Wyrm Sniper

Billy ''Gunner' Johnson's page

182 posts. Alias of Aubster.


Full Name

Billy 'Gunner' Johnson

Race

Gunslinger LV 4/Fighter LVL 1; AC 20; Initiative +8; HP 39; Fort +6; Reflex +8; Will +3

Classes/Levels

Perception +9, Masterwork Rifle; Bayonet; +11(+12) to hit (1d10+4(5)) damage

Gender

M

Size

M

Age

26

Special Abilities

Gun Training, Nimble +1

Alignment

LN

Deity

Torag

Languages

Common

Strength 12
Dexterity 19
Constitution 14
Intelligence 13
Wisdom 14
Charisma 10

About Billy ''Gunner' Johnson

Background
Billy grew up in the Capitol city of Alkenstar; his father a member of the elite city guards. Unfortunately, Billy's mother died giving birth to him which his father never recovered from. The relationship between the growing boy and his father was always strained. The only thing that they seemed to have in common was their love of guns and shooting. Under his father' supervision, Billy grow very skilled at using 2 pistols at once and has proven his worth as a peacekeeper many times in expeditions into the Spellscar Desert. While in the desert on his last mission, Billy found out that his Father had died in a shoot-out involving a criminal gang. Before he died though, Billy's dad killed every single last criminal.

With his family ties to his city broken, Billy quickly leaps at a chance to investigate goblins and bandits in Varisia that have been found with signs that indicate that the power of the Rune Lords of ancient Thassilon may be stirring. Knowing the legends of the power of the Runelords, the scale of potential mayhem is almost beyond comprehension.

BAB - 4
Initiative - +6 (+8 if have 1 grit pt)
AC 18; Touch 15; Flatfooted 14
Hit Points - 33

Saves
Fortitude - 6
Reflex - 8
Will - 3

Grit (4 pts)
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

Hero Points - 1

Feats
Point blank shot
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Deadly Aim
Benefit: 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. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Rapid shot
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Precise Shot (Combat)
You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Weapon Focus (Rifle)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Extra Grit
Benefit: You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.

Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

Traits
Reactionary
Benefit: You gain a +2 trait bonus on initiative checks.

Scholar of Ruins
Benefits: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (dungeoneering) checks. One of these skills (your choice) is always a class skill for you.

Favored Class
Gunslinger

Skills
Acrobatics - 10
Climb - 7
Perception - 9
Ride - 10
Survival - 8
Swim - 7
Knowledge (Dungeoneering) - 7
Knowledge (Geography). - 2
Knowledge (Nature) - 5
Stealth - 8
Sense Motive - 7

Equipment
Gold 3500

Masterwork Rifle (800 GP)
Rifle 1d10 ×4 80 ft B and P

Bayonet (5 GP)

Eel Hide Studded Leather Armor (1225 GP)
Cloak

- Gunslinger's Kit: (26 GP)
- - Bedroll
- - Belt Pouch
- - Flint & Steel
- - Gunsmith's Kit
- - Mess Kit
- - Rope (Hemp; 50 ft.)
- - 10 Torches
- - Trail Rations (5 Days)
- - Waterskin

Explorers Outfit (10 GP)

6 Cure Light Wound Potions (300 GP) - 1 used

Metal Cartridges 500 (100 provided free) (600 GP)
Metal Cartridges Cold Iron 100 (300 GP)
Metal Cartridges Silver 10 (255 GP)

Magical
+1 Ring of Protection
+ 1 Studded Leather Armor

Deeds
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.

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.
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.

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.

Nimble
Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Gun training
Rifle - +4 Damage
Starting at 1st 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 she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.