Lem

Bobafett Aloysius's page

160 posts. Alias of Chainmail.


About Bobafett Aloysius

Bobafett Aloysius
Aasimar Gunslinger (Pistolero) appears as hobbit 1
CG Small
Move = 20' (x4)
Initiative +5
Grit = 2

appearance:
The sandy haired hobbit, riding on a dog with a leather riding slicker seems to be a somewhat funny appearance. He glides up on his riding dog, every motion a study in economy of movement. His hands seem to linger close to the battered pistol on his hips as his leather riding slicker trails a bit behind him. Then you look into those cool blue eyes, with a flash of what appears some divine light in them. His gaze is unsettling, and he seems to look right through you. The laugh dies in your throat, as his gaze seems to promise iron and fire.

Background:

Bob was born the only child of small, overprotective divine parents and he grew up on the celestial plane. His mother was a cleric and his father a paladin. Both parents believed strongly in responsibility and duty, concepts that Bob did not embrace. A willful child, spoiled by his mother, Bob found that rules and laws bothered him. Individual freedom was important to him, and he always resisted the thought that Manifest Destiny and preordination controlled his life. Like Oedipus, he was determined to avoid his destiny.

The plight of the many halfling slaves was of paramount concern to Bob, and the Flower Network received the bulk of the aid from the aasimars. Smuggling escaped slaves to thwart evil slavers like many of his smaller brethren was what Bob wanted to do. Slavery particularly upset him, as it was the ultimate insult to individual freedom. Although his parents knew of Bob's desire to help halfling slaves, they obtained a much more safe and easy assignment for him. This rankled Bob quite a bit, as he felt his parents were trying to manipulate his life.

Instead of helping the Flower Network, as Bob wanted, Bob was sent to be the sheriff for a small halfling village. 'Show the little folk we bless and look over them too.' Well, five years as the sheriff, and chasing missing pies put out to cool and rounding up missing livestock had Bob quite bored. Well, after a cold winter, when Bob was sent to round up some missing sheep, he noticed he has saved them from wandering out onto thin ice. Then Bob had his inspiration--he would fake his own death. The town never found the body of the sheriff that fell into the ice leaving his hat behind. But they mourned him greatly.

Bob was on his way to adventure. His town would surely find another sheriff, and they would not complain as long as they thought he died rounding up sheep while they were safe in their hobbit home. Now, to find out if where he was heading was the exciting place he was told it would be. If he achieved fame and fortune, he hoped all would be forgiven with the celestials. If he died a glorious death, well, he was presumed dead anyway. Bob, for this reason, has a very reckless attitude.

Bob made friends with Khonner, and the expert on technology helped Bob make his first gun. He has traveled a long way to visit Khonner again.

Personality and Attitude:
Bob is cocky and sure of himself. He believes his celestial heritage gives him a sort of divine protection and, after living among halflings, he believes he has access to the luck that that smaller race seems to have.
On the other hand, the idea that he is lacking in free will has him determined to create his own path. He has chosen technology over magic to take a path different than his parents. He has chosen to go his ow way rather than report to others.

crunch:

11 STR; 19 DEX; 12 CON; 12 INT; 12 WIS; 16 CHA;
Init: +5, Perception: +6
Languages: Common, Halfling, Celestial
Favoured Class: Gunslinger
Favoured Class Bonus
1st - HP;
Hp rolls 10

ministats:

Initiative +5
hp = 12/12AC18/touch 15/ff14
F +3; R+5; W+2 CMD 14

offense/defense:
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DEFENSE
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AC 18 (+4 armor, +3 Dex, +1 size), Touch 15, Flat-footed 14, CMD 14
HP 12
Fort: +3, Ref: +5, Will: +2
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OFFENSE
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Small Dagger +1
Pistol +4
Base Atk: +1, CMB: +1

FEATS:
Gunslinger Bonus Feat=Gunsmith
Lvl 1:Technologist

SKILLS:

5/level (4class+1Int)
Acrobatics +7 (1 ranks, +3Dex, +3CS)
Appraise +1 (0 rank, +1 Int, +3class)
Bluff +2 (0 ranks, +2 CHA, +3class)
Climb +0 (0 rank, +0 Str, +3 class)
Diplomacy +3 (0 rank, +3CHA)
Disable Device +3 (0 ranks, +3 Dex, +3CS)
Disguise +2 (+0 Ranks, +3 class, +2 CHA)
Handle Animal +6 (+1 ranks, +3 class, +2 CHA)
Heal +1 (+1 Wis)
Knowledge (Local) +6 (1 Ranks, +3 Class, +1 Int, +1 blue book)
Knowledge (Engineering) N (0 Ranks, +3 Class, +1 Int)
Linguistics N (+1 Int)
Perception +6 (1 ranks, +2 Wis, +3 class)
Ride +7 (1 ranks, +3 Class, +3 Dex)
Sense Motive +1 (0 rank, +1wis, +3 Class)
Sleight of hand +3 (0 rank, +3 Dex, +3 Class)
Stealth +11 (1 ranks, +3 Dex, +3Class, +4 Size)
Spellcraft N
Swim 0
UMD N (0 ranks, +2 CHA, +3Class)

racial/traits/class feats:

Standard Racial Traits
Type: Aasimars are outsiders with the native subtype.
Ability Score Racial Traits: Azata-blooded aasimars gain +2 Dexterity and +2 Charisma.
•Type: Aasimars are outsiders with the native subtype.

Size: Bobafett is a small creature
Speed: Bobafett has base speed of 20 feet.

•Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
•Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits
Truespeaker There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Magical Racial Traits
•Spell-Like Ability (Sp): Aasimars can use glitterdust once per day as a spell-like ability (caster level equal to the aasimar's class level).

Senses Racial Traits

•Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

TRAITS:
Black Powder Interjection: Interrupt spell = 1 grit point
Reactionary: +2 to initiative

Gunslinger Class Features:

The following are class features of the gunslinger.
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, Luck, and Panache
Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.
A luck user does not count as a grit or panache user to satisfy feat prerequisites.

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.

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.

Daring Act & Dares
The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule.

Daring Act
Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.

Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.

Dares
Dares are similar to deeds in that they grant a gunslinger or a swashbuckler extra abilities based on either grit or panache, but unlike deeds, dares become active when a member of these classes runs out of her respective pool, and become inactive until the character regains points of their respective pool. They grant the character a benefit and a new ability to regain or increase the ability to regain either grit or panache.

A dare can be taken in place of one of the bonus feats a gunslinger or a swashbuckler gains at 4th level and every 4 levels thereafter. A gunslinger or a swashbuckler can choose to have multiple dares, but can only pick one to be active each time she reaches 0 grit or panache points. Once chosen, the active dare cannot be changed until the gunslinger or swashbuckler reaches 0 grit or panache points again.

List of Dares

Desperate Evasion (Ex)
While this dare is active, you gain the evasion class feature. If you already have this class feature, while this dare is active you roll twice when making a Reflex saving throw and take the higher result. You regain 1 grit or panache point when you succeed at two Reflex saving throws while using this dare.

Frantically Nimble (Ex)
While this dare is active, you gain a +2 dodge bonus to AC. You regain 1 grit or panache point when any enemy making a ranged or melee attack against you misses you three consecutive times. The attacks need not come from the same enemy.

Out for Blood (Ex)
While this dare is active, your critical threat range with firearms (for gunslingers) or light or one-handed piercing melee weapons (for swashbucklers) increases by 1 (20/x4 becomes 19–20/x4, 19–20/x2 becomes 18–20/x2, and so on). This effect does not stack with similar effects that modify a weapon's critical threat range.

Run Like Hell (Ex)
While this dare is active, your speed increases by 10 feet, and you retain your Dexterity bonus to your AC while running. You regain 1 grit or panache point the first time you are more than 100 feet away from your closest enemy.

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.

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. 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.

Reliable (Ex) At 1st level, a techslinger can spend 1 grit point as a free action to prevent a timeworn firearm from glitching. This deed replaces quick clear.

Gear:

chain shirt (small) (100gp)
Guard Dog (25gp)
Thieves' Picks (30gp)
15 regular cartridges
Gunsmiths kit
Battered Pistol 2 barrel misfire 1-2
Small Glaive-Guisarme 12gp 5 lbs
Pipe and ample tobacco 2gp
•leather barding Small 10 gp 15 lbs
•bit and bridle 2 gp 1 lb
•military saddle 20 gp 30 lbs
•saddlebags 4 gp 8 lbs
•7 days' feed 3.5 sp 70 lbs
Wealth 1.65gp