| Full Name |
Captain Nelenna 'Red Waves' Morgan |
| Race |
Human |
| Classes/Levels |
Gunslinger (Pistolero) 3 | HP: 28/28 | AC: 20| T: 14 | FF: 15 | CMD: 18| Fort: +4| Ref: +7| Will: +4 | Init: +4 | Perc: +9 | Sense Motive: +3 | Grit: 2/3 |
| Gender |
Female |
About Capt Nelenna 'Red Waves' Morgan
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Description
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TO COME
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Defense
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AC 20, touch 14, flat-footed 15 (+4 armor, +1 shield, +4 Dex, +1 Dodge)
hp 28 (3d10 +3 CON +3 FC)
Fort +4, Ref +7, Will +4
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Offense
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Speed 30 ft.
Melee Rapier +4 (1d6/18-20/x2)
Ranged Pistol +7 (1d8/20/x4) 20ft -Misfire 1(5ft)
----------Longbow +7 (1d8/20/x3) 100ft
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Statistics
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Str 10, Dex 18, Con 12, Int 8, Wis 16, Cha 10
Base Atk +3; CMB 3; CMD 18
Feats
Gunsmithing If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Point Blank Shot +1 attack and damage with range weapons upto 30ft.
Rapid Reload Move action to reload that normally take full round. Free action if normally move action.
Traits
Killer: Deal additional damage equal to crit hit modifier when scoring a critical hit. Added to final total but not multiplied by ultiplier.
World Traveller: +1 Diplomacy and its a class skill.
Skills Acrobatics +10, Appraise -1, Bluff +0, Climb +0, Craft (alchemy) +3, Craft(armor,bows,trapmaking ,weapons) -1, Diplomacy +5, Disguise +0, Escape Artist +4, Heal +3, Intimidate +0, Knowledge (Local) +3, Linguistics -1 (+1 writing or code), Perception +9, Perform (act) +0, Profession (Sailor) +7, Ride +4, Sense Motive +3, Stealth +3, Survival +7, Swim +4
Languages Common
Combat Gear ; Pistol, Masterwork Rapier, Bullets (11), Paper Cartridge (8), Cold Iron Paper Cartridges (10), Silver Paper Cartridges (10), Longbow, Arrows (20), Powder Horn with Black Powder (26), Masterwork Mithril Chain Shirt, Masterwork Buckler Other Gear Outfit, adventurer, Masterwork Backpack, Antiplague, Antitoxin, Smoked goggles, Belt Pouch, Earplugs, Gunsmith's Kit, Potion of CLW in Spring-loaded Wrist Sheath, Vermin Repellent, Potion of Protection from Evil, Wand of CLW (50) 823gp 9sp 7cp
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Special Abilities
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Weapon and armor proficiency All simple and martial weapons and firearms. Proficient with all light armor.
Grit Spend grit to accomplish deeds. 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.
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.
Start with 3/day.
Deeds
Quick Clear Standard action, remove the broken condition from a single firearm as long at that condition was gained by a firearm misfire. You must have at least 1 grit point to perform this deed. Or spend 1 grit point to perform as a move action instead of a standard action.
Gunslinger's Dodge 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.
Up Close and Personal When hit target with pistol not making a scatter shot, spend 1 grit to deal 1d6 extra damage on a hit. If misses attack, graze the target for half extra damage anyway. Spend grit before make attack roll. Not multiplied if critical hit. Stacks with other types of precision damage.
Pistol-Whip (Ex): 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): 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.
[u] Blast Lock:[/u] 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.
[u] Scoot Unattended Object:[/u] 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.
[u] Stop Bleeding:[/u] 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.
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.
Nimble +1 dodge bonus to AC while wearing light or no armour.
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.
Boons
Nemesis of the Aspis: You are an expert at sabotaging the Aspis Consortium’s nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.
Codebreaker: +2 bonus on Linguistics checks made to decipher writing or understand a code, and you may use Linguistics in this way even if untrained.
Average Snow Bloom: When given as gift to native of Land of Linnorn Kings with starting attitude of indiferent of better, rare flower grants +1 circumstance bonus on one Bluff or Diplomacy check against them. Alternatively, when shown to a native of Irrisen grants a +1 circumstance bonus on Intimidate checks mage against the target.