| Full Name |
Asher Connoly |
| Race |
Half Elf |
| Classes/Levels |
Class [|] Gunslinger 1 | HP:13 | AC: 16/ FF 13/ T 13 | Fort: +4 Ref: +5 Will: +2 | Perception: +7 | Init: +5 [|] |
About Asher Connoly
[spoiler=Sheet]
Male half-elf gunslinger 1 (Ultimate Combat 9)
CG Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +7
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +5, Will +2; +2 vs. enchantments
Immune magic sleep effects
OFFENSE
Speed 30 ft.
Melee longsword +2 (1d8+1/19–20)
Ranged pistol +5 (1d8/×4)
STATISTICS
Str 12, Dex 16, Con 14, Int 10, Wis 15, Cha 11
Base Atk +1; CMB +2; CMD 15
Feats Gunsmithing*, Skill Focus (Perception), Weapon Focus (pistol)*
Skills Craft (alchemy) +4, Intimidate +4, Knowledge (engineering) +4, Perception +7, Sleight of Hand +7;
Racial Modifiers +2 Perception;
Armor Check –1
Traits Elven Reflexes*, Killer
Languages Common, Elven
SQ deeds (deadeye, gunslinger’s dodge, quick clear), elf blood*, grit (2), gunsmith
Combat Gear alchemist’s fire;
Other Gear studded leather, longsword,
pistol with 30 bullets, backpack, dagger, gunsmith’s kit, hemp rope
(50 ft.), paper cartridges (5), powder horn with 10 doses of black
powder, sunrods (2), waterskin, 19 gp
SPECIAL ABILITIES
Deeds Asher can spend grit points (see below) to accomplish the
following deeds:
Deadeye: Asher can resolve an attack against touch AC instead of
normal AC when firing beyond his firearm’s first range increment for
a cost of 1 grit point per range increment beyond the first. Asher
still takes the –2 penalty on attack rolls for each range increment
beyond the first when he performs this deed.
Gunslinger’s Dodge: Asher can spend 1 grit point to avoid a ranged
attack by moving 5 feet as an immediate action, granting him a
+2 bonus to AC against the attack. This is not a 5-foot step, and
provokes attacks of opportunity. Alternatively, he can drop prone to
gain a +4 bonus to AC against the attack.
Quick Clear: As long as Asher has 1 grit point, he can, as a standard action, remove the broken condition from his pistol, if the condition resulted from a misfire. If he instead spends 1 grit point, he can perform quick clear as a move-equivalent action.
Grit: Asher begins each day with 2 grit points. His grit goes up or
down throughout the day, but cannot go higher than this maximum.