (Ex) On a misfire with chosen firearm type, misfire value only increase by 2 (instead of 4).
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Thieves' Guild (empty) Can use Sleight of Hand for Day Job rolls. +2 to Sleight of Hand to steal.