Ikiko

Blak Jak Sparrow's page

33 posts. Organized Play character for Silbeg.


Race

| HP 10/24 | AC 19 | [ooc]Fort +7; Ref +10; Will +4| Perc: +6

Classes/Levels

| Speed 25ft| Hero Points 1*/3 | Exploration Mode: Scout| Active conditions: swaying

Gender

CG Male (he/him) Tengu Pirate (way of the drifter gunslinger) 2

About Blak Jak Sparrow

Blak Jak Sparrow
Male tengu gunslinger 2 (Advanced Player's Guide, 24)
Uncommon, CG, Medium, Humanoid, Tengu
Heritage stormtossed tengu
Background sailor
Perception +6; low-light vision
[dice=Blak Jak Perception]1d20+6[/dice]

Languages Common, Mwangi, Tengu, Tien
Skills
[dice=Blak Jak Acrobatics]1d20+8[/dice] (Successes to Balance are critical successes instead.),
[dice=Blak Jak Athletics]1d20+6[/dice]
[dice=Blak Jak Crafting]1d20+5[/dice]
[dice=Blak Jak Diplomacy]1d20+5[/dice]
[dice=Blak Jak Intimidation]1d20+5[/dice]
[dice=Blak Jak Pathfinder Society Lore]1d20+5[/dice]
[dice=Blak Jak Sailing Lore]1d20+5[/dice]
[dice=Blak Jak Thievery]1d20+8[/dice]

Str 14 (+2), Dex 18 (+4), Con 12 (+1), Int 12 (+1), Wis 10 (+0), Cha 12 (+1)
Items leather armor, +1 dueling pistol (25 rounds)[GG], war razor[LOGM], backpack, belt pouch, climbing kit, firearm cleaning kit[GG], flint and steel, grappling hook, minor healing potion, oil (pint), ordinary clothing, rations (1 week)s (2), repair kit, replacement picks (3), rope (foot)s (50), thieves' tools, waterskin, wayfinder, purse (20 gp, 3 cp)
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AC 19; Fort +7; Ref +10; Will +4
[dice=Blak Jak Fort]1d20+7[/dice]
[dice=Blak Jak Ref]1d20+10[/dice]
[dice=Blak Jak Will]1d20+4[/dice]
HP 24; Resistances electricity 1
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Speed 25 feet
Melee [1] beak +8 (finesse), Damage 1d6+2 P
[dice=beak (finesse)]1d20+8[/dice]
[dice=piercing]1d6+2[/dice]

Melee [1] war razor +8 (backstabber, deadly d8, agile, finesse), Damage 1d4+2 S
[dice=war razor (finesse)]1d20+8[/dice]
[dice=slashing]1d4+2[/dice] | [dice=deadly]1d8[/dice]

Ranged [1] [i]+1 dueling pistol[/i] +11 (concealable, fatal d10, concussive, magical, range increment 60 feet, reload 1), Damage 1d6+1 P
[dice=dueling pistol]1d20+11[/dice]
[dice=P (concussive)]1d6+1[/dice] | [dice=crit damage]1d10+1[/dice] | [dice=fatal]1d10[/dice]

Ancestry Feats Storm's Lash[APG]
Class Feats
Fake Out[GG]: (Reaction, trigger An ally is about to use an action that requires an attack roll, targeting a creature within your weapon's first range increment. Requirement: you are holding a loaded gun) With a skilled flourish of your weapon, you force an enemy to acknowledge you as a threat. Make an attack roll to Aid the triggering attack. If you dealt damage to that enemy with the same weapon since the start of your last turn, you gain a +1 circumstance bonus to this roll.

Sword And Pistol[GG]: You're comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged Strike against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is flat-footed against your next melee attack with a one-handed melee weapon.

When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Attack of Opportunity. Either of these benefits is lost if not used by the end of your next turn.

Class Abilities:
Into the Fray!: (reaction, trigger you roll initiative) You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon and can then Interact to draw a one-handed melee weapon. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this Stride.

Skill Feats Steady Balance, Underwater Marauder
Other Abilities singular expertise, swords

Concussive: These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.