Man with a Pickaxe

"Blue Eyes"'s page

30 posts. Alias of joerice.


Full Name

"Blue Eyes," "Old Man," "Wanderer," etc. Real name unknown.

Race

Azata-Blooded Aasimar, passing as human

Classes/Levels

Gunslinger (Pistolero/Mysterious Stranger) 1

Gender

Spoiler:
HP: 11/11; AC: 18, T: 14, FF: 14; CMD: 15; Fort: 3, Ref: 6, Will: 0; (+2 vs. fear effects, +2 vs. blinding/dazzling); Init +4; Perception +4

Size

M

Alignment

N

Languages

Common, Celestial

Strength 10
Dexterity 19
Constitution 12
Intelligence 12
Wisdom 10
Charisma 17

About "Blue Eyes"

Male Azata-Blooded Aasimar Gunslinger (Pistolero/Mysterious Stranger) 1
HP 11
BAB +1
Melee:
Ranged:
Init: +4
Fort:+3 (+2 vs. blinding/dazzling)
Refl:+6 (+2 vs. blinding/dazzling)
Will:+0 (+2 vs. fear effects, +2 vs. blinding/dazzling)
AC: 18
Feats: Point blank shot, Gunsmithing
Traits: World Traveler (Sense Motive +1), Courageous

Racial Traits:

+2 Dex, +2 Cha

Native Outsider: Aasimars are outsiders with the native subtype and Humanoid (human)

Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Aasimars have a base speed of 30 feet.

Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled. This racial trait replaces the darkvision racial trait.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perform checks.

Spell-Like Ability: Replaced with a Dex +2

Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Class abilities:

Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

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 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 up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Grit (Ex): A mysterious stranger is a force to be reckoned with. Instead of using her Wisdom to determine the number of grit points she gains at the start of each day, she uses Charisma. This ability works in all other ways like the gunslinger's grit class feature.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Up Close and Deadly (Ex): At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. She must choose to spend the grit point before she makes the attack roll. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage. This deed replaces the deadeye 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.

Focused Aim (Ex): At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed.

Skills:

Bluff 7 (3+3+1)
Diplomacy 6 (3+1+2)
Intimidate 7 (3+3+1)
Perception 4 (0+3+1)
Sleight of Hand 8 (4+3+1)
Sense Motive 5 (0+3+1+1)
Performance (Strings) 6 (3+1+2)

Equipment:

Pistol
Chain Shirt
Dagger (Wrist Sheath)
Heavy Pick
Longbow
40 Arrows
Guitar
Backpack
50 ft Hemp Rope
Gunsmith Kit
Bottle of Whiskey
Wrist Sheath
89 gp