Ice Sculptor

Casey Jayne's page

289 posts. Alias of Javell DeLeon.


Full Name

Casey Jayne

Race

No thanks. Not into racin'.

Classes/Levels

Stats:
Int: +5; AC: 19/ Touch 15/ FF 14; Hp's 34; Perc: +9; Fort: +7/Ref: +7/Will: +7

Gender

Fella.

Size

Med

Age

33

Special Abilities

Shoots things

Alignment

CG

Location

Wherever the wind takes me.

Languages

Common

Occupation

Shoots things

Strength 12
Dexterity 17
Constitution 16
Intelligence 12
Wisdom 17
Charisma 10

About Casey Jayne

Background:

A drifter. His past is something of a mystery. He himself is something of a mystery. But the way he carries himself, you'd figure he's military... or at least he was. He don't speak much on himself. 'Course, that's the way he likes it. But for a loner, he always seems to find himself somewhere wherever folks need help. One thing Casey never figured, though, was that he'd find himself back in High Gulch again because he surely never planned it that way. A place he left years ago when he was but a boy in his teens. But he never plans anything. He just follows wherever the wind takes him.

Now, you're probably wondering who this guy is and why he would bother helping anyone? And what REALLY is his story? Why did he leave High Gulch those so many years ago? Is he running from the law? His past? Both? Or was he just bored and figured it was time to move on? Who knows?! It's hard to tell from one who talks so very little about himself. Which is fine for him 'cause the way he figures it, the less you know about him.... is still too much.

Casey Jayne's a large fella. About 6'5, 240lbs. He has unkempt hair with a big mustache and a beard. Wear's a dark brown duster, with western style clothing and a brown cowboy hat. He speaks with a deep country voice. He always has a toothpick in his mouth. Well, as often as possible.

(This was in ooc but it no longer works on profiles)
When you think of this guy, think Browncoats from Firefly. That's exactly how I picture him. If you haven't seen it you really must. That's just an awesome show.
Anyway, his name is derived from Adam Baldwin's characters of Jayne Cobb(Firefly) and John Casey(Chuck). Also a great show.

Casey Jayne 3rd:

Casey Jayne
Male human gunslinger (musket master) 3
CG Medium humanoid (human)
Init +5; Senses Perception +8

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Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +3 Dex, +2 dodge)
hp 34 (1d10+12lvl+9con+3fc)
Fort +7 (+3base/+3con/+1resist)
Ref +7 (+3base/+3dex/+1resist)
Will +7 (+1base/+3wis/+2feat/+1resist)
Defensive Abilities Nimble +1

--------------------
Offense
--------------------
Speed 30 ft.
Melee Handaxe +6 (1d6+1/×3) or
. . Machete +6 (1d6+1/19-20)
. . Mwk musket +7 (1d10+1/x2)
. . Switchblade knife +6 (1d4+1/19-20x2)

Ranged Mwk musket +7 (1d12/×4)
Special Attacks Deeds (deadeye, fast musket, gunslinger initiative, pistol-whip, quick clear, steady aim), grit (x3)

--------------------
Statistics
--------------------
Str 12(+1), Dex 17(+3), Con 16(+3), Int 12, Wis 17(+3), Cha 10(+0)
Base Atk +3; CMB +6; CMD 19

---------------------------
Feats
--------------------------
Feat tax feats: Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack
Level gained feats: (1st): Precise Shot, Iron Will(Human Bonus); (3rd): Dodge
Bonus feats: Gunsmithing, Rapid Reload

--------------------------
Traits
--------------------------
Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Settler: You’ve lived in High Gulch or one of the outlying towns all your life, and as such know the area well. You gain a +1 on knowledge (local) and Survival. Additionally, you gain a +1 on charisma checks when dealing with settlers.

--------------------------
Skills: 18 sk pts
-------------------------
Acrobatics +9: (+3rnks/+3dex/+3cs)
Climb +5: (+1rnk/+1str/+3cs)
Heal +9: (+1rnk/+3wis/+2kit/+3cs)
Knowledge (local) +6: (+1rnk/+1int/+1trait/+3cs)
Perception +9: (+3rnk/+3wis/+3cs)
Ride +9(+11 w/saddle): (+3rnk/+3dex/+2saddle/+3cs)
Sense Motive +9: (+2rnk/+3wis/+1trait/+3cs)
Survival +10: (+3rnk/+3wis/+1trait/+3cs)
Swim +5: (+1rnk/+1str/+3cs)

----------------------------------
Background skills: 6
----------------------------------
Craft (alchemy) +6: (+2rnk/+1int/+3cs)
Handle Animal +5: (+2rnk/0cha/+3cs)
Knowledge (engineering) +5: (+1rnk/+1int/+3cs)
Sleight of Hand +7: (+1rnk/+3dex/+3cs)

Languages Common
SQ gunsmith

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Gear
-----------------------
Mithral chain shirt
Handaxe
Machete
Switchblade knife
Mwk musket
Beneficial bandolier
. .alchemical flare cartridge (x10)
. .alchemical paper cartridge (x10)
. .black powder (x90)
. .bullet (x100)
. .gunsmith kit
. .powder horn (x10 black powder)
Muleback cords
Belt pouch
Masterwork backpack
. .healer's kit
. .canteen(x2)
. .flint and steel
. .hemp rope (50 ft.)
. .Mess kit
. .pot
. .torch (x3)
. .trail rations (x5)
. .waterproof hooded lantern
. .waterskin
. .whale oil (x15)
. .potion of cure light wounds (x8)
. .potion of endure elements (x4)
. .potion of protection from evil (x4)
. .potion of shield of faith +2 (x4)
Heavy horse
. .bedroll
. .bit and bridle
. .feed (per day) (x10)
. .military saddle
. .waterskins (x4)
400g, 64 gp

And last but not least...

Toothpicks... and lots of 'em. ;)

--------------------
Special Abilities
--------------------
Agile Maneuvers: Use DEX instead of STR for CMB
Combat Expertise +/-1: Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2: Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds: Use Grit to perform special abilities with your firearms.
Finesse Weapon Attack Attribute: Finesse weapons use Dexterity on attack rolls.
Grit (Ex) (x3): Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith: Gain free starting firearm that only you can use properly.
Gunsmithing: You can use a gunsmithing kit to craft/repair firearms and ammo.
Nimble +1 (Ex): +1 AC while wearing light or no armor.
Power Attack -1/+2: You can subtract from your attack roll to add to your damage.
Precise Shot: You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Musket): You can reload fast with one type of Crossbow or Firearm.

Casey Jayne 14th:

Casey Jayne
Male human gunslinger (musket master) 14
NG Medium humanoid (human)
Init +9; Senses Perception +23
--------------------
Defense
--------------------
AC 34, touch 23, flat-footed 22 (+9 armor, +1 deflection, +7 Dex, +5 dodge, +2 natural)
Hp 144 (1d10+78+28con+14fc+14feat)
Fort +16 (+9base/+2con/+4cloak/+1trait)
Ref +20 (+9base/+7dex/+4cloak)
Will +14, (+4base/+6wis/+4cloak)
Defensive Abilities Nimble +4

--------------------
Offense
--------------------
Speed 30 ft.
Melee handaxe +15/+10/+5 (1d6+1/×3) or
. . switchblade knife +15/+10/+5 (1d4+1/19-20)
Ranged +4 Distance Musket +25/+20/+15 (1d12+13/19-20/×4) 80'
Special Attacks Deeds (bleeding wound, dead shot, deadeye, expert loading, fast musket, gunslinger initiative, lightning reload, pistol-whip, quick clear, startling shot, steady aim, targeting), grit (x6)

--------------------
STATISTICS
--------------------

Str 13, Dex 15/24(+1@4th/8th/12th; +6belt), Con 14, Int 10, Wis 16(22 w/headband), Cha 9
Base Atk +14; CMB +15; CMD 38
Feats Deadly Aim, Defiant Luck[ARG], Dodge, Gunsmithing[UC], Improved Critical (musket), Inexplicable Luck[ARG], Point-blank Shot, Precise Shot, Quick Draw, Rapid Reload(Musket), Signature Deed(Targeting), Toughness
Traits Mana wastes survivalist, never stop shooting
------------------------------
Skills: 56 rnks
------------------------------
Acrobatics +22: (+7dex/+14rnk/+3cs/-2)
Climb +7: (+1str/+5rnk/+3cs/-2ac)
Craft (alchemy) +4: (+0int/+1rnk/+3cs)
Know(engineering) +4: (+0int/+1rnk/+3cs)
Know(local) +4: (+0int/+1rnk/+3cs)
Escape Artist +5:
Heal +12: (+6wis/+1rnk/+3cs/+2kit)
Perception +23: (+6wis/+14rnk/+3cs)
Ride +10: (+7dex/+2rnk/+3cs)
Stealth +5:
Sleight of hand +12: (+7dex/+4rnk/+3cs/-2ac)
Survival +20: (+6wis/+11rnk/+3cs)
Swim +3: (+1str/+1rnk/+3cs/-2ac)
Languages Common
SQ deed: deadeye, deed: fast musket, deed: gunslinger initiative, deed: pistol-whip, deed: quick clear, deed: steady aim, grit

Combat Gear celestial armor, +4 distance musket, handaxe, switchblade knife, amulet of natural armor +2, belt of incredible dexterity +6, boots of the earth, cloak of resistance +4, endless bandolier, potion of cure light wounds (x5), potion of cure moderate wounds (x2), alchemical cartridge (flare) (x10), alchemical cartridge (paper) (x100)
Other Gear handy haversack, healer's kit, headband of inspired wisdom +6, ring of protection +1, ring of sustenance, bedroll, canteen, flint and steel, gunsmith's kit, hooded lantern, mwk manacles, powder horn, whale oil (x5), 89 gp, 9 sp

And last but not least...

Toothpicks... and lots of 'em. ;)

--------------------
SPECIAL ABILITIES
--------------------

Boots of the earth These sturdy leather dwarven boots have soles made of thick gray marble. As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, reposition, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defiant Luck (1/day) Reroll a natural 1 on a save, or force a reroll of a critical hit confirmation roll.
Dual Talent(Alt race trait: Wis/Dex): Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Grit(x6) (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Inexplicable Luck (1/day) Gain +8 bonus to a single roll, or +4 after the roll is made.
Mana Wastes Survivalist +1 trait bonus on Fortitude saves.
Musket Training (+9, never misfires) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the bonus on damage rolls increases by +1. At 13th level, a musket master never misfires with a two-handed firearm. This replaces firearm training 1, 2, 3, and 4.
Never Stop Shooting Even when the chips are down, you keep on shooting. If your hit point total drops to 0 or lower but you are not dead, you may act as if disabled rather than dying (as if you possessed the Diehard feat). However, you can use your actions only to draw a firearm, reload a firearm, or attack with a firearm. If you have the Diehard feat, this trait also allows you to substitute your Wisdom score for your Constitution score for the purpose of determining the negative hit point total at which you die.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Signature Deed (Deed: Targeting [Signature Deed] [Ex]) Pick a deed that you have access to and that you must spend grit to perform. You can perform this deed for 1 fewer grit point (minimum 0). If the amount of grit needed to perform the deed is reduced to 0, you can perform this deed for the normal action cost as long as you have at least 1 grit point.

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 a gunslinger has at least 1 grit point. 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 any appropriate grit is spent to perform the deed.

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.

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.

Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment. This deed replaces the gunslinger's dodge deed.

Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm. This deed replaces the utility shot deed.

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 gunfighter 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 size Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by size Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/x2. If the attack hits, the gunslinger can make a CMB check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger's single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.

Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.

Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

• Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.

• Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.

• Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.

• Torso: Targeting the torso threatens a critical on a 19–20.

• Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Bleeding Wound (Ex): At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger's Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger's choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.

Expert Loading (Ex): At 11th level, whenever the gunslinger rolls a misfire with a gun that has the broken condition, she can spend 1 grit point to keep the gun from exploding, though it retains the broken condition.

Lightning Reload (Ex): At 11th level, as long as the gunslinger has at least 1 grit point, she can reload a single barrel of a one-handed or two-handed firearm as a swift action once per round. If she has the Rapid Reload feat or is using an alchemical cartridge (or both), she can reload a single barrel of the weapon as a free action each round instead. Furthermore, using this deed does not provoke attacks of opportunity.

Dice:

[ooc]vs. Touch[/ooc]
[dice=Musket]1d20+7[/dice]
[dice=Damage]1d12[/dice]

------------------------------------------------------------------------

[ooc]vs. Touch[/ooc]
[dice=Musket w/DA]1d20+6[/dice]
[dice=Damage]1d12+2[/dice]

------------------------------------------------------------------------

[ooc]vs. Touch[/ooc]
[dice=+4 [i]Distance[/i] Musket w/DA/PBS]1d20+22[/dice]
[dice=Damage]1d12+22[/dice]

[dice=+4 [i]Distance[/i] Musket w/DA/PBS]1d20+17[/dice]
[dice=Damage]1d12+22[/dice]

[dice=+4 [i]Distance[/i] Musket w/DA/PBS]1d20+12[/dice]
[dice=Damage]1d12+22[/dice]

------------------------------------------------------------------------

[dice=Fort]1d20+7[/dice]
[dice=Ref]1d20+7[/dice]
[dice=Will]1d20+7[/dice]

[dice=Acrobatics]1d20+9[/dice]
[dice=Climb]1d20+6[/dice]
[dice=Craft (alchemy)]1d20+5[/dice]
[dice=Know(engineering)]1d20+4[/dice]
[dice=Know(local)]1d20+4[/dice]
[dice=Escape Artist]1d20+3[/dice]
[dice=Heal]1d20+9[/dice]
[dice=Intimidate]1d20-1[/dice]
[dice=Know Local]1d20+6[/dice]
[dice=Perception]1d20+9[/dice]
[dice=Sense Motive]1d20+2[/dice]
[dice=Ride]1d20+9[/dice]
[dice=Stealth]1d20+3[/dice]
[dice=Sleight of hand]1d20+7[/dice]
[dice=Survival]1d20+8[/dice]
[dice=Swim]1d20+2[/dice]

Ammo:

Bullets (x100)
Black powder (x100)
Alchemical cartridges(paper): x10
Alchemical cartridges(flare): x10

Gunslinger

Musket Master

Firearm Rules